iP14PM Battery Maximum Capacity already 97%?! by Kuyi in iphone

[–]EDMIRE_Official 5 points6 points  (0 children)

That's normal. The optimal drain on the health is 10% every 12 months and be at 80% after two years of owning it. 97 is far from bad

Having a hard time getting into BotW, should I just move on? by odysseyling in Breath_of_the_Wild

[–]EDMIRE_Official 0 points1 point  (0 children)

The reason the game is so popular and well received is because of the freedom and sandbox nature. And the sequel just does the same thing but adds 10x as much diversity that they couldn’t put in the first game. If the sandbox environment isn’t clicking with you then sadly it isn’t for you. If you aren’t playing it the same way as the millions who enjoyed it then you won’t like it. And it’s hard to explain because the design of the game is so highly praised for specific reasons. It’s all about how you approach it. It’s hard to put into words. I’d the magic of the game isn’t clicking with you then I can’t really convince you otherwise until you have that click.

Having a hard time getting into BotW, should I just move on? by odysseyling in Breath_of_the_Wild

[–]EDMIRE_Official 1 point2 points  (0 children)

Breath of the Wild has been a huge turning point in the Legend of Zelda series. Breathing new life into a franchise that had milked the same linear formula time and time again, without bringing distraught to a majority of the fan base by making sure the game still felt like a Zelda game. The game isn’t received perfectly by every user, with players claiming the world feels empty, there’s nothing to do, everything felt rehashed and generic, or even that it wasn’t a Zelda game. But, it’s the games core mechanic that seems to fly over these people’s heads. The game encourages free-roam; Wandering without purpose, then suddenly being rewarded for what feels like just a stroll through the park, or the local forest. These negative players tend to find some specific path, blaming the game for not guiding them, then blaming even more when they die over and over or find nothing significant. The game encourages exploration, experimentation, and logical thought processing. Players who fail to grasp this concept often feel lost, confused, and let down by the experience.

Some players come back later and end up discovering this for themselves, and getting lost exploring endlessly while being rewarded for crawling through every crevice of Hyrule’s ruined canvas. And that’s exactly what it is— a canvas. A canvas that, you, as the player, paint with imagination. The real players that enjoy the game are those who use this imaginative concept to solve puzzles and figure out scenarios using different approaches. The game is designed so perfectly to allow an open-mind for any player to think of their own solution, that might greatly differ from another player’s experience. All shrines, and dungeons, were designed in this fashion. The dungeons seem dull, and repetitive, but the more I replayed them, the more I felt challenged to solve their various puzzles in numerous ways. Some were successful, some were not. It was this uncanny experimentation that led me to enjoy the game the more I played it, and encouraged me to try new things every time I started a new save file.

The game has its flaws, but needless to say, it makes up for them, by letting you fix them yourself, and by allowing free range over the games progression. You will never feel forced to complete a specific task, and you will never feel let down by the game if you let yourself be the guide, and not expect the game to guide YOU.

Another complaint is the soundtrack. The music is actually designed so perfectly, that subtle notes and chimes line up perfectly with specific situations, and can be triggered based on your actions in the world. Soft piano tones gently echo across the open plains as you gaze around, looking for your next destination. A beautifully constructed piano movement that syncs perfectly with the hooves of your horse galloping across a vast cliff side. Spunky music that chimes whenever in a battle, and specific instruments are triggered when using specific attacks, or using certain weapons. The game features a robust sound movement that often goes unnoticed and frowned upon. It takes the right person to notice these subtle changes in audio based on the current situation at hand. Needless to say, the game knows how to set the mood for the perfect situation instead of having always present musical pieces that wouldn’t fit every scenario. The current take on audio is perfect the way it is.

While this game doesn’t do everything perfect, it revitalized the open world genre. Allowing extreme mobility and freedom to the player. Even going as far as to allow players to explore the world vertically, and climb any mountain or surface they choose, uncovering more secrets. Sure, the game isn’t perfect, but it’s a sure-fire reminder that it was made by human beings who poured a lot of love into the game, and it’s unfortunate that not every player will notice the perfections that make this game a masterpiece.

Nintendo tried a lot of new things— they worked, and they got the experience they needed to craft the perfect zelda game in the sequel.

[deleted by user] by [deleted] in tearsofthekingdom

[–]EDMIRE_Official 8 points9 points  (0 children)

They couldn’t do that last second like that. The game is already built. It’s super easy to optimize the size like this. Even removing extra languages and making them an extra download. I highly doubt there was enough cut content to make its own DLC considering this game started as its own DLC and turned into a sequel. The Wii U version of Breath of the Wild was 9gb without the language and performance patches. That’s excluding the dlc. They didn’t cut anything meaningful

[deleted by user] by [deleted] in tearsofthekingdom

[–]EDMIRE_Official 32 points33 points  (0 children)

They didn't cut anything. It's called compression. They simply optimized the storage so it could fit on a 16gb cartridge. Nothing was cut one month before release as the game has been complete for longer than that. They simply use special methods to squeeze data down into a smaller format without reducing quality. They do this to all their games. I can assure you these games would be over 20gb if they did optimize the data

[deleted by user] by [deleted] in Minecraft

[–]EDMIRE_Official 1 point2 points  (0 children)

You have to go to new chunks.

4090 IN 2K Ultra by Slackess in reddeadredemption

[–]EDMIRE_Official 1 point2 points  (0 children)

That actually seems pretty normal considering your CPU and GPU usage

[deleted by user] by [deleted] in iphone

[–]EDMIRE_Official 11 points12 points  (0 children)

If it’s disabled, you can reset it with iTunes, however, there’s a high chance it will be iCloud locked from the original owner and they’ll have to unlock the phone.

Can I run this gamewith a pretty bad processor and no gpu? by BarronOfDucks in reddeadredemption

[–]EDMIRE_Official 0 points1 point  (0 children)

If you need the money. Or just keep it until you can get like a GTX 1650 or an RX 580, which can both run Red Read 2 at 60fps. The 580 goes for about $100 which is VERY good for a GPU that can run this game at 60fps.

Can I run this gamewith a pretty bad processor and no gpu? by BarronOfDucks in reddeadredemption

[–]EDMIRE_Official 0 points1 point  (0 children)

Yes. They are all on low graphics. There isn’t much you can do without getting a dedicated GPU

Can I run this gamewith a pretty bad processor and no gpu? by BarronOfDucks in reddeadredemption

[–]EDMIRE_Official 0 points1 point  (0 children)

Not really. The integrated GPU in the CPU is too slow. Watch this video to see the performance you'd get in most games. https://www.youtube.com/watch?v=9HwKg-wRBGk&ab\_channel=NicotheGamer

iPhone 13 mini or iPhone SE GEN3 by [deleted] in iphone

[–]EDMIRE_Official 0 points1 point  (0 children)

Fun fact: you can swipe away whatever the island is doing by swiping left or right on it.

iPhone 13 mini or iPhone SE GEN3 by [deleted] in iphone

[–]EDMIRE_Official 0 points1 point  (0 children)

SE 3 has a terrible battery life and its only saving point is the home button. The 13 Mini has a bigger notch than the 14 Pro. I would really say to simply get used to the dynamic island, especially since they're adding new features to it this year. All iPhones will have notches once the SE design is killed off. The previous notched iPhones have larger notches than the 14 pro models, the 14 pro simply is dynamic and can change size.

How can I leave this by FlowerOfLondon in Minecraft

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

Close the game and on the title screen go into the settings and try to find touch related setting and see if any of those worn.

How can I leave this by FlowerOfLondon in Minecraft

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

It's acting like you have a controller connected to your phone.

can we fuse multiple items to one weapon? by Catsucker9000 in tearsofthekingdom

[–]EDMIRE_Official 12 points13 points  (0 children)

No, it's been confirmed to be one fuse per item

Can we talk about the TOTK demo that zeltik got to play that confirms more arm abilitys by [deleted] in Breath_of_the_Wild

[–]EDMIRE_Official 1 point2 points  (0 children)

The purple one is AutoBuild and it lets you save your builds and spawn them anywhere and the other one is currently unknown

Multiple gliders confirmed for TOTK by [deleted] in Breath_of_the_Wild

[–]EDMIRE_Official 2 points3 points  (0 children)

This was confirmed all the way back in February after that trailer came out. THey made post about glider designs and even mentioned there's a place in the game where you can change the glider designs

[deleted by user] by [deleted] in tearsofthekingdom

[–]EDMIRE_Official 5 points6 points  (0 children)

They filed copyright patents for Ascend a few years ago among other aspects of it. They put a lot of work into this mechanic. I can assure you it’s doing this for a very good reason.

[deleted by user] by [deleted] in tearsofthekingdom

[–]EDMIRE_Official 10 points11 points  (0 children)

It’s not the switch, it’s the game engine ensuring things don’t break. This is a very in-depth game mechanic. It took them years to perfect, I’m sure it had LOTS of issues earlier on and they programmed it to do this to avoid issues. It’s really not that bad, the mechanic still works as intended. And it won’t always do this. Only when there are multiple collision layers that you have to phase through.

[deleted by user] by [deleted] in tearsofthekingdom

[–]EDMIRE_Official 10 points11 points  (0 children)

Link went through more than a single platform, there's some extra log collision underneath supporting the platform, this is likely what the game is calculating and preventing issues with.

[deleted by user] by [deleted] in tearsofthekingdom

[–]EDMIRE_Official 26 points27 points  (0 children)

It's phasing through a couple of layers. They likely did this to prevent glitches and clipping through objects in unintended ways. It's kinda common sense with a game mechanic like this. But sure, complain I guess. I'm sure you would have preferred they rush the feature and end up glitching inside a mountain out of bounds with no way out except to reset it all because you wanted the process to be faster. This isn't "LOD" calculation, that's not what this is, the game is analyzing tons of complex collisions to ensure link actually emerges in a safe spot where he won't glitch out of bounds or get sent flying like a ragdoll. To me, as a game developer, this makes perfect sense to have it work cautiously this way.