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recursive_recursion, w Roblox accused of facilitating "illegal gambling ring" for minors
@recursive_recursion@programming.dev avatar
Call_Me_Maple, w What Twisted Metal's Success Means for Future Video Game Adaptations
@Call_Me_Maple@lemmy.world avatar

The Twisted Metal TV show was a success?

nanoUFO,
@nanoUFO@sh.itjust.works avatar

Decent reviews and decent viewership, writing was average but in these days it could of been a lot worse.

BruceTwarzen,

The writing was average, but it was also a show about twisted metal.

newthrowaway20,

I honestly had no expectations going into it, and I was pleasantly surprised. The story was coherent, albeit kind of shallow, but it was a fun journey into this twisted metal world. The characters were likeable enough that I wanted to keep watching to see them develop, and it just hit a bunch of the things I wanted to see out of the series. Lots of Easter eggs if you know what you’re looking for. I really couldn’t ask for a better show about a game I barely played back in the day. Honestly I think the shallow story of the games really lended itself to the writers being able to take it in any direction they wanted.

DigitalTraveler42,

I f’n loved it, Anthony Mackie was a fantastic lead, and Will Arnet and Samoa Joe were funny AF as Sweet Tooth, can’t wait for next season, when things really start happening.

Scrof, w Roblox accused of facilitating "illegal gambling ring" for minors

About time. Roblox is all kinds of unethical.

warmaster, w Blizzard on Steam Overwatch 2 review bombing

LOL what a load of bullshit. I enjoy OW2, but man… it’s been a total trainwreck.

nanoUFO, w Blizzard on Steam Overwatch 2 review bombing
@nanoUFO@sh.itjust.works avatar

They are adding more micro transactions, that’s going to fix everything! 🙄

Cheers,

We see the shit show that d4 is and that’s a fully paid $70 game. I’m not sure they have the skill to even do anything other than micro transactions and nerfs.

skullone, w Sprawl: 14 Minutes of Fast-Action FPS Gameplay

Any relation to the TTRPG of the same name?

tallwookie, w No Man's Sky 7th Anniversary Video
@tallwookie@lemmy.world avatar

game was absolute trash when it was released but after a few years it got a lot better - these days i hop into it once a month or so just to screw around. it’s a fun time sink

Son_of_dad,

The game was such a scam when it released that I refuse to ever play it, I really don’t care if it’s playable now, you can’t reward these scammers with your money and hope they fix it.

stappern,

And it barely better tofay

ArchmageAzor,
@ArchmageAzor@lemmy.world avatar

Lmao how’s that bandwagon feel?

Son_of_dad,

Feels fine, my life without no man’s sky has miraculously moved on.

Pxtl, w What Twisted Metal's Success Means for Future Video Game Adaptations
@Pxtl@lemmy.ca avatar

Give us an HD remake of Twisted Metal 2.

kratoz29,
@kratoz29@lemm.ee avatar

Why only this title specifically?

Pxtl,
@Pxtl@lemmy.ca avatar

Twisted Metal 2 was the one where the series made its biggest hit on the PS1. 3 and 4 weren’t made by singletrac, and while they were good games they didn’t have the same style as the original two. The later games were after the industry had kind of moved on from that kind of game.

It’s like Megaman – there were a zillion Megaman games, but the ones that were biggest in the Zeitgeist were Megaman 2 and Megaman X.

zaemz, w Warhammer 40K: Darktide is adding RPG-style skill trees full of new abilities to its 4 classes
@zaemz@lemmy.world avatar

Hell yeah! I really enjoyed the game, but the lack of variety just had it kinda fizzle out for me after a short time. This is awesome.

GreenMario, w Delta Force: Hawk Ops | Official Teaser Trailer

Delta Force, that is a name I haven’t heard in a long time.

TheQuietCroc, w What Twisted Metal's Success Means for Future Video Game Adaptations

I’m more excited about season 2 than I am happy with the first season. I liked Sweet Tooth’s story and the characters in general except for John Doe. Both his character and Anthony Mackie’s performance were really lackluster in my opinion, and it felt like Anthony was really forcing the humor the whole time.

Stephanie Beatriz killed it, as expected. I thought her backstory was really interesting and appropriately ridiculous for the setting.

I’m hoping season 2 leans into more of the car combat and the ridiculousness of the setting.

Mongostein,

I was thinking to myself, “John Doe really reminds me of Will Smith in Independence Day, but slightly less corny.”

Then his Anthony Mackie Jr showed up as young John Doe and I was like, “oh, he IS just as corny as Will Smith”

TheQuietCroc,

I was thinking “Anthony Mackie is really channeling his inner Will Smith” after the first episode!

GuinnessChocolates, w Skull and Bones - Official Closed Beta Trailer
Sanctus, w Baldur's Gate 3 Act Three massively hits CPU performance - but why?
@Sanctus@lemmy.world avatar

Tldr: NPC and Environmental density.

sugar_in_your_tea,

Pathing should be low hanging fruit here. Most NPCs don’t need accurate pathing, and can use a much faster algorithm to calculate. Hopefully the devs do a round of optimizations for late game content since that seems to be where most of the issues are.

Sanctus,
@Sanctus@lemmy.world avatar

We don’t know how their NPCs are built though. The pathing seems to be the same for every NPC that moves, so I bet its baked in somewhere up the inheritance tree. They already use ocular occlusion to take down some of the clutter out of view. The fact is the city probably pushes the limits of the engine in its current state.

sugar_in_your_tea,

Oh it’s certainly pushing it to the limits, which is why they need to change things. If it’s pathing, they have a ton of options to make it smoother, since most NPCs don’t need fancy pathing logic.

Sanctus,
@Sanctus@lemmy.world avatar

They’re probably using A*. I don’t really see how you can get more efficient than that.

sugar_in_your_tea,

That’s optimal if you want to find the best path to a destination, but NPCs milling about a town don’t need the best path, they just need to move toward their goal more or less. And most go on a mostly fixed route, so you can just store the ideal path in memory and let the NPC evade up to some distance from that path.

This makes it a lot more friendly to do a multi-threaded implementation since you don’t need to figure out collision avoidance until it’s about to happen, just look a few steps ahead and course correct as needed.

Enemies should use proper pathing, but NPCs don’t need to be anywhere near that sophisticated.

But I have no idea what they’re actually doing under the hood, it’s just concerning that it gets slow when the player moves without interacting with any NPCs.

Sanctus, (edited )
@Sanctus@lemmy.world avatar

Yeah but with how optimal the game is are they really not using waypoints for jobber npcs already? This game runs extremely well. That seems like a hell of an oversight. Thats why i figured the pathfinding was baked in somewhere higher up or something.

Edit: I really don’t think it is pathing. These models have insane LoD. I’m thinking they tuned it since D:OS2 but its the same engine. I bet its just compounding factors of high polygons, environmental effects (the earthquakes) and NPCs just existing in high number on top of that. There is more than double the amount of NPCs inside the city than anywhere else in the game.

sugar_in_your_tea,

In the Digital Foundry review, they saw huge performance dips when just running in small circles, when standing still had no impact. As in, on a high end system, performance dropped from ~90FPS to mid-60s, just by moving in a tight circle (i.e. not enough to actually move the camera).

That sounds a lot like pathing to me, though other things could certainly be causing it.

It just seems like something there is poorly optimized and it shows when there are a lot of NPCs around.

And the game essentially uses last gen tech (DX11, no RTX, performance drop on Vulkan, etc), so it’s not pushing the boundaries all that much, so it’s probably not fully optimized. It should be feasible to optimize it to at least not get FPS dips when moving vs standing still in towns, if not get a bit better performance on older CPUs (e.g. Zen 2 CPUs like 3600 and whatever is in the Steam Deck). It runs pretty well, it they could probably get a bit more.

Sanctus,
@Sanctus@lemmy.world avatar

Pushing the boundaries of the engine is different than pushing the boundaries of the industry. Maybe it could be the pathfinding. But movement doesn’t necessarily mean its pathfinding. I’m sure transforming all those polygons costs more computationally than pathfinding.

sugar_in_your_tea, (edited )

But why only when the player is moving? Surely the NPCs are also moving all the time, so just moving the player and maybe nudging the party members (so like 4 new characters moving?) shouldn’t drop frames by ~30%. Something seems off there.

I hope they figure it out and patch it, because it would really impact the experience on lower end hardware, like the Steam Deck (i.e. stable 30 FPS vs stutters in the late game).

Sanctus,
@Sanctus@lemmy.world avatar

No idea, I’m wondering if they had their camera locked on them. I could see why camera movements would cause it. Either way I hope they fix it too.

GuinnessChocolates, w ZeroSpace RTS - Official Kickstarter Trailer

Here is the actual Kickstarter link www.kickstarter.com/projects/…/zerospace

Rynelan, w No Man's Sky 7th Anniversary Video

Never played the game. But heard all the launch stories and how they picked themselves up.

Probably will not play the game soon but I definitely interested in trying the VR version once

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