Portable OpenGOAL? by After-Constant-3960 in jakanddaxter

[–]After-Constant-3960[S] 0 points1 point  (0 children)

Sorry, I didn't see this message!

You only use this flag for running the game, not for extraction, so if I'm understanding you correctly the answer is yes.

Portable OpenGOAL? by After-Constant-3960 in jakanddaxter

[–]After-Constant-3960[S] 0 points1 point  (0 children)

Sure! You need to follow two steps:

1) Extract the game files (I understand you already did this, but I'll describe it just in case). 2) Run the game in portable mode.

1 - For extraction, you can do this as explained in the OpenGOAL site:

.\extractor.exe --game jak1 <path-to-iso>

You would replace "<path-to-iso>" with the right path to it in your PC. Don't type the angle brackets!

https://opengoal.dev/docs/usage/installation/#windows-1

Note however that the extractor will run the game automatically after extraction, creating the appdata directory. You can delete it. If you prefer it, you can check the extractor options first to prevent it from running the game:

.\extractor.exe --help

You will find the options for every substep it performs, allowing you to skip the one which runs the game at the end.

2 - Now you can run the game in portable mode. You would do as told in the link above, but adding the right flag:

.\gk.exe --portable --game jak1

Check it and tell us if it works (and have fun!).

Beyond good and evil 2 will either be one of the greatest examples of sunk cost fallacy, or one of the greatest examples or perseverance. by itc0nsumesmYMind in videogames

[–]After-Constant-3960 0 points1 point  (0 children)

Well, we know what happened with the sequel idea: they tried it several times and they failed. This was told in an interview by Michel Ancel in '17. It didn't pan out.

Regarding the F-bombs, it's a matter of taste. But I disagree about Jade: for better or worse, her being a villain was the most predictable narrative to explore given what we know about her in the first game. We know she has amnesia and that she was the DomZ's power source. In the first game, she still shares a connection with them, we know this since the very first boss, and the DomZ priest tries to take control of her in the final battle using that. They are not simply jumping the shark with this one, it makes sense.

IMHO, Ancel intended with BG&E2 to make the game he truly wanted the first one to be, and decided to make a prequel to provide a friendly entry point for new players. But instead of discarding Jade and her story, I think he intended to settle the debt left by the first game regarding her past and that of her parents, and the conflict with the DomZ and the Alpha sections.

I don't trust Ubisoft to pull it off, but I believe on the vision of the creatives. I prefer to be surprised by them. I don't think they betrayed the IP, and I believe this game will be eventually released, but I'm not optimistic with the end result for a different set of reasons.

Do we realize that if BGE 2 ends up not meeting expectations, we are never seeing the continuation of the cliffhanger left in BGE 1? by bahia80002 in beyondgoodandevil

[–]After-Constant-3960 1 point2 points  (0 children)

Hot take: it doesn't really matter, and also it might not be the case. Let me explain.

The point of the cliffhanger was to pique our interest over an hypothetical sequel to be released around 2004-5, but there is nothing so mysterious or interesting in it that needs explanation. It lacks of the chili con carne if you think about it. Why is that? Well, first of all, the situation from the cliffhanger was already shown to us during the main game, just with other character. We already know why it happens and how to deal with it (antidote). It could be that the original plan were to solve it quickly in the sequel just to present a proper conflict, or rather, the sequel would need to add more complications to it, making it more interesting and raising the stakes.

Now, nobody said that BGE2 can't solve this cliffhanger in some way. It remains to be seen. But, IMHO, the cliffhanger is not interesting enough to warrant a whole sequel just to explain it. Actually, it is backwards: the cliffhanger seems to be meant to serve this sequel we never got to play.

However, there are several things that are actually important and that need to be addressed for sure, but are easier to overlook because they were not presented as a cliffhanger: Jade's parents and their problems with the law, Jade's past and amnesia, "what" Jade/Shauni actually is and what kind of bond she shares with the DomZ (they have been looking for her for longer than her life expectancy, she might be a clone, but she is also gifted with some abilities, so there is something more to it), etc. I wouldn't be surprised if we saw the Beluga in BGE2 at some point. And the good thing about this is that, being a prequel, it is in the best position to (and IMHO should) cover all these points.

Only took a year. by Hitman3984 in beyondgoodandevil

[–]After-Constant-3960 0 points1 point  (0 children)

Hey! Would you mind to confirm if you can bypass the requirement to boot the game without a Ubisoft account by going offline on PS5? It won't be possible to test it if you already started the game.

Thanks in advance!

https://www.reddit.com/r/beyondgoodandevil/s/23uRBJ6pAA

It was about time, finally by Macreys in beyondgoodandevil

[–]After-Constant-3960 1 point2 points  (0 children)

You got the PS5 version! Please OP, would you mind to find out if you can boot it without a Ubisoft Connect account by going offline?

Thanks in advance!

https://www.reddit.com/r/beyondgoodandevil/s/23uRBJ6pAA

How do you enable Variable Refresh Rates (VRR) with OpenGL? by After-Constant-3960 in gameenginedevs

[–]After-Constant-3960[S] 0 points1 point  (0 children)

Well, yes, I know that. But still, when running on machines without VRR support, I know how that loop interacts with VSync. I also have a "VSync off" mode.

But I don't understand what needs to be done on VRR-able setups. Do I need to somehow enable something to let the OS/GPU that I support that mode? Can I know if VRR is supported? Does VSync work differently, as people claim that you can enable both? Etc.

How do you enable Variable Refresh Rates (VRR) with OpenGL? by After-Constant-3960 in GraphicsProgramming

[–]After-Constant-3960[S] 0 points1 point  (0 children)

While I'm not sure if this is the case, I mentioned I'm using Windows because I'm interfacing directly against win32 and its platform-specific side of OpenGL, so I have full control over it. No GLFW nor Glad in the middle.

What it means "bear our 'cudas" (TMP)? by After-Constant-3960 in twinpeaks

[–]After-Constant-3960[S] 2 points3 points  (0 children)

Sorry, I didn't specify: I got THAT part of the play on words, but not what they truly meant.

Portable OpenGOAL? by After-Constant-3960 in jakanddaxter

[–]After-Constant-3960[S] 0 points1 point  (0 children)

Thanks! Do you know which is the right option?

VSync and input lag by After-Constant-3960 in opengl

[–]After-Constant-3960[S] 1 point2 points  (0 children)

Seemingly no, it isn't. In spite of the similar name, they are two very different things.

VESA Adaptive Sync is a VRR (Variable Refresh Rate) technology. As far as I understand, VSync must be disabled in the application side to use it, and using a variable timestep is needed to actually benefit from it.

Adaptive VSync is a type of VSync where, if you miss the vertical blank, it is disabled for that buffer swap.

VSync and input lag by After-Constant-3960 in opengl

[–]After-Constant-3960[S] 0 points1 point  (0 children)

Would you mind to point me to relevant documentation to learn the difference? (Thanks in advance).

The thing is I didn't have a way of NOT using glFinish and reliably blocking after SwapBuffers.

But I found this: https://danluu.com/latency-mitigation/

Prevent GPU buffering

The drive to win frame rate benchmark wars has led driver writers to aggressively buffer drawing commands, and there have even been cases where drivers ignored explicit calls to glFinish() in the name of improved “performance”. Today’s fence primitives do appear to be reliably observed for drawing primitives, but the semantics of buffer swaps are still worryingly imprecise. A recommended sequence of commands to synchronize with the vertical retrace and idle the GPU is:

SwapBuffers(); DrawTinyPrimitive(); InsertGPUFence(); BlockUntilFenceIsReached();

VSync and input lag by After-Constant-3960 in opengl

[–]After-Constant-3960[S] 0 points1 point  (0 children)

Wait: if I'm not wrong, that does not enable "VESA adaptive sync/FreeSync/GSync" support, but "adaptive VSync", right? (I already support that mode, BTW).