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legend

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Everything posted by legend

  1. This reminds me I never did the DLC! I was waiting till I had a PS5, which I’ve had for some time now
  2. This stuttering is killing me. "Stutter" is kind of the wrong work. It locks up for like a quarter second at random times at least once every 10 seconds regardless of what's happening. I'm enjoying the game except that that made the last boss fight I did extremely annoying! (I still won though)
  3. Finally got to play a bit before it kicked me out and told me my account was temporarily locked! I'm digging it so far. *This* is what D3 should have felt like. This is a return to form in terms of atmosphere and general gameplay. Hopefully I continue to feel that way! I am getting a fair amount of quarter second stutters/locks at times. I'm guessing that's a symptom of their servers buckling?
  4. Light is well described by wave functions as well as particles (in fact, you need to model it as both for complex physics!), but to my knowledge the RT cores are not going to help with wave calculations. It's just line intersection and bouncing calculations on geometry (which are normally very computationally hard to do, but that's its limiting function all the same). Given that, I'm not sure some of your examples would really benefit. Sound could be plausible because 3D sound and propagation can be well simulated by bouncing particles. Don't get me wrong, I think the SSD is great. It's probably my favorite hardware choice in the PS5 because of how important streaming is to gaming! But I don't think we have to have direct "gameplay mechanic" differences from ray tracing for it to be valuable, because as I described, graphics are important for the entire game experience even when they are not changing how you behave.
  5. Plausibly, but I would still guess fewer than tensor cores. What do you have in mind? I think dividing games into "graphics" and "gameplay" and bemoaning that raytracing only impacts "graphics" is an overly simplistic way to critique games. Graphics have an enormous impact on the entire experience. Have you ever played a game with developer art? It doesn't hit the same way at all. Graphics are inherently entwined in games because they're the medium by which feedback, rewards, etc. are conveyed to players. And even if you want to talk about the artistic angle and how "low tech games" can have good art direction, new technology gives artists new tools to do things they couldn't' do before. Minimizing graphics technology as this less important auxiliary aspect would be like telling film directors the lighting doesn't matter. Of course it does. Again, there is a reason ray tracing is the standard in CGI movies. It's maximally enables artists to realize their vision. And even putting all that aside, you have more explicit impact of graphics on the "gameplay." It's easy to imagine how things like reflections affect how you play in an environment and how shadows impact stealth and horror games.
  6. Blast processing is at best a hardware architecture (and in reality more a marketing term). Ray tracing is a categorically different rendering methodology that better simulates how light actually works. It is the standard for all pre-rendered movies for a reason. But it seems you know this, so I'm not sure why you would draw the comparison! Tensor cores can, and are, used for more than than just image upscaling. For games, they've primarily been used for AI upscaling, but in research they're used to accelerate any AI models that use deep learning methods (which is almost all of modern AI), and even could be used for anything that involves very large matrix operations. As games integrate more AI technology, they'll absolutely benefit from tensor cores. RTX cores I'm less certain about it. If you can cast an operation as ray intersection, they're probably useful for it! But maybe less general than tensor cores.
  7. As Nintendo as Nintendo is, they are well acquainted with large hardware launches. Valve is new to hardware and their previous efforts are on a much smaller scale. The manufacturing pipeline alone is probably a bitch to get settled. So sure, one of their engineers could probably get something working, but that doesn't mean they can start shipping it.
  8. I would love an open world roguelike, but I think the execution of it would be really hard to get right. I.e., if you can randomize things enough that each run gives you new sense of exploration and discovery, it would be amazing. But I think the risk is the open world is too static between runs and feels more like a barrier to get to where you need to than something interesting to explore. Combat and visuals looks great in the trailer. Hopefully they pull it off!
  9. I don't want shorter work hours for myself. What I do what is day where I can work on my own without interruption other than my weekend.
  10. I believe the bow aiming is aim assisted by where you're looking in Horizon, but don't quote me on that. Seems like a smart idea.
  11. Doesn't seem that spicy. I think a bunch of places already do it and should!
  12. Yeah, it's a cool enough experience that I think it's worth trying to acclimate yourself. It's probably the biggest advance in gaming since 3d. It also has the same sense as early 3d games where they not only were cool, but you could tell this was still the very early stages and that it would get so much better with technology. Depending on how serious of a racing fan you are, GT7 VR might be the game for you, especially since you already have a wheel. It's the whole game and it's implemented really well. But in general I hear you. Right now, it seems like there are a lot of good solid games, but nothing that's rocked the whole industry in the way Alex did. Fingers crossed Valve releases it for PSVR2!
  13. I've managed to not get the warm feeling myself, but I've heard that helps others and I do agree that a fan for wind simulation is super appropriate for some of these games!
  14. I haven't had a ton of time to play since I got it, but I did put some more time in today and did a better with the dizziness. When I first started I could feel it if I looked around too fast, but this time was better. I'm going to try and do a bunch of small sessions with it and try not to push in each one to keep building up my tolerance to it. Since I'm already doing better I suspect I can get to place where I don't have it at all (unless I maybe do really long ones). I've heard this approach of doing a bunch of short sessions and stopping before you feel anything major has worked for other people too.
  15. Agreed, those five seasons are top tier TV IMO. Such a great story. Thank god that weird fan fiction continuation you were describing didn't actually happen.
  16. I did. I have some room to walk but not a lot. Might help for horizon, but In GT I don’t think standing will help Correct! Unless you count google cardboard and trying other VR elsewhere for brief periods of time
  17. First impressions. Very impressive. The image quality was quite good and there was no screen door effect. Everything ran very smooth too. I was quite impressed even with just the pass through. It's a grainy image, but the latency was very low and I could easily move around my environment and pick things up in pass through mode. It's also cool that the headset highlights your controllers when you're looking at them. I did fuss with the alignment a bit. I think I can probably still get it settled a bit better than I have. Largely everything is clear, but if text is off to the side, I can see some blurring. It's also fairly important where you have the headset rest on your head. If you fasten it too high or low. you get some vertical blurring. I tried GT7 and Horizon Call of the Mountain in VR. It's impressive how much faster everything feels in GT7 when you're in VR and being able to look to the side as you pull into turns or glance in your mirrors feels really good. In Horizon, the sense of scale in VR is really something else. I've played both Horizon games extensively, but the size of the robots really hits different in VR. The mountains and whole world similarly feel so much bigger. I've enjoyed doing all kind of dumb interaction with random objects too. The eye tracking works great and I really like how that's used not just for foveated rendering, but as part of the interface to the games. Really lowers the barrier of entry. I did get some dizziness playing and so I only played for an hour last night. I'm hoping if I keep playing I can get my VR legs though, because everything otherwise is really impressive and I've heard it does get better the more you use it.
  18. Mine arrived today! I got it mostly set up, but the controllers came with effectively zero charge, so they are charging now.
  19. That's the thing about NFTs: you don't actually need fucking blockchain to do any of the things NFTs want to do. In fact, you can do the things *better* *without* a blockchain.
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