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jarfil, do gaming w Why Steam can be considered a monopolistic platform?

Steam supports different multiplayer server modes: Steamworks Multiplayer

Some games already use P2P, or provide servers for the community to run, so only the private servers would need replicating. Even in that case, I’d argue that having “some” common API, would make it easier than chasing around everyone’s different implementations.

jarfil, do gaming w Why Steam can be considered a monopolistic platform?

The nice thing about Steam, is that it’s “too big to clamp down”:

  • People used to 🏴‍☠️ on the high seas, for many reasons.
  • Steam came up as a “single point of sale”, at the same time as Netflix was doing the same for movies and series.
  • Over time, companies tried to carve out chunks of the pie, restoring some of the original fragmentation…
  • …but while Netflix has been torn to shreds of its former glory, Steam is still the main “single point” for games…
  • …with a “single point” DRM

Steam’s DRM only exists because game updates keep coming out with constantly updating DRM versions. The moment Steam tried to act against its clients, and they decided to leave Steam, every Steam game copy at that moment, would get cracked all at once.

Maybe EA, MS, Nintendo, Sony, etc. don’t see that as a great thing… and that’s why they’ve been setting up their own stores… but I think it’s AWESOME! 😁

jarfil, do gaming w SimCity Classic in RetroArch - Who needs Windows 11 when you can play on Windows 98?

Well, this has been a blast from the past. Haven’t set up all the drivers, or an internet connection, but with the turbo button it’s been the fastest Win98 install I’ve ever done 😆

I’m impressed.

jarfil, do gaming w SimCity Classic in RetroArch - Who needs Windows 11 when you can play on Windows 98?

I’ve installed RetroArch on Android… but kind of feel this could be pushing it too far. I do still have some official keys for 95, 98SE, ME, XP… sigh

jarfil, do gaming w Why there are few native Linux games compared to Windows or even Mac?

Because traditionally there were few Linux devices.

Android 15 is going to change that: it comes with a virtual machine API and a Linux Terminal running Debian for ChromeOS compatibility.

Soon, the most popular consumer OS in the world will be Linux:

  • 3.3 billion: Android / Linux
  • 2.2 billion: Apple iOS/macOS *NIX
  • 1.6 billion: Windows
  • 400 million: Windows 11 + WSL 2.0
  • 250 million: gaming consoles
  • "millions": SteamOS Linux

Wine might still make sense to keep things standardized for some time, and as a compatibility layer for older games, but native Linux games will also work on the Linux solutions for Android, Apple, and Windows.

jarfil, do gaming w Why don't we have motion smoothing on current consoles?

You’ve just invented time travel.

Oops, you’re right. Got carried away 😅

could you use the motion vectors from the game engine that are available before a frame even exists?

Hm… you mean like what video compression algorithms do? I don’t know of any game doing that, but it could be interesting to explore.

jarfil, (edited ) do gaming w Why don't we have motion smoothing on current consoles?

Hm… good point… but… let’s see, assuming full parallel processing:

  • […]
  • Frame -2 ready
  • Frame -1 ready
    • Show frame -2
    • Start interpolating -2|-1 (should take less than 16ms)
    • Start rendering Frame 0 (will take 33ms)
    • User input 0 (will be received in 20ms if wired)
  • Wait 16ms
    • Frame -2|-1 ready
  • Show Frame -2|-1
  • Wait 4ms
    • Process User input 0 (max 12ms to get into next frame)
    • User input 1 (will be received in 20ms if wired)
  • Wait 12ms
  • Frame 0 ready
    • Show Frame -1
    • Start interpolating -1|0 (should take less than 16ms)
    • Start rendering Frame 1 {includes User input 0} (will take 33ms)
  • Wait 8ms
    • Process User input 1 (…won’t make it into a frame before User input 2 is received)
    • User input 2 (will be received in 20ms if wired)
  • Wait 8ms
    • Frame -1|0 ready
  • Show Frame -1|0
  • Wait 12ms
    • Process User Input 1+2 (…will it take less than 4ms?)
  • Wait 4ms
  • Frame 1 ready {includes user input 0}
    • Show Frame 0
    • Start interpolating 0|1 (should take less than 16ms)
    • Start rendering Frame 2 {includes user input 1+2… maybe} (will take 33ms)
  • Wait 16ms
    • Frame 0|1 ready {includes partial user input 0}
  • Show Frame 0|1 {includes partial user input 0}
  • Wait 16ms
  • Frame 2 ready {…hopefully includes user input 1+2}
    • Show Frame 1 {includes user input 0}
  • […]

So…

  • From user input to partial display: 66ms
  • From user input to full display: 83ms
  • Some user inputs will be bundled up
  • Some user inputs will take some extra 33ms to get displayed

Effectively, an input-to-render equivalent of between a blurry 15fps, and an abysmal 8.6fps.

Could be interesting to run a simulation and see how many user inputs get bundled or “lost”, and what the maximum latency would be.

Still, at a fixed 30fps, the latency would be:

  • 20ms best case
  • 53ms worst case (missed frame)
jarfil, do gaming w Why don't we have motion smoothing on current consoles?

Motion smoothing means that instead of showing:

  • Frame 1
  • 33ms rendering
  • Frame 2

…you would get:

  • Frame 1
  • 33ms rendering
  • interpolating Frames 1 and 2
  • Interpolated Frame 1.5
  • 16ms wait
  • Frame 2

It might be fine for non-interactive stuff where you can get all the frames in advance, like cutscenes. For anything interactive though, it just increases latency while adding imprecise partial frames.

It will never turn 30fps into true 60fps like:

  • Frame 1
  • 16ms rendering
  • Frame 2
  • 16ms rendering
  • Frame 3
jarfil, do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?

Ok, but… shrinking horse balls. That’s realism!

jarfil, do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?

Texture packs or not, IMHO the key point is they’re optional, not a requirement for the game to be playable. Games that depend on photorealism, are bound to end up in deep trouble.

jarfil, do gaming w You're Emulating Retro Games Wrong (you need CRT Shaders)

https://beehaw.org/pictrs/image/ed89bb43-8e6a-4f17-a938-ab22d0447216.webp

If you call this “preference”, then there’s nothing to talk about. Like printing the Mona Lisa on toilet paper and calling it a “preference”.

jarfil, do gaming w You're Emulating Retro Games Wrong (you need CRT Shaders)

The objective part is in whether it matches what the creator intended.

Sometimes they intended crisp contours, like in ClearType; sometimes they intended to add extra colors; sometimes they designed pixel perfect and it looked blurry on CRT; very rarely they used vector graphics or 3D that can be rendered at better quality by just throwing some extra resolution.

Many artists of the time pushed this tech to these limits, “objectively better” is to emulate that.

jarfil, do gaming w You're Emulating Retro Games Wrong (you need CRT Shaders)

Have you checked the examples…? I feel like we’re going in circles. There are cases where the CRT looks objectively better, supporting examples have been provided, technical explanation has been provided… it’s up to you to look at them or not.

If you wish to discusd some of the examples, or the tech, I’m open to that. Otherwise I’ll leave it here. ✌️

jarfil, do gaming w You're Emulating Retro Games Wrong (you need CRT Shaders)

The tech changes things completely. There are practical examples in other comments.

jarfil, (edited ) do gaming w You're Emulating Retro Games Wrong (you need CRT Shaders)

All pixels are a “blur” of R, G, and B subpixels. Their arrangement is what makes a picture look either as designed, or messed up.

For rendering text, on modern OSs you can still pick whichever subpixel arrangement the screen uses to make them look crisper. Can’t do the same with old games that use baked-in sprites for everything.

It gets even worse when the game uses high brightness pixels surrounded by low brightness ones because it expects the bright ones to spill over in some very specific way.

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