Hmm, from the average and some reviews here and there, it’s sad the game is just mixed.
It’s the first to get out with fsr 3 frame gen working mostly well. Fsr upscalling working mostly well, which is very unexpected due to a lot of foliage.
Tho the ui protection to frame gen was implemented in a very shitty way (just a box without frame gen arrount it…).
Unreal engine is pretty bad for open maps. It generates a lot of cpu usage when changing zones. And heavy textures and other heavy elements don’t enhance the experience.
The vram, I’m not sure what your questions is about.
The vram is special ram (much higher bandwidth, but slightly higher latency than cpu ram, also supports special extra things) included on the board of the graphics card.
It is necessary because it stores textures and others game elements the graphics card needs to operate the game (shadow info,…). The elements are loaded into vram, from the very slow (in comparison) drive (even nvme 5.0 ssds are extra slow compared to vram or ram) to allow the gpu to process whatever it has to do. Background tasks, windows, the desktop… Also use vram to be able to have the app windows and desktop displayed, so the total available for the game can vary.
If there isn’t enough vram, there can be multiple things happening (I’m talking about textures but vram includes others things too) :
Resizable bar ( or SAM on amd) is not enabled : the gpu will not be able to load all the textures, so it would either have missing textures, or lag a lot due to texture swapping. The textures can also take a lot of time to load instead of completely missing depending on the game optimisation, due to swapping with previous textures. The game can even crash.
Resizable bar is enabled : it is possible with this pci-e configuration for the gpu to access system memory. So in some cases, textures may spill into system memory (cpu ram), which isn’t great either, because system memory has a way higher latency to the gpu (it has to go through the cpu, pci-e slot…), and way lower bandwidth. And so generates lots of lag.
If a game is well optimized, the lower the settings are the lower vram usage there is. Some games however did not have such great optimisation. Vram usage mostly depends on the texture quality and resolution. (increasing the texture quality will use a very few/negligible amount of extra gpu power, but increase the vram usage).
There is also a baseline the devs may put for optimisation. The less vram there is, the less the textures can have data available to use. So the more compromises have to be done, with less and less quality. So fixing a baseline quality depending on the current most used vram capacity is not that bad. Tho it does have issues for people having less available.
A big issue with recent games is Vram usage (the gpu has vram). If you don’t have enough vram the game will stutter. At the moment where there isn’t enough vram, even a tiny bit not enough, the game will stutter.
Another issue is also ram and cpu utilisation which in some games is pretty extreme.
Othrt issue can be very heavy graphics and badly optimized lower settings.
Some games also have transition stutter, where you change zone. It will try to load the new zone and unload the precedent one. But it uses cpu power and requires a fast ssd depending on the size of what has to be loaded.
I got it for free on EGS, and well, I can say that it is good.
Tho it is badly optimised for windows/pc. Maybe because I have an amd gpu or not?
There were settings I had to play with to find and get a smooth experience even with a rx 6950 xt and r5 5800x3d.
It’s a great action packed game, nice to try.
I recently finished Grime (I got it for free on EGS). Not 100% tho.
A metroidvania with lots of difficulty to it.
Tho I found it to be a great game, but not amazing.
The bosses have great music and a beautiful design, they offer a great challenge, and often a respoin point is close enough to not be an annoyance.
There was some (multiple) places where area music was absent, and seemed sketchy.
Weapon balance is, well not that great, due to stamina. The game heavily pushes towards using low stamina consumption weapons, which also attack fast and do low damage per hit.
Higher damage per hit weapons are slower and use more stamina which is very punishing.
The inability to change the mouse binds is also a disappointment. Tho good thing I had ghub to create macros for the game and allow me to change those.
S takes. Intel is a new player with a lot less experience creating drivers for dedicated gpus and gaming.
So it’s not about beeing “crap”.
It’s about beeing impressive that they still support their new linup while increasing the competition pressure on amd and nvidia. They are getting better and better with time, amd maybe at one point, or with next gen we’ll get competition forcing the 2 old ones to get better pricing.
Well it depends.
Just from the subject: are mobile photos real
(to simplify this and avoid a definitive no, well not talk about photos beeing real or not in numeric form).
Photography is a complicated topic on mobile phones, with plenty of algorithms enhancing what a tiny sensor can deliver.
Are my photos real because they represent what I see at one precise point in time? Because it is what I remember something was?
Or are they not real because of the algorithms interpreting the results to make it look like I see it?
Now are these photos real?
They change what I see, but would that make them less real for you/me? How do you see your pictures?
about the article : When ai/photography manipulation is brought in the question, in order to change the first result :
It could slightly change colors, then I guess we could maybe comme back to above, is this interpretation real or not? More or less real?
It could be a modification of what and how elements appear in that picture. Here, for me, there isn’t any question. The reality of the pictures are completely broken as they do not represent anymore what I could see.
Yes and no.
Fsr frame gen was just released. Dlss frame gen wasn’t perfect either at release (even now it still has ui issues).
Fsr frame gen for me looks pretty impressive for a rushed release. I’ll need to see how it evolves and if amd can solve the antilag+ latency with frame gen and enhance smoothness.
I also want to see how amd can enhance fsr upscaling image quality, as currently the worse image quality compared to dlss frame gen is because of fsr beeing less good than dlss upscaling.
Here is the hardware unboxed analysis of fsr 3 : https://youtu.be/jnUCYHvorrk?si=RXUZMBJXLelM-h2O
For consoles, well it’s another reason for devs to create unoptimised games, while giving the 60 fps console players could “finally” experience, and want with the curent gen.
However on another side it’s also a way to get better smoothness (well see), at at negligible (for console players) image quality loss. Most console players play on a TV, pretty far from it. So quality won’t affect them much.
Finished some time ago afterimage. Pretty good metroidvania. I liked it despite some negative comments, I did not find many of the issues described, or very little of it. Tho I used a map to find my way around collectables.
Recently finished hogwarts Legacy. It’s pretty good too, but it’s cursed with bugs and not sure if it’s abandoned by the dav as there wasn’t any update in 5 months. Tho most of the game is fine without game breaking bugs or too visible.
I started yesterday GRIME. Another metroidvania. For now it’s a bit soon to have a real opinion, but it’s OK.
Scratching maybe, not sure.
But I saw an issue that the darker ones reacted in a more visible way with skin oil. And the phone was loosing color around the buttons or where people grip it.
The solution from apple is buy the new case to protect it, or wipe it frequently.
The new woven case is trash and gets nasty very fast.
Nah, the game is utter trash not the bugs. Let’s look at 3 games very hyped :
Redfall : game had game breaking bugs and performance issues at launch. Gameplay was bad. No one played it.
Gollum : game had game breaking bugs and performance issues at launch. Gameplay was destroyed due to bugs. The studio closed their gaming branch.
Starfield : very hiped, bought by a lot of people, the game looks like 2010-15 game with some little 2023 enhancements…
Redfall and Gollum were failures. High budget failures. They most likely layed off people.
Starfield : Microsoft layed off people at the start of the year https://www.polygon.com/23561210/microsoft-layoffs-xbox-bethesda-halo-infinite-343-industries for who knows why. The game got delayed, and then it gets out very mixed due to bad exploration gameplay and no love put into population design (population characters look like 2010 or even worse).
All of these 3 games have been very hyped, with a high price, but none of their failure have anything to do with gamers “fault” and “opinion”. It’s all on the studios fault on not delivering something good.