• 0 Posts
  • 81 Comments
Joined 2Y ago
cake
Cake day: Jun 14, 2023

help-circle
rss

My understanding is that Unreal is a garbage engine for optimization at face value, it has a lot of useful tools and a lot of incorrect/dated documentation for those tools some of which are also just kind of configured wrong as their default settings. If effort is put into optimization to configure things correctly and only use the various tools like nanite or lumen in their actual use cases (rather than just throwing them on everything) you can get some pretty fantastic optimization.

TLDR: Good but complex tools marketed as low effort with bad defaults and exagerated marketing.


I found 1 and 2 were games I could both replay at least once. With 2 the only bad bit to replay is bricks area where the devs just spammed a ton of very spongy enemies in a big map. 3 had more fun vault hunters mechanically but even during the first playthrough so much of it feels like filler content (like literally ALL of Hammerlocks area) and the final boss is somehow even more dissapointing than BL1, trying to play through a second time is at least 2/3 “Oh god not this bit again”.


Isn’t this the 1 letter typo where removing it makes the game massively better?


I feel like 1 had the best vibe, 2 had the best story (but also the worst balance) and 3 had the most fun vault hunter designs.



Exactly, We created an increasingly awful world to live in, its no wonder people want to try and live in a different one as much as possible.


Happened to me, happened again with KSP, I will own nothing and be kinda pissed off about it apparently.


Don’t forget that game development is increasingly shoving the hardware burden onto the consumer by using poorly made tools to streamline development (thus cutting costs) with garbage optimization which is why a gaming rig now has to be powerful enough to simulate a gaming rig from 10 years ago down to the atomic level but the graphics haven’t gotten appreciably better.


Today:

  • Super mario world
  • Shadowrun Dragonfall
  • Mechwarrior 4 mercenaries

Consdiering the PPE, the Ferries, HS2… Spending immense amounts of money on projects that never get finished seems to perfectly align with british culture.


I honestly found heats handling atrocious compared to underground, even the grippiest heat car only just barely approaches the feel.


afaik both are unenforceable since you can only read them after paying for the product.



I tried Mint and Ubuntu but Linux dies a horrific death trying to run newly released hardware so I ended up on ghost spectre.
(I also assume your being sarcastic but I’m still salty about wasting a week trying various pieces of advice to make linux goddamn work)


1000W PSU for theoretical maximum draw of all components at once with a good safety margin. But even when running a render I’ve never seen it break 500W.


Saved up for a couple of years and built the best (consumer grade) non nvidia PC I could, 9070XT, 9950X3D, 64gig of RAM. Pretty much top end everything that isn’t Nvidia or just spamming redundant RAM for no reason. The whole thing still costs less than a single RTX 5090 and on average draws less power too.


Chance as in gambling, so often you don’t even get what you pay for even with ‘reputable’ brands. This is particularly bad with appliances.


These days its increasingly ‘capitalism is when you pay money for the chance to have a thing’


Bit of warframe, a lot of deeprock and some stellaris when I have that much free time.


TLDR: UE5 can be optimized but Unreal also turned it into a bit of a tech demo which can be counter productive at times.


Any trademarks they need because Nintendo have allegedly been filing new patents mid-lawsuit in order to justify suing palworld.


Final Fantasy 7 has a lot of mini versions of this moment because the level art is rarely distinguished from the actual terrain you can interact with so sometimes you kinda get stuck until you realise that this time that little ramp is actually something your supposed to walk up rather than un-interactable scenery like all those previous times.


There seems to be a lot more customization than in previous games so they’re probably going for a bit of a blank slate feel.


KSP1 also had 0 OG devs by the end so KSP2 was sort of doomed from the start.


People talk about getting filtered by fromsoft bosses but the goddamn driver tutorial was the hardest shit ever; especially since it used a lot of movie terms so if you weren’t really into american movies about cars half the stuff on the list was kind of gibberish.


Jumped to linux for a test on an old laptop, currently on windows on my main PC but got parts on the way for a new build that’s going to be Linux.


I feel like that one was also due to awful development practices, they had the whole scrapping the entire first 2 years of work thing due to a control freak lead dev who was ultimately releaved of his position (though not until after release iirc)


So misleading that the RTX shots also use the re-mastered assets making it look like it magically makes the entire game higher res. Reminds me of those clickbait 3D modelling tips videos where all they do is use a ton of subdivision, yeh it looks smoother, its also got like 8x the geometry to work with.


As someone in the industry (asset side) I feel there are some legitimate uses for Gen AI but they’re the kind of uses where if done properly you wouldn’t notice:

  • UV seams and unwrapping, its a skill but it adds nothing to to the creative process in many cases. That said there are some caveats though to pull them off you wouldn’t want to use AI anyway.
    • Using tiny UVs and the way game engines interperate them to create gradients and colour mixes on tiny textures (Current AI can’t do this)
    • Texture Atlases, especially non-uniform ones; this is a 50/50 case, you can get super creative with them (Again its too specific for AI) but there are many more cases where it would also be super convenient if I could apply a bunch of seperate materials to faces and then have the AI unwrap and overlap the UVs which us the same materials to create the most efficient Atlas possible, this one kind of already exists as a non AI tool and results in no machine input on the end product, it just saves some texture space and thus potential performance.
  • A basic AI texture generator is generally welcome for minor/throwaway assets, A lot of us are already using node based procedural texturing which is both a skill and an art form or texture libraries (or node libraries). Its not something I’d want to use on a main character or even large props but it would be super handy for small or out of the way details that just don’t merit the production time to give more than a glance.

On that note PLA is food safe anyway, the reason you don’t drink out if it is the layer lines create an environment for bacteria so with finishing and cleaning you wouldn’t even need the insert, in theory anyway though I’d still use one.


Is it more understandable can civ 6? I’m a fan of goddamn stellaris and could competently play civ 5 but civ 6 is like being beaten half to death with a textbook on quantumn physics and then told to sit an exam. The tutorial prepares you for the game about as much as a stick of chewing gum prepares you for the beating.


Get 500 dollars then use AI to generate the other 3/4 of the money and buy a 5090.


Wait for DLSS4, the mfgen is series 5 exclusive but the transformer model with the improved performance is being ported all the way back to the 2000 series. Might get the performance uplift you need without buying anything if you already have an RTX card.


Art is incredibly valubable, other than wars most of the stuff we remember about past situations is some kind of art (statues, stories, graffiti) Artists on the other than have no percieved value whatsoever.


Honestly I can’t think of a recent game I enjoyed that wasn’t a narrative-driven story rich game.


Unbound was basically dead on arrival, its practically just heat with re-shade and barely any actual new content.


No the way the law works is that distributors are not liable for what happens on their platforms by default, otherwise literally any kind of social media would be illegal/impossible unless we hired 6 billion people to moderate the other 2 billion. However if you curate the content you show to the user then you do become liable for that content (again this is the law not just my opinion).

Valve as far as I know do not curate forum content, its just there and you can sort it by date. Facebook and Twitter on the other hand do have algorithms curating their content which does make them legally responsible for that content, especially since their algorithms seem to actually promote extremist content.


I agree the main story isn’t that re-playable, though I’d say phantom liberty is worth 2 playthroughs because the endings diverge pretty heavily and actually have gameplay to go with them. I find the best way to play it is to do minnimal main story, crank up the difficulty, maybe install some mods and then play it as an rpg with all the side gigs.

My mod list: `_----Cyber Engine Tweaks----
https://www.nexusmods.com/cyberpunk2077/mods/107

----Dependancy Mods----
RED4ext
https://www.nexusmods.com/cyberpunk2077/mods/2380
TWEAK-XL
https://www.nexusmods.com/cyberpunk2077/mods/4197
REDSCRIPT
https://www.nexusmods.com/cyberpunk2077/mods/1511
CODEWARE
https://www.nexusmods.com/cyberpunk2077/mods/7780
ARCHIVE-XL
https://www.nexusmods.com/cyberpunk2077/mods/4198
EQUIPMENT-EX
https://www.nexusmods.com/cyberpunk2077/mods/6945
MOD-SETTINGS
https://www.nexusmods.com/cyberpunk2077/mods/4885?tab=files&file_id=72402&nmm=1

----Overhaul Mods----
Responsive NPCs
https://www.nexusmods.com/cyberpunk2077/mods/14800
Night City Alive
https://www.nexusmods.com/cyberpunk2077/mods/10395?tab=files&file_id=87729&nmm=1
Random Netrunners
https://www.nexusmods.com/cyberpunk2077/mods/16475

----Fashion----
Immersive First Person
https://www.nexusmods.com/cyberpunk2077/mods/2675
Virtual Atelier
https://www.nexusmods.com/cyberpunk2077/mods/2987?tab=files
Virtual Atelier all clothes
https://www.nexusmods.com/cyberpunk2077/mods/5544?tab=description
Browser Extension
https://www.nexusmods.com/cyberpunk2077/mods/10038__`

Installed just using Vortex Mod Manager, played on very hard and trying to pick the stats and gear that I think I would pick if I actually got isekai’d into cyberpunk or something, also no crafting guns except when home at my apartment.


Echo the Dolphin being purged is worth the loss of the other 59.


If the planets are static and its just the ship that has to calculate N-body physics then its a pretty simple summing of vectors. It only becomes a problem when you have multiple non-static bodies that interact with eachother being simulated.