vrighter

@vrighter@discuss.tchncs.de

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

vrighter,

so, you have gigabytesper second of disk io, and the game relies on the couple of megaBITS of internet bandwidth most people have to stream textures? As opposed to downloading and installing them once as an update…

This does not pass the smell test.

vrighter,

no, there hasn’t. What games called ai has nothing to do with the generative ai bullshit of today

vrighter,

legion took the best parts of 2, and threw them away. It was quite disappointing

vrighter,

you don’t compare fpgas to just any emulator. But you can compare them to gate level simulators (not emulators). The ones that take a beefy 4GHz+ pc just to emulate a gameboy at 8 fps. But also guarantee 100% accuracy and compatibility with all games. Fpgas can do that in real time.

vrighter,

The opening of The Last Of Us

vrighter,

true, but you never forget the first haha. wasn’t expecting it so early in the game, so it hit me like a speeding truck full of bricks

vrighter,

source? I’d really like to read about this

vrighter,

whoops, one of our developers slipped on a banana peel and accidentally hit all the right keys, over the course of a couple of hours, to accidentally implement ads in the game

vrighter,

that’s one reason I got out of a software develepment carreer.

vrighter,

yeah this can only work if implemented by the devs. The only reason this can be done for some older emulated games is that there is only a megabyte or two needed to capture the state of the entire system. Not several gigabytes.

vrighter,

system state is not the same as a save file. System state is the cpu registers, the process’ entire memory space (because you don’t know what the game might do at any point) gpu context, etc.

edit: example: the save file for older games was measured in bytes. System state is much larger han that. It contains everything not just what the developer decided to allow you to save.

vrighter,

that only really works with deterministic systems though. You could do that with a 6502 or simple systems because you could perfectly predict what the state of the system would be in just by replaying inputs. everything up to predicting all cache misses.

consider a badly written game on a modern console (remember that save states should work for any game) in which physics is tied to framerate. Follow the chain… framerate depends on system speed… which, indirectly depends on the ambient temperature (a console running in a hot climate would throttle earlier than one running in an air conditioned cool room). And because modern systems execute more than one process, it also depends on what else is running (were you downloading a game in the background, slowing down the game ever so slightly?) or unpredictable things such as interrupts on certain system timers. And the list goes on and on. Even if the game didn’t have physics depending on framerate, differing deltaTime on each frame means different floating point rounding errors happen, which could accumulate over time.

So in this case, replaying inputs does not get you the exact state. you were in. there are just too many variables.

vrighter,

re plague tale 2: I found that it crashed (more like hung, process was still running) whenever I opened one of those screens. It seemed like the crash occurred for me when I scrolled through options on those menus too quickly. ex: switching to a different skill while the small preview video clip from the first one was still loading. I ended up scrolling really slowly through those trees

What is something (feature, modes, settings...) you would like to see become a standard in video games? angielski

I’ve been thinking about making this thread for a few days. Sometimes, I play a game and it has some very basic features that are just not in every other game and I think to myself: Why is this not standard?! and I wanted to know what were yours....

vrighter,

there is no such thing as “idling” in a game, when viewed through the lens of software engineering. Even if you aren’t giving the game any new inputs, the game is still doing the work of rendering the screen. Calculating a turn is actually only a small part of the process.

vrighter,

quick, how fast can you load 1GiB of data?

on an ssd, on an hdd

as one big file or as 1000 tiny files (defragmented and packed vs all over the place, for hdds)

on a freshly booted up system? Loading for a 2nd time on a pc with a fuckton of ram, so all data is still in the fs cache.

Someone who actually loads all data into a memdisk?

It’s just not possible to accurately predict. There are way too many factors.

vrighter,

creatures didn’t talk though. How could an ai that only deals with linguistic tokens improve creatures’ ai?

vrighter,

they require a massive dataset to do so. much much much more than an individual person’s playthrough

They actually suck at learning compared to us, in some ways. If I show you a car, and tell you, only once “this is a car” you will start recognizing other cars, of different sizes, colors and models, from any orientation.

Meanwhile, look at something like tesla cars. they have been gathering data for years, and the ai still has issues recognizing cars sometimes.

vrighter,

I prefer native. If you can’t render something, then just don’t. Not make everything else worse too just so you can claim to use a feature, and then try to make up junk to fill in the gaps. upscaling is upscaling. It will never be better than native.

vrighter,

they have to “guess” what data they should fill up the missing data with. Or you could render natively and calculate, so you don’t have to guess. So you can’t get it wrong.

vrighter,

yeah the console manufacturers are just gonna say “no, we don’t owe you anything, we have never dealt with you before. Sue us”

vrighter,

as already confirmed by others, it is per install, not per sale. Meaning that if you uninstall your game and mhen reinstall it, the dev has to pay twice. You buy the game and install it on your pc, and your steam deck so you can play it whenever you want? developer pays twice.

that sort of thing

vrighter,

meh, so far 2 out of 3 announcements have been very underwhelming for me. I tried space exploration, didn’t like it. A simplified version of that is still just a simplified version of that. And this quality thing just serves to make shit unpredictable, which is a step backwards to me. I hate probabilistic recipes, and the main draw here is to make everything probabilistic

So far I only liked the bot improvements. I feel quite disappointed so far, tbh

vrighter,

yeah but I won’t be buying the expansion if a bunch of it is optional content I’d want to avoid

vrighter,

they are not allowed to have one good version and a crippled version. they absolutely are legally allowed to just cripple both. “but the ps5 will have split screen!” well then, sucks to be you if you bought an xbox. think microsoft for that, sony consoles have nothing to do with it. or microsoft could just admit to themselves that expecting a next-gen game to run equally well on literally-worse-than-last-gen hardware is just a pipe dream.

vrighter,

because split screen requires rendering stuff twice. and also needing to keep more stuff in memory simultaneously, depending on what two players might have in their field of view, instead of just one.

also, reducing the (subjective) quality by half, does not necessarily mean that you are now using half the resources. And also your game would look like shit compared to its contemporaries

vrighter,

if you have X amount of work to do, you can’t just “add optimization” and somehow you’ll have less work to do.

if a game needs all the resources, then a well optimized game would still require all resources. but the unoptimized one would just not run properly.

optimized means “it uses the hardware efficiently”. bg3 is a very well optimized game. it uses the hardware efficiently, and it uses all of the hardware. at a particular point, the only optimization left to do, is to do less work, i.e. to cut content.

optimization isn’t some magic sauce you add to computer code to make it run faster. optimization is about writing good, performant code. at some point it’s going to get as good as it can get.

the reason it needs higher specs than previous games is that it is doing a lot more than previous games. there is more work to do. what you’re saying is akin to “this tiny car can do 100mph. why doesn’t mine also do 100 mph when i stuff it full of bricks and give it a smaller engine?” well, it’s because it has a lot more weight to carry, and less engine to do it with

Microsoft’s Xbox Series S Parity Demands Are Now Handing Sony Free Wins (www.forbes.com) angielski

At the start of this console generation, Microsoft made a surprising decision. Rather than split its consoles between disc and digital-only like Sony, it actually split them between power level. The Xbox Series S was cheaper, but lacked the horsepower of the more expensive Series X. It was meant to be a bridge between...

vrighter,

xsx and xss have to have same features.

xss can’t do split screen. it only needs to do split screen because the xsx can do it.

If devs remove split screen from xsx, then xss would not need split screen, because xsx doesn’t have it either.

Microsoft can only demand feature parity for their consoles, not sony’s

vrighter,

that doesn’t mean we get better games on the xss, but that we get worse games on xsx and ps5. I paid for that power, I want my games to use it. I don’t care that it doesn’t run as well on a lesser console I deliberately chose not to buy because of its lesser power

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