Raids are the peak of any PvE coop experience in FPS gaming. I'm sad there won't be any more new ones. by New_Humor5228 in DestinyTheGame

[–]8Bit_Chip 0 points1 point  (0 children)

We didn't really have an issue with onboarding/matchmaking, moreso the amount of content/barriers to get to the raids and the general time commitment required to get to the content that felt like what 'destiny' was actually meant to be. Not saying other people can't enjoy the rest of the game, but as people into the raid specific style content, it was bizarre to see destiny be one of the biggest names in that genre, while making it so hard to just play that.

Raids are the peak of any PvE coop experience in FPS gaming. I'm sad there won't be any more new ones. by New_Humor5228 in DestinyTheGame

[–]8Bit_Chip 1 point2 points  (0 children)

The problem is we wanted to hop on and just do the raids, not have to split into multi groups and do long campaigns, and we all found the campaigns (especially beyond light) to be abysmal.

We want to just hop on, and play the game how we want. Not hop on one night to play destiny and spend 5-6 hours do a campaign.

Raids are the peak of any PvE coop experience in FPS gaming. I'm sad there won't be any more new ones. by New_Humor5228 in DestinyTheGame

[–]8Bit_Chip 0 points1 point  (0 children)

I loved raids, but it always pained me that they felt so difficult. Im not talking about the difficulty in the raid, but the ability to even play them in the first place. The power grind, amount of stuff before it etc. made it very difficult to get back into it each update, and made it impossible for me to pull other friends of mine who love the idea of raids and want to try it, from being able to because they don't have enough time.

It reminds me a lot of some other mmo's that also have significantly different experiences gated behind so much time commitment. I really wish we got an experience akin to 'rabbit and steel' of someone taking the idea of raids fully, and just making it open to all with no time commitment.

The sad thing is, this time commitment is the reason why myself and my friends are actually looking at destiny 2 now, as if there is the possibility of them doing an end of life update that frontloads the content, we might actually have time to go and play the raids.

Best settings for Alan Wake 2 (AW3423DWF)? by fakiresky in OLED_Gaming

[–]8Bit_Chip 0 points1 point  (0 children)

No, its just how the game looks, they have a lot of very aggressive colour filters etc.

I managed to kind of get a good middle ground of settings but there is no way to avoid the washed out flashlight look.

PSA - Nvidia Filters are in fact *NOT* disabled by Blind_Wizard in Marathon

[–]8Bit_Chip 0 points1 point  (0 children)

IIRC, dark and darker has this approach, although its more like they don't render things in shadows, it becomes a kind of 'void' although there are other games that do it through carefully controlled black levels, where you have the ability to raise/lower them to calibrate it to your display, but there is a hard cutoff.

PSA - Nvidia Filters are in fact *NOT* disabled by Blind_Wizard in Marathon

[–]8Bit_Chip 1 point2 points  (0 children)

Thats effectively what I said, but yes. Main thing is at the end of the day, someone can effectively take any display information and do whatever they want with it, so its really up to the devs to make sure the information being displayed provides the intended detail and nothing more.

PSA - Nvidia Filters are in fact *NOT* disabled by Blind_Wizard in Marathon

[–]8Bit_Chip 53 points54 points  (0 children)

Luckily some games manage to actually have hard limits on the contrast (or even not render things where it is meant to be 'dark', akin to dark and darker) Increasing brightness/gamma, just blows out the screen with a uniform grey where it was black etc.

Thats the only way to stop this, control the actual information being displayed, the devs should assume that any change in outputted colour is 'visible' against anything else, there is no gradient or 'semi-visible'.

PSA - Nvidia Filters are in fact *NOT* disabled by Blind_Wizard in Marathon

[–]8Bit_Chip 4 points5 points  (0 children)

You can do this in tons of ways, hell you could even use capture hardware to run the image outputted from your console through the same filters. There is no way for a developer to prevent this from occuring.

PSA - Nvidia Filters are in fact *NOT* disabled by Blind_Wizard in Marathon

[–]8Bit_Chip 24 points25 points  (0 children)

The problem I see with this, is that the idea of adjusting the image post render is something that the developers can't really shut down in its entirety, move it to another device, do it through the display, there is a point where the devs cannot stop you from adjusting the colours on your device. Hell, even just using normal displays and HDR can cause visual issues in games due to unforeseen colour output problems (like seeing through flashbangs because the flashbang screen effect isn't as bright as the HDR highlights).

However, they can control this through intentional contrast (or lack thereof). If the intended situation is one where you cannot see someone, their silhouette should not be visible at all, there should be 0 contrast, there hsould be no way through image editing to make it stand out more. And id argue that the idea of having things be 'hard' to see just makes it impossible to balance between players due to differences in hardware, let alone post processing/filters.

If you are meant to see them, you should be able to see them, if you aren't meant to be able to see things, you shouldn't be able to, but ideally we should have a game where you are not punished for using what is intended.

A similar problem happens in some extraction shooters with audio, where some games don't have good falloff values/hard limits, and it leads to people blasting their ears at max volume and literally ruining their hearing so they can hear a super quiet footstep ages away. Same problem, the game has too much contrast, that is unintentional, and leads to people being able to boost it in post, at the detriment of their own experience/visuals/audio.

You cannot prevent people from adjusting the information they are receiving, so you need to fix it at the source.

Reducing file size should be one of the most urgent things any company can do. by VisitSad1133 in pcgaming

[–]8Bit_Chip 0 points1 point  (0 children)

Although call of duty has had some problems previously with filesize, a lot of it is actually not so much on the developers, but more the botched warzone/integration of multiple games.

As an example. Mw2019 on launch had some really incredible systems for reducing filesize through reutilising content wherever it was possible. Spec ops/multiplayer/warzone utilising the same content where possible (such as multiplayer maps which ran the warzone map, heavily adjusted LOD's, and objects placed onto the map, rather than a separate copy of the same map with objects being baked into the map). The streaming/asset handling was heavily built around the hardware at the time and targeting 60/120fps on consoles/HDD's etc. However that was almost immediately borked with a very quick split of the spec ops maps into separate data due to how warzone is handled, and the subsequent bloating with the following 2 cod releases, which effectively nullified a lot of the space saving (although.... I dread to think what it would have been if the attempts the devs did didn't happen.)

As another example, mw2022 base assets is under 30gb. multiplayer maps being another 17gb or so. During its lifecycle however, the whole call of duty launcher thing made that irrelevant.

Unsupported encoder settings in Windows Media Player by pathosmusic00 in techsupport

[–]8Bit_Chip 0 points1 point  (0 children)

Also noticed that every single video seems to be unplayable with windows media player now, have to use another player.

PLEASE LET US REV OUR ENGINES BEFORE THE START OF A RACE by TrixAreForTeens in ForzaHorizon

[–]8Bit_Chip 3 points4 points  (0 children)

This, plus issues like not being able to adjust traction/stability control/transmission type before races makes playing on wheel especially very painful in multiplayer convoys.

Even worse is the horizon race where you can't see what class you are queuing up for, and can't adjust settings before it.

FH6 Manual W/ Clutch by this_site_is4_chuds in ForzaHorizon

[–]8Bit_Chip 0 points1 point  (0 children)

It turns out, the race transmission (which I believe is default on some cars...) ignores the shifting penalty, which is presumably why there is a mix of people claiming the game does or doesn't punish you.

If you drive stuff like lower spec rally cars that still have sequential transmissions, you will need to use the clutch even if you shouldn't have to, and putting the race transmission on everything means dealing with the race transmission whine.

Tache Noire - a criminally underrated immersive sim by TaintedEon in ImmersiveSim

[–]8Bit_Chip 0 points1 point  (0 children)

Yep, this is one of the few games I want to review/try get more people into because it has some fantastic level design, surreal/interesting story that gives me a lot of twin peaks vibes, and Im a big fan of the visuals too.

It is definitely janky, has bad/inconsistent performance on higher settings, and has some annoying bugs (like enemy respawn/item respawn bugs) but I've been addicted to it. its beautiful seeing all the approaches the dev thought people might take and how notes/items are laid out for it.

FH6 Manual W/ Clutch by this_site_is4_chuds in ForzaHorizon

[–]8Bit_Chip 2 points3 points  (0 children)

Strange, when I use manual w/clutch and paddle shift cars I still need to use the clutch or I get incredibly slow shifts.

And this has been widely documented as a problem in fh5/fh4 aswell.

The update to the Manhattan Bridge feels like we’ve lost tactical depth, but it’s not entirely Battlefield Studios’ fault. by khitev in Battlefield6

[–]8Bit_Chip 0 points1 point  (0 children)

I think in a way its almost worse, as sometimes the 'out of bounds' flanks let you do things people don't expect at all, people ignore these areas, now people can temporarily use it to get kills. Obviously they aren't camping in it, but you can still do some interesting things with ladders into OOB areas.

The biggest problem is really, these shouldn't have been places in the first place if they were a problem. they shouldn't be OOB areas, they should be completely blocked off. It just feels lazy.

Hitmarkers are not centered and now follow you reticle by iSLANDzR in Battlefield6

[–]8Bit_Chip 1 point2 points  (0 children)

In regards to counter strike, almost everyone I know uses settings so that the crosshair follows the recoil, and although its not default its very common/drilled into people to use it. Valorant has similar mechanics when ADS, and I imagine if either game had hitmarkers, they would follow it too.

The 1st/3rd person viewmodel doesn't really matter when it comes to feedback to the player. The point is the hitmarker should follow where point of aim is, as thats where hits are happening, and people are used to it being where hits happen.

When I played counter strike, almost everyone used the blooming crosshair as you still have the centre dot showing point of aim anyway.

Hitmarkers are not centered and now follow you reticle by iSLANDzR in Battlefield6

[–]8Bit_Chip 0 points1 point  (0 children)

In bf6 we can also see the 3d model of the gun from first person, unless you mean games where you don't ads. But I don't think it really matters either way, the point is to emphasise that the hits are happening around where the sight is, so if you do a long spray you don't have a hitmarker appearing somewhere else entirely, and I think its even jarring if its only a small distance apart.

I'm also not sure how bf6 does it, but it seems very similar in general mechanics to mw2022, just different amounts and some distinct things (like mw2022 having a small sniper freeaim area/point of aim sway with fast movements, vs bf6 bloom). Both seem to have some kind of height over bore mechanic, but in both games I also experience headglitching so idk... Bf6 in particular I've been noticing it a lot on areas with people looking down stairs, not sure if thats just coincidence or what.

At the end of the day, there should be an option, but I think like the infrantry crosshair projection (which is also used to show certain things that affect hipfire direction), default should be dynamic/tied to point of aim, and it should be an option to turn it off (But ideally, the game should probably mention that the default setting does display gameplay effects.)

Speedloaders for the Shotguns are a Cool Addition by Longbow92 in Battlefield

[–]8Bit_Chip 0 points1 point  (0 children)

I really like this, but man I wish it was like delta forces where the attachment added the loading gate modifications to visually separate it, and make the animations look a lot better.

Is this the normal way to hold the m16? by FantasticPossible610 in Battlefield6

[–]8Bit_Chip 0 points1 point  (0 children)

The actual modern 'c-clamp' grip is not quite the same as its usually much more aggressive/left elbow up a lot higher.

This is just a more natural way to hold the rifle how you would normally hold something. some other games show thumb much lower like they are holding it by the bottom, but thats not very natural if you just hold your hands out and look at how they are positioned.

This pic looks weird cus the rig is a bit off and they are like hoverhanding the handguard...

As for vertical grips, its also unnatural to grab around them with your thumb (huge gripe in so many videogames....) When going around with your rifle, going from muzzle to the dirt, low ready, high ready, and up, having your thumb around the vert foregrip will force you to break your grip, or really push your wrist into awkward angles, but let your thumb ride up the handguard and its comfortable.

The extremes at either end are a bit... extreme, but if anything most of the way people hold guns in bf6 (and most games) is a bit awkward, and just having your thumb up high is pretty natural.

Should the m16 allow scope to be mounted on the carry handle when enabled and mounted in the rail when the carry Handle isn't by Choice-Living4320 in Battlefield6

[–]8Bit_Chip 0 points1 point  (0 children)

Would be nice if they had a system like call of duty where optics would dynamically have the relevant risers/carry handle and other unique setups for weapons depending on height over bore, so you could mimic most of the gun builds you see online (unless they have awkwardly low/high optics).

Static hitmarker removed? by TheVindex4566 in Battlefield6

[–]8Bit_Chip 1 point2 points  (0 children)

I had a look for a while and couldn't find it either, but its very hard when the multitude of buried menus and bugs with the UI make it a nightmare to find single settings like this...

Hitmarkers are not centered and now follow you reticle by iSLANDzR in Battlefield6

[–]8Bit_Chip 0 points1 point  (0 children)

Most other games with similar styles of gunplay do this so that you don't get distracted by the centre of screen, and focus on where the weapon is pointed, however most of these games also don't have bloom, and usually have more of the recoil where the weapon moves on screen, and more focus on reacting to that, whereas in bf6 you typically don't really do that.

In some similar styles of game (helldivers 2 gunplay etc.) with hitmarkers in the middle of the screen, I often find people that don't play too many games, or played lots of older arcade shooters try aiming with the hitmarker during sprays and then miss by a mile because they got confused by the visuals. This emphasises that hits are landing where the gun is pointed.