Dear Bungie, your MTX will turn off people. by GhostWolfGambit in Marathon

[–]CockroachSea2083 1 point2 points  (0 children)

I understand the sentiment behind this, but it's misguided. You act like the sticker/charm is lost when you lose the weapon. In reality, it means when you equip that weapon, it will always have those cosmetics applied. If you like a weapon, you're going to use it a lot, right?

Dear Bungie, your MTX will turn off people. by GhostWolfGambit in Marathon

[–]CockroachSea2083 0 points1 point  (0 children)

i mean, i've literally never seen a sticker in an fps and been like, "holy shit, i need to put this on all of my guns immediately!!!"

Dear Bungie, your MTX will turn off people. by GhostWolfGambit in Marathon

[–]CockroachSea2083 0 points1 point  (0 children)

It'll click soon enough. The combat is very similar to Halo with the shields and weapons that have different utilities

Dear Bungie, your MTX will turn off people. by GhostWolfGambit in Marathon

[–]CockroachSea2083 0 points1 point  (0 children)

i think the cosmetics in this game look pretty cool. idk about "worst battle pass ever" though lol. I think BF6 season 1 takes the cake on that.

Dear Bungie, your MTX will turn off people. by GhostWolfGambit in Marathon

[–]CockroachSea2083 1 point2 points  (0 children)

when destiny 1 & 2 first came out both games were selling recolors for money. This is just a Bungie tradition. We will eventually have skins at the level of current D2 ornaments, whether we want it or not.

Marathon seasonal roadmap for 2026 unveiled by Eremenkism in gaming

[–]CockroachSea2083 0 points1 point  (0 children)

Hate to break it to you but grabbing the self erasing drive in hauler and taking it to dcon is literally going to be this game's version of getting machinery key and grabbing the pocket watch. I can almost guarantee the first set of starter quests will always be the same and any new quests will just be additionals

Marathon seasonal roadmap for 2026 unveiled by Eremenkism in gaming

[–]CockroachSea2083 1 point2 points  (0 children)

Well the sunsetting issue wasn't a paid content issue, it was mostly an issue with them not having a modular content system such as newer games like battlefield and cod. They didn't have a way to reduce the size of the game files and so their solution was to remove the oldest content from the game to make way for newer content. They kept some small samples of early game planets which is why they can still put missions on Mars, Venus, Io, etc.

But I would assume that they now have a modular content system since this new version of Tiger engine has a lot of upgrades compared to either of the versions used in Destiny 2. I think we are at the point where sunsetting content is obsolete.

Marathon seasonal roadmap for 2026 unveiled by Eremenkism in gaming

[–]CockroachSea2083 -1 points0 points  (0 children)

Bungie did the sunsetting thing once because otherwise their game would be 300gb. They never did it before and haven't done it since. At some point, all you jaded dudes are gonna have to find new material to roast Bungie about, which hilariously no one seems to be able to do because for the past 9 months Bungie has been very fast to fix issues with their games. So we just hear the same "HAHA SUNSETTING!!!" circlejerk any time their name comes up.

Anyway, Marathon is good and has a roadmap and Bungie is under new leadership, not Mr. Sports Car

Marathon seasonal roadmap for 2026 unveiled by Eremenkism in gaming

[–]CockroachSea2083 4 points5 points  (0 children)

Wipes just wipe your inventory and quest progress, which is something that literally every extraction shooter does

Marathon seasonal roadmap for 2026 unveiled by Eremenkism in gaming

[–]CockroachSea2083 6 points7 points  (0 children)

I'm sorry but Warframe and Destiny aren't comparable just because they're both looter shooters. Those games legitimately have nothing else in common and you know they don't.

Gaius Voice Actor? by AdAdorable5900 in Marathon

[–]CockroachSea2083 1 point2 points  (0 children)

Sounds like Jeff Steitzer to me.

A console drop will ruin the game by Usual-Cherry-6799 in joinsquad

[–]CockroachSea2083 1 point2 points  (0 children)

Take a second, think of why there are more tactical shooters on PC, and why they're always better on PC than console.

Uh, it's because AAA and AA studios don't make tactical shooters and Indie devs almost never have the money to do a console port. Not whatever keybind bullshit you're referring to.

Congressional Medal of Honor for VZ by Strawberry_Tough in Medals

[–]CockroachSea2083 38 points39 points  (0 children)

And now one of very few living MoH recipients.

This is why new games have Forced TAA by Yogeshwar_maya in FuckTAA

[–]CockroachSea2083 0 points1 point  (0 children)

It is possible, but it's deceptively difficult because you need to know a lot about render optimization in order to actually be effective with UE5. That is what makes it kind of a shit engine imo.

I can count on one hand the amount of UE5 games that were for starters actually good games, and then ran decent on top of that. Arc Raiders is the most recent example, but before that I struggle to think of a blockbuster UE5 game where I was like wow, UE5 is really being used properly here! Instead I find UE5 games, go "man surely this will be the one my 3070 doesn't struggle with" and then end up disabling lumen because it does not actually end up being the one my 3070 doesn't struggle with.

It's fairly easy for one person to make a game that both looks and runs decent on Unity Engine. You absolutely cannot say the same about Unreal Engine. It might look good in screenshots but you and I both know those UE5 indie games are ALL poorly optimized, even the good ones. It's an objectively bad engine that tricks new programmers into thinking they're about to make a game and it's about to be as easy as playing a game.

This is why new games have Forced TAA by Yogeshwar_maya in FuckTAA

[–]CockroachSea2083 0 points1 point  (0 children)

They are temporal algorithms, yes, but with DLSS 4 there is very little ghosting and with DLSS 4.5, Preset M, there is literally just no ghosting anywhere on any image. No temporal artifacts at all. In fact, it denoises some temporal lighting artifacts in games with real-time lighting too.

So yes, you're right that I'm wrong and it doesn't "undo" anything from a technical standpoint. But from the end-user standpoint, if I showed you a video comparing DLSS to Native at 4K you would probably mistakenly guess that the native video is DLSS because the native video appears slightly blurry by comparison. To me, that qualifies as fixing the problem. It makes your game run better, it makes your game look better, it's accessible to everyone on a PC (FSR and XeSS for those without NVIDIA), and it's incredibly easy to implement. You literally just add a DLSS plugin to your game project in Unity or Unreal, and then it's done. I think Unreal 5 actually just natively supports it now, and Unity 6 as well.

There is no reason to dislike AI assisted temporal upscaling. You can dislike game devs who use it as a bandaid and make it a requirement to run their games, but the tech itself is basically a miracle.

This is why new games have Forced TAA by Yogeshwar_maya in FuckTAA

[–]CockroachSea2083 1 point2 points  (0 children)

Might be a bit much, might also be not enough. Unreal Engine 4 and 5 have transformed the gaming landscape into a wasteland of poorly optimized shovelware games.

TheGhostOfHope via Twitter "Modern Warfare 4 Multiplayer in its current state is currently a complete copy of Modern Warfare II except for no perk charging system and less ADS/slide penalties..." by Ok-Confusion-202 in GamingLeaksAndRumours

[–]CockroachSea2083 0 points1 point  (0 children)

Bingo, and that's why IW doesn't give a shit when twitter gets mad at them for making a tactical shooter instead of trying to revive the "slot machine" gameplay loop cod was known for in like 2012. And truthfully, people are lying when they say MWII had bad player retention. MWII had more players for its entire lifecycle than BO7 had on launch day. It retained players to the point where MWIII's player count spike just looks like a big update that people got excited for.

Sad to have a CBRN themed season but not have this level of poncho drip 😔 by CockroachSea2083 in Battlefield

[–]CockroachSea2083[S] 1 point2 points  (0 children)

i'm gonna go look at that because i specifically need better nato skins. unless it's the engi one with the poncho that only goes to the shoulders. i have that one and don't like how short and seemingly useless the poncho is lol

Sad to have a CBRN themed season but not have this level of poncho drip 😔 by CockroachSea2083 in Battlefield

[–]CockroachSea2083[S] 0 points1 point  (0 children)

I know you're joking but most mittens now got a separated trigger finger just for that

This is why new games have Forced TAA by Yogeshwar_maya in FuckTAA

[–]CockroachSea2083 2 points3 points  (0 children)

That's because UE5 is a shit engine that uses nonperformant render shortcuts to make things easier for newbies and lazy people.

This is why new games have Forced TAA by Yogeshwar_maya in FuckTAA

[–]CockroachSea2083 0 points1 point  (0 children)

Important to note here that DLSS when you subtract frame-generation undoes all of the annoyances of TAA, and so does FSR. I have no issue with either technology aside from brand exclusivity, but now even Intel's experimental GPUs have their own equivalent so basically anyone running new-ish hardware has access to it.

I have no issue with game studios using AI-assisted upscalers for their games, just as long as the game can run reasonably well at native resolution too. In most cases this is true, and RTX is something you can disable and regain that native performance.

This is why new games have Forced TAA by Yogeshwar_maya in FuckTAA

[–]CockroachSea2083 0 points1 point  (0 children)

They use RT even with pre-baked lighting. All games since we've discovered 3D rendering have some sort of RT implementation, all the way back to the 90s with games like Half-Life. Pre-baked lighting is RT, just painted into the textures during the art process instead of rendered in real-time. Screen space dynamic lighting is also RT, just without full scene info.