fulg

joined 2 years ago
[–] fulg@lemmy.world 2 points 4 days ago* (last edited 4 days ago) (1 children)

This is why it pays to wait. Playing launch titles is risky at best, games are complex programs and at the end it is difficult to make deadlines. Developers typically fix the most egregious crashes “quickly” but sometimes it just takes a while to address most of it.

For example Cyberpunk 2077 was fine when I played it, but it was out for months by then… also those who buy and play No Man’s Sky today are playing a vastly different game than those who did when it came out.

You mentioned Starfield, I’m sure it works fine today, regardless of the platform.

[–] fulg@lemmy.world 4 points 5 days ago

Same here. I did it the hard way with a modchip but these days it’s all software. It lived as a media player for a long time. I eventually replaced it with a PC running Windows Media Center, that was nowhere near as good…

[–] fulg@lemmy.world 4 points 6 days ago* (last edited 6 days ago)

Yes precisely. It typically made the PC run at 4.77MHz to match the original IBM PC. Back then Turbo meant 8 or 12 MHz, not much more…

[–] fulg@lemmy.world 156 points 6 days ago (6 children)
[–] fulg@lemmy.world 19 points 1 week ago (3 children)

This is kind of misleading though. It was common at the time for games to run as fast as possible and then break as CPUs got faster.

One famous example is Wing Commander which is unplayable on a Pentium-class machine because it runs too fast.

This is also why DOSBox has a speed setting and a keyboard shortcut to adjust it at runtime.

[–] fulg@lemmy.world 11 points 1 week ago

Same here, this exact conversation happened.

In every meeting where feedback is requested since then, there is a permanent note that says “please no questions about RTO”.

[–] fulg@lemmy.world 8 points 1 week ago (1 children)

…but passing on the right is illegal.

[–] fulg@lemmy.world 7 points 2 weeks ago

I work in games, the reason it works the opposite for them is because Unreal Editor is a product that is also shipped.

Sadly for most of us, the tools used to make the game (that includes the engine) are for internal use only, and most of the time there is no army of programmers available to do all of the work ahead of time. So it pays to wait and focus on the hot path used by the game you are shipping right now and not a hypothetical one you might ship later.

[–] fulg@lemmy.world 8 points 3 weeks ago

I tried this many times during college, we called it « learning by osmosis ». It was not very successful…

[–] fulg@lemmy.world 3 points 1 month ago* (last edited 1 month ago) (1 children)

But he’s never heard of nuh-vidia before, what the hell is a nehvidia…

(I can’t find the video excerpt… 😞)

[–] fulg@lemmy.world 2 points 1 month ago (1 children)

Now that’s something I didn’t think of: Prey in VR. 🤔

I’ll have to give that a go!

[–] fulg@lemmy.world 3 points 1 month ago

I was wondering if that also included the Arc of 285K, and it seems it does (in that it is not supported). Last non-pro Intel GPU that supported SR-IOV is Xe Graphics on 12th Gen…

source

I failed to get GVT-g running on 10th Gen, too unstable for a Windows VM for work. :(

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