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Cake day: June 12th, 2023

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  • Yeah this game is really annoying to play, which is a shame because it is cute as hell. It continually prompts you to do the thing. It’s like playing Mario and having someone tell you to walk right and jump all through the game. What makes it much worse is that the game fully comes to a stop to do so. Everything just pauses and the game explains what to do. Even when there is a puzzle, the game basically gives you the answer.

    The approach Astro Bot uses is much better. It let’s you struggle for a bit and then gives an animation with the move you need and which button it is. Which is really handy because even if you know what move you want it’s easy to forget the right button combination for it. It’s very non intrusive and if you know the move the animation won’t even pop up. An experienced player won’t notice the mechanic at all. If you come back from not playing for a bit, the reminder about the buttons is useful. For kids who genuinely get stuck, the help prevents them from giving up.

    Games that were infuriating with these kinds of mechanics were the new God of War games. At every fucking puzzle when you take 10 secs just to get oriented and look at what you need to do, some NPC (usually Boi of War) just tells you the answer. There is no way to turn this off and it made me turn off the game multiple times. If you want to put puzzles in the game, put puzzles in your game and let me figure it out. If you are going to give the answer, why are there puzzles to begin with? It doesn’t help Atreus is one of the worse characters ever written especially in the last game.



  • Rendering a 3D scene is much more intensive and complicated than a simple scaler. The scaler isn’t advanced at all, it’s actually very simple. And it can’t be compared with running a large model locally. These are expert systems, not large models. They are very good at one thing and can do only that thing.

    Like I said the cost is fixed, so if the scaler can handle 1080p at 120fps to upscale to 2K, then it can always handle that. It doesn’t matter how complex or simple the image is, it will always use the same amount of power. It reads the image, does the calculation and outputs the resulting image.

    Rendering a 3D scene is much much more complex and power intensive. The amount of power highly depends on the complexity of the scene and there is a lot more involved. It needs the gpu, cpu, memory and even sometimes storage, plus all the bandwidth and latency in between.

    Upscaling isn’t like that, it’s a lot more simple. So if the hardware is there, like the AI cores on a gpu or the dedicated upscaler chip, it will always work. And since that hardware will normally not be heavily used, the rest of the components are still available for the game. A dedicated scaler is the most efficient, but the cores on the gpu aren’t bad either. That’s why something like DLSS doesn’t just work on any hardware, it needs specialized components. And different generations and parts have different limitations.

    Say your system can render a game at 1080p at a good solid 120fps. But you have a 2K monitor, so you want the game to run at 2K. This requires a lot more from the system, so the computer struggles to run the game at 60 fps and has annoying dips in demanding parts. With upscaling you run the game at 1080p at 120fps and the upscaler takes that image stream and converts it into 2K at a smooth 120fps. Now the scaler may not get all the details right, like running native 2K and it may make some small mistakes. But our eyes are pretty bad and if we’re playing games our brains aren’t looking for those details, but are instead focused on gameplay. So the output is probably pretty good and unless you were to compare it with 2K native side by side, probably you won’t even notice the difference. So it’s a way of having that excellent performance, without shelling out a 1000 bucks for better hardware.

    There are limitations of course. Not all games conform to what the scaler is good at. It usually does well with realistic scenes, but can struggle with more abstract stuff. It can get annoying halos and weird artifacts. There are also limitations to what bandwidth it can push, so for example not all gpus can do 4K at a high framerate. If the game uses the AI cores as well for other stuff, that can become an issue. If the difference in resolution is too much, that becomes very noticeable and unplayable. Often there’s also the option to use previous frames to generate intermediate frames, to boost the framerate with little cost. In my experience this doesn’t work well and just makes the game feel like it’s ghosting and smearing.

    But when used properly, it can give a nice boost basically for free. I have even seen it used where the game could be run at a lower quality at the native resolution and high framerate, but looked better at a lower resolution with a higher quality setting and then upscaled. The extra effects outweighed the small loss of fidelity.


  • The game is rendered at a lower resolution, this saves a lot of resources. This isn’t a linear thing, lowering the resolution reduces the performance needed by a lot more than you would think. Not just in processing power but also bandwidth and memory requirements. Then dedicated AI cores or even special AI scaler chips get used to upscale the image back to the requested resolution. This is a fixed cost and can be done with little power since the components are designed to do this task.

    My TV for example has an AI scaler chip which is pretty nice (especially after tuning) for showing old content on a large high res screen. For games applying AI up scaling to old textures also does wonders.

    Now even though this gets the AI label slapped on, this is nothing like the LMMs such as chat GPT. These are expert systems trained and designed to do exactly one thing. This is the good kind of AI that’s actually useful instead of the BS AI like LLMs. Now these systems have their limitations, but for games the trade off between details and framerate can be worth it. Especially if our bad eyes and mediocre screens wouldn’t really show the difference anyways.


  • I’ve played this in the past because of the unique co-op feature. You can team up with another player and play the game. You both do a battle and if you win, your units can go over to the other fight to help your buddy out. It’s super fun and I played it a good number of hours with my brother. The biggest issue however was the camera, you can’t hardly zoom out. That means in co-op you can only see your own battle, you can go look at your buddy’s battle, but that means you can’t see your own battle. This sucked really bad, because you couldn’t see what worked and what didn’t and how it was going overall. For us this kinda ruined the co-op game mode, it was just like playing the game solo and sometimes you would get help randomly. We submitted it as feedback to the devs, saying in co-op you need to be able to see both battles at the same time, but I don’t think they ever did anything about it. So we’ve stopped playing it, maybe we’ll give it another go sometimes.









  • I started with Suse 5 when it came out, as something I was interested in fucking about with. I didn’t have internet access at that time, but I did had a couple of books about it (the distro came with a book as well). It was a couple of CDs and a boot floppy disk (booting from CD wasn’t really a thing).

    I used it for years for software development and simple tasks like Word processing. Getting my printer working on the thing was a chore, as was basically anything. Especially without internet solving issues was sometimes simply impossible. My scanner simply didn’t work. Getting the desktop environment to run was very hard, I struggled with it for a long time. And once I got it working properly, I got a new videocard and it broke the whole thing again.

    The system was very painful to use, it was super cool, but almost nothing ever worked right. And trying to fix shit usually made it worse. But once you did get it working right, it was simply awesome. And the feeling of accomplishment was awesome after finally getting something right. For software development on the terminal it was pretty awesome though. Back then I did almost everything in text mode, as I was used to DOS before that. Going into Windows was something you did only sometimes with Windows 3.11 (and even 95) and I did the same in my Linux environment. The desktop environment used up a lot of memory and was pretty slow, so I preferred the console. It was only later booting into the desktop became the norm (around the Windows 98 era).

    I used Suse till version 6.1 (still have that box). I bought version 7 (still have that box as well), but never really used it.

    Back then I used Debian to create small internet routers for my friends. I got an old compact computer, put in a floppy with Debian, a couple of network cards and created small NAT boxes like that. This was before NAT routers were the norm, people just had internet on 1 machine, connected directly. But as computers became cheaper, a lot of folk had more than 1 computer in the home. With no real way to share the internet connection between the different computers. Microsoft created the Internet Connection Sharing feature, but that was pretty slow, disconnected often and ate resources on your “main” PC. So my little boxes worked great, I helped people setup a home network, connected my magic box to get every system online. Also helped them setup some port forwarding for the stuff they used.

    Because I used Debian a lot, I switched over to Debian for my main rig when Suse 7 released. Used Potato, Woody, Sarge and Etch a lot. Switched around between Debian and Ubuntu in the Lenny and Squeeze era. Have been using Ubuntu ever since, never really had a reason to switch. Debian compared to Suse was so nice, I really liked the way Debian did things. It made a lot more sense for me in my head compared to Suse.

    As I fucked around with computers a lot, I always had both Linux and DOS/Windows machines running and even had a couple of dual boot systems. For any kind of gaming DOS/Windows was required back then and I did love to game. I do think Windows 10 will be my last Microsoft OS, since Windows 11 absolutely sucks (use it at work, I hate it). Work stuff has become less and less of an issue to get stuff done on Linux just as well as on Windows. And gaming has come leaps and bounds due to the work on the Steamdeck.

    So hope to fully ditch Microsoft in the near future, even though my first ever computer in 1984 ran Microsoft firmware with Microsoft Basic being the default user interface.





  • Thorry84@feddit.nltoGames@lemmy.worldHalf Life 3
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    7 months ago

    Half Life was always about pushing the boundaries of gaming. The first Half Life with their combination of story telling in a 3D shooter environment was absolutely at the sharp end of the field at that time. If you’ve seen the Black Mesa documentary you’ll know why HL2 was such a hit and how it was revolutionary at that time. After that they did some DLC, but Valve wasn’t happy with what they were doing. It wasn’t groundbreaking, it was just creating content for the sake of content. As they didn’t need any more money from creating games, they opted to not create HL3. It wasn’t till VR became more mainstream they again tried to do something at the sharp end of the field, by creating HL Alyx.

    I don’t know what would prompt them to ever make a HL3 if such a thing even exists.


  • Thorry84@feddit.nltoGames@lemmy.worldHalf Life 3
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    7 months ago

    Duke Nukem Forever was the victim of this (among other issues). Expectations were so high, by the time it finally released it couldn’t do anything but be an absolute failure. It still sold well, because of the hype, but the game was total trash and ruined any chances of a new Duke Nukem for a long time. Part of it is also internal, the game gets delayed, people get hyped up and voice their expectations. The devs hear those expectations and see their game doesn’t live up to it and delay the game to make it better. It’s an endless race you can’t ever win.