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tal, (edited ) do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

I would guess that loading screens will never fully go away. Especially on consoles, where everyone has a fixed set of hardware resources, and the developer knows what that is and is aiming at optimizing for that target, being able to fully remove one area from memory before loading the next gives you potentially twice as much memory to work with. That’s a big-enough gain that game developers are not going to want to give that up, since the alternative is being able to only have half (or less, if multiple areas are near each other) the complexity for their areas. If hardware gets more memory, at least some developers are going to want to increase the complexity of the environments they have rather than eliminating load screens. Otherwise, their scenes are going to look significantly-worse than their competitors who have loading screens.

There may be specific games that eliminate loading screens, at least other than the initial startup of the game. Loading screens might be shorter, or might just consist of a brief fade. But I don’t think that we’ll ever reach the point that all developers decide that that tradeoff to fully-eliminate loading screens is one that they want to make.

The shift from optical media and rotational drives to SSDs has reduced the relative cost of loading an area. But it hasn’t eliminated it.

I think that a necessary condition for loading screens going away is basically a shift to a memory architecture where only a single type of storage exists – that is, you don’t have fast-but-volatile primary storage and slow-but-nonvolatile secondary storage, but only a single form of non-volatile storage that is fast-enough to run from directly. We don’t have that technology today. Even then, it might not kill loading screens, since you might want to have different representations (more-efficient but less-compact for the area surrounding the character, and less-efficient but more-compact for inactive areas).

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

I can understand inverting the Y axis, because aircraft use the opposite of what FPSes typically do – push forward to pitch the plane’s nose down.

But why do you want the X axis to be reversed? I can’t think of any system out there that operates with an inverted X axis.

thinks for a while

I guess maybe the tiller on a boat.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

Rewinding is technically possible, and there are games that incorporate rewinding into the game, like Braid or Prince of Persia: Sands of Time. Probably some newer ones. However, that only works if the game developer conforms to a lot of constraints. I don’t think that it will ever be a standard feature on all video games.

  • Not all functions are “reversible”; you can’t just run everything “backwards” easily on a general-purpose computer. One specific operation that is famously not-easily-reversible – and that we are so confident that this is not easily reversible that we make a lot of computer security rely on it – is multiplying two prime numbers together. So you’d have to impose dramatic constraints on how games can be written to provide the ability to just say “start running the game in reverse”. (Related trivia: the question of whether the real world can theoretically be run in reverse if you could look perfectly at everything in the universe for just one moment, the arrow of time, is, as I understand it, something of an open question in physics.)
  • One tactic for “rewinding” is to basically store checkpoints periodically and then retain enough information, like the player’s inputs, such that one can basically “fast forward” from a checkpoint. If you can “fast forward” cheaply enough in terms of CPU time, then rewinding to a checkpoint, and then fast-forwarding to a given point, once for each frame, looks like you’re running in reverse. This is basically how modern movie codecs work today: you have keyframes that are basically a “checkpoint” of a frame that are stored, maybe every few seconds or so. Then you have information necessary to compute the next frame from the existing one. So when you seek backwards in a movie, internally what a movie player is likely doing is seeking backwards to the keyframe prior to the time where you’re trying to seek to, then playing forward. That “seek back to a checkpoint, then play forward” is a lot more technically-easy to do than to require a game to truly be reversible, since in many games, it’s possible to store a fairly-small amount of information to record the game world at that point in time – and “play forward”. But many games also can’t store their entire world in a small amount of space, and for some, it’s hard to perform saves cheaply-enough in terms of CPU time – constantly and frequently-enough, maybe every couple seconds. If you can’t reduce the game state to a very small amount of information, then you are only going to be able to rewind so far. Implementing this is, today a requirement of a number of multiplayer games – nearly all multiplayer game engines basically rely on each computer involved being able to deterministically generate the same world state on each participating computer. One technique to reduce apparent latency to other players is to do client-side prediction, predict what the other user is going to do, like continuing to walk in the same direction that they’re walking, and then render each frame as if they had done that. Sometimes, that prediction is incorrect, and in those cases, they’re going to need to be able to re-generate the world state; what they do is constantly internally checkpoint and then roll world state forward by replaying inputs when they actually learn what that other player was doing. So some games and game engines already basically implement the internal functionality required for this sort of approach, at least over a limited period of time. But it requires the developers to constrain what they do throughout the game to some degree.
tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

I think that one issue is that – at least with Steam, and I think on consoles, though I haven’t checked the current gen – if there’s an outstanding update for a game, one is required to wait until an update is applied before playing the game.

That often really doesn’t need to happen. One could have a console just let one play what’s already download, and when an update can be done, do it.

This doesn’t solve things for multiplayer games – or, more-generally, games with some level of online functionality. There, updates may require everyone to be running the latest version, or Twitter support may be broken on an older version (come to think of it, I bet that all that Twitter removal of third-party API access probably broke a bunch of games with social media integration).

And sometimes, like with actively-exploited security holes, a developer may really, really not want people to use existing versions.

Maybe let the developer flag an update as “mandatory” and only force updates if the “mandatory” flag is set.

One other thing that might solve your problem – I haven’t looked at current-gen consoles, but at least the last time I looked at an XBox, I believe that there was an option for it to turn itself on nightly, check for updates, and for installed games, download and install any updates. That might address your “I turn on my console about once a year and then it has a huge backlog” issue, if your console has that and you toggle on that nightly update setting.

tal, (edited ) do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

that should actually crank everything to the highest possible setting.

While I can understand where you’re coming from, one thing I wonder about – I think that a lot of people want to use the max setting and expect it to work. It’s not unreasonable for a developer to choose ranges such that a max setting doesn’t run reasonably on any current hardware, as doing that may provide for scalability on future hardware. Like, it’s easy for me to make a game that can scale up to future hardware – e.g. try to keep more textures loaded in VRAM than exists on any hardware today, or have shadow resolutions that simply cannot be computed by existing hardware in a reasonable amount of time. But maybe in five years, the hardware can handle it.

If a game developer has the highest-quality across-the-board quality setting not work on any existing system, then I think that you’re going to wind up with people who buy a fancy PC, choose the “max” setting, and then complain “this game isn’t optimized, as I bought expensive hardware and it runs poorly on Ultra/Max/whatever mode”.

But if the game developer doesn’t let the settings go higher, then they’re hamstringing people who might be using the software five or ten years down the line.

I think that one might need a “maximum reasonable on existing hardware” setting or something like that.

I’ve occasionally seen “Insane” with a recommendation that effectively means something like that, “this doesn’t run on any existing hardware well, but down the line, it might”. But I suspect that there are people who are still going to choose that setting and be unhappy if it doesn’t perform well.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

Oh, I get what you mean. So you want something like analog input for movement.

Hmm. I think that a lot of FPSes use the mousewheel for “cycle weapon”. I guess you could have some kind of chording support, but I think that the problem is mostly that there isn’t a free analog input on keyboard+mouse for it.

The other thing would be that you only get one analog axis then, and a lot of games will need two analog axes for analog movement.

I was just reading the other day about some keyboard that apparently had keys with pressure-sensitive switches. I have no idea how many games actually support it, and bet that it’s obscenely expensive, but that’d provide necessary analog inputs, assuming that games add support.

googles

Ah, apparently it’s a thing with “gaming” PC keyboards right now.

pcgamer.com/cooler-master-launches-a-keyboard-wit…

Cooler Master launches a keyboard with pressure-sensitive keys for $200

www.amazon.com/…/B01MTA0OAP

tomshardware.com/…/razer-huntsman-v2-analog-keybo…

Razer Huntsman, $250.

thinks

You know, honestly, I think that this is at least partly a special case of what a lot of the other comments have asked for, which is basically a more-powerful input layer on the PC sitting between my devices and the game. Like, if I have a bunch of keyboards and joysticks and mice or whatever, let me attach axes and buttons however I want to functions in the game, do macros, whatever.

I had a comment complaining that I had a controller with two extra buttons than a standard XBox controller, but that most games can’t take advantage of that, even though they provide extensive support for rebinding keys on keyboards.

Someone else wanted to be able to bind any input to any game function, wanted macros and stuff.

You’re wanting the ability to link an analog input to existing code in the game that can take an analog value.

Several people have asked for the ability to rebind controller keys.

I also recall seeing, in a past discussion, a handicapped user talk about how the ability to rebind was important to them for accessibility reasons.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

I always thought that it was intended to either simulate an old television or to make a scene look scarier, but looking at the wiki page I’ve linked to, it looks like there are a number of stylistic uses.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

I suppose that if you were hellbent on specifically setting this up, you could maybe do multiple VMs split onscreen, though last I looked, the situation for sharing 3d hardware across multiple VMs wasn’t great, and I am sure that it would be horribly inefficient, since each VM would be storing a duplicate copy of textures in VRAM. I have no idea how the PC version of Halo CE deals with weird aspect ratios.

It also wouldn’t have some integration like switching to a single large screen for cutscenes or the menu. But if you were just specifically hellbent on creating a multiplayer, single-screen Halo experience on the PC, you might be able to pull it off like that.

Another approach, if the hardware cost is acceptable, would be to have a laptop per player and then stream the output video to some multiplexing hardware that puts multiple screens on one TV. That would buy you per-player audio, which I don’t believe was possible on the original XBox release.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

There’s actually legitimately at least some functionality required there that exists on the console there that doesn’t on the PC. The consoles already have a console-level concept of a player-to-controller mapping. That doesn’t exist on the PC, so the individual game would need to implement it – it’s not entirely free.

A common approach on the PC to handling controllers is to assume that there is one player and that whichever controller is receiving input last is the controller to use. This deals nicely with the case where there are multiple specialized controllers used for different software packages, like “the user has a steering wheel, a flightstick, an XBox controller, a Playstation controller, and a Switch controller plugged in” case. Problem is, then you can’t go just assume that Controller 1 is the Player 1 controller, and Controller 2 is the Player 2 controller. That case doesn’t come up on consoles, because they constrain the controller situation so that you can’t do that, so the problem doesn’t arise on consoles.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

They also aren’t measuring the same thing, even aside from the factors you mentioned.

A 4k screen is 4k on the long dimension.A 4k texture is a square that’s 4k in both dimensions.

Also, the 4k texture is typically lossily-compressed, so in practice, you’re getting less data than the resolution might suggest.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

Hmm. I guess that’d work if you have a per-save-game list of cinematics. I was thinking of this more in the sense of games that have cinematics that are unlocked and accessible from the main menu.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

Or if a loud noise outside keeps you from hearing something important.

At one point in my life, during the pre-Tivo era, I lived directly beneath the approach route for an airport. It wasn’t the highest-traffic airport out there, and you learn to just tune the airplanes out for most things – but the one thing that there wasn’t a great workaround for was the occasional snippet of television shows getting drowned out when they decided to have a critical bit of plot right when the 8:00 PM flight was coming in.

Modern video games with voice-acting do tend to mitigate this by having subtitles and turning them on by default, though. And video games usually do let you roll back to an earlier save, maybe lose a few minutes of play, but if you want badly enough to hear the thing, you can. So it’s not quite as bad as the television show, where missing the critical bit of a plot could be really irritating.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

The only way I could ever play Skyrim was with the Arachnophobia mod that replaced all spiders with bears

I can only imagine this.

Villager: “Chosen One, you must slay the Queen…”

Poorly-recorded masculine voice cutting in: “Bear”

Villager: “…before her egg sacs hatch and all of her…”

Poorly-recorded masculine voice cutting in: “bear cubs”

Villager: “…start swarming over the area!”

tal, (edited ) do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

The question of pause-a-game-when-not-focused is a big question for me. I don’t know if there’s a perfect answer, though I’d at least like a toggle.

I run a Linux environment, with multiple workspaces. I can switch between workspaces by whacking a key combination. So I really, really frequently am swapping between them, even when playing games.

I totally understand how some people might want a game to auto-pause when they switch away from it. I remember once seeing a video recording of some guy who was handling support calls. He was playing video games in between calls, and every time a call came in, he would switch over to his support software and do work. Now, setting aside the question of whether his manager was okay with that, that’s a very legitimate use case where you’d want a game to auto-pause on switch. Otherwise, you have to manually pause and then switch.

On the other hand, I often want to switch away when the game is doing something time-consuming. Starfield can take a while to do a rest, and I’ll often be looking at something on another workspace while resting. I definitely don’t want the game to pause then, else I just have to sit there staring at a screen with a progress bar moving. Same thing with turn-based games that have an AI phase, where the AI is computing something. If a game has any moments with downtime, I’d like to be able to run it in the background without it pausing. It’s really annoying when a game developer tries to “helpfully” auto-pause the game, when I don’t want that. I’d be fine with that as a default, but if there’s no toggle, it’s really irritating (Starfield does have a toggle, albeit one hidden in a config file and without a UI widget for it).

On idles, I agree. Especially for turn-based games like Civilization, it’d be nice to at least have the option to forego idle animations, which would be a big battery usage saver for laptops. The only thing it should need to do, even in the foreground, if you’re not pushing buttons, is be playing music.

I don’t know if you’ve ever seen Unciv, but it’s a full open-source reimplementation of Civilization 5 for Android and desktop OSes, using simple graphics. It really does drive home how much graphical fluff there is in the series – not that that’s necessarily bad, but it really is not necessary to play the game. And for a lot of people, it’d be nice to have battery-friendly games.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

A couple of points on FOV:

  • High FOV gives you more peripheral vision, which – if you can get used to extremely-high FOVs – is a major advantage in competitive multiplayer FPSes. I know that users used to play with very high FOVs on Quake and the like; I don’t know if that’s a thing today. That’s an argument for constraining FOV in competitive multiplayer environments. Marathon used to incorporate this into the game, have a fisheye powerup that temporarily provided better peripheral vision. So if you want a level playing field for competitive multiplayer games, you cannot let it be changed by players. If you want a level playing field, the only thing you can do is adjust where their head is relative to the display, help them calibrate their head placement.
  • Even for single-player FPSes, it has some degree of impact on difficulty. Having a high FOV will generally make a game easier, since having more peripheral vision is advantageous.
  • Games virtually always use a higher FOV than would be accurate for the real world, based on the distance from the eye to display and the size of the display. In the real world, your monitor or TV screen – if at a sane distance from you – provides a very limited field of vision. Trying to play an FPS through a tiny window into the world like that would be a huge disadvantage. They just try to jack it up to a level where it won’t actually make people sick.
  • The “optimal” FOV will differ on a per-player basis (some people can handle higher FOV without being sick). What would be a physically-accurate FOV also depends on the size of the display and how far away from the display the player is sitting, which the developer does not know and varies on a per-player basis (unless the player is wearing a VR headset).
  • For consoles, I’d argue that this should probably be implemented at a console-wide level, maybe on a per-user basis, since what a user can handle and where their head is relative to the display should be constant across games. Doesn’t make sense to require a player to set it manually on a per-game basis, since they’re just going to have to be setting the same number.
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