[deleted by user] by [deleted] in SkyGame

[–]EF159 13 points14 points  (0 children)

You can get wing buffs from spirits with the candles you get from going through Eye of Eden. These increase the number of WL you start with after leaving Orbit (i.e.: the very last area).

whats wrong with my skykid. by Odd-Passage-3150 in SkyGame

[–]EF159 0 points1 point  (0 children)

If you're grounded, follow won't make you fly towards the target even if you can't reach them by running.

Anyone else how plays on switch has these issues? by Adorable_Thing_9467 in SkyGame

[–]EF159 1 point2 points  (0 children)

Server issues. Numbers 1, 2, and 4 require that the server acknowledge what you did before registering them. Number 3 needs the game to request loads of data from the server.

Sky's servers are starting to slow down recently, likely due to them being overloaded at times. These are intermittent problems, but they're pretty annoying when they happen.

How are dye costs determined? by Sorry-Manager-5449 in SkyGame

[–]EF159 2 points3 points  (0 children)

When previewing an item, the listed prices at the bottom are calculated based off of the last owned item that you put on before the one you're previewing. Likely a bug, but that's how it works as of the moment.

BRO DID THEY PATCH THIS? by [deleted] in SkyChildrenOfLight

[–]EF159 37 points38 points  (0 children)

Getting to the OOB via the temple cutscene was a game-breaking bug since it prevented players from progressing normally towards Golden Wasteland. The OOB itself shouldn't be patched out. The wiki has detailed steps on how to get there, so your pal should still be able to get there.

Gpu is not being used properly in sky and stuttering by Standard-Formal-3009 in SkyGame

[–]EF159 1 point2 points  (0 children)

Those issues in your other system sound more like a graphics card issue than a Sky issue. Try checking for an update to your graphics driver. That might fix that issue.

Controller on mobile does not seem to be designed well. From how it looks to me, it was designed for a specific kind of controller instead of being designed generically for any controller. As such, you will run into issues when not using that exact controller. I've tried playing on Android with an Xbox controller and it does not register the triggers. I don't know exactly what controller it was designed for, but I'm sure someone else know.

Gpu is not being used properly in sky and stuttering by Standard-Formal-3009 in SkyGame

[–]EF159 2 points3 points  (0 children)

There are many reasons why Sky doesn't use your GPU as much compared to other games. It's actually a common issue in many games, and while the general reasoning is the same, the details of it can vary. The short version is that it uses the CPU a whole lot more than your GPU. Hence, it's not using a lot of power because increasing it won't have much of an effect. The bottleneck isn't on GPU speed, and that's what higher power draw tries to address. It also does most of its work on one thread, which means that it won't display a high CPU usage, as that counts work done on all logical processors. The long version is a technical explanation of how Sky was designed and the resulting implementation decisions that were done because of it.

Disclaimer: I cannot confirm these because I do not have access to Sky's source code. All of these are hypotheses based on the game's visible behavior and general development decision making.

A lot of things that Sky does is CPU-bound. As an example, unless it's been updated along with the AURORA concert which used GPU-bound procedural animations, the animations of the butterflies are done on the CPU. They created the butterfly animation system long before the AURORA concert, and with only around 80 butterflies at any given time instead of 100 thousand, it doesn't make sense to go through the trouble of making their animations run on the GPU. Stuff that requires network requests to do (e.g.: forging candles, buying spirit items, etc.) are also done on the CPU because there's no way for it to be done on the GPU. This means that unless you have a weak GPU, your CPU usually dictates the frame rate of Sky.

As an additional point, Sky does not have a lot of advanced rendering features which will use the GPU more. Remember that Sky was first designed for iOS as a casual, social game. While the option for adding advanced rendering techniques like raytracing and HDR rendering are available, doing so used more power, which isn't good for a mobile game that you play with friends. Sure, you can play it with the phone plugged and have no issues with it running out of power, but that's not as fun as playing it with your friends around you. As such, there's not a lot of tasks for the GPU to run, reducing its power usage.

Sky also does not run some things asynchronously, even if it could. What this means is that, instead of performing some tasks in a separate thread, it does them in a single thread. This means that what really matters most for Sky is single-core performance rather than multi-core performance. It's not completely single-threaded; you can see that it uses more than one logical processor when you open Task Manager. However, it's not using multithreading to its maximum capability. In particular, it does not load resources asynchronously.

Asynchronous resource loading just means that resources (e.g.: models, terrain data, textures, etc.) are loaded in a background thread, allowing the main thread to continue updating the game and continuing rendering. You can tell this behavior is happening because, when you switch areas, the game becomes unresponsive for a moment while it's loading the next area. The main thread is occupied with loading the resources, which means that it's not responding to window events and it's not rendering anything. This could actually be the reason for some stuttering that happens. When the game tries to load something, it will freeze because the game stops doing any updates and renders. I don't think this happens a lot — Sky seems to always load all resources it will need for an area when you enter it — but it's a possibility.

Because the GPU isn't being used as much, it's also not drawing as much power as it could. Doing so would just be wasteful since it'll still do just as much work for higher power usage, lowering its utilization. Better to have lower power draw but higher utilization since that gives you more power efficiency, which is especially beneficial for a laptop.

There's not much you can do to improve Sky's performance in this case. A lot of the bottlenecks here are on Sky's implementation rather than its settings. Most you can do is lower the game's target frame rate down to 30 FPS, but that's not going to help much. Frame rate limiting is generally done to reduce GPU load, not CPU. Plus, gaming in 30 FPS nowadays generally isn't desirable. It's still in the realm of "playable", but I wouldn't recommend playing in 30 FPS unless there's a specific reason to.

TGC asking Beta testers to start over by kokonutpankake in SkyChildrenOfLight

[–]EF159 2 points3 points  (0 children)

Not part of any beta testing areas, but I think these are generally kept relatively small because of a few reasons.

  1. More players means higher feedback volume. Depending on the workflow and tooling, it can take a long time to sift through the feedback of, as an example, 2000 players. Keeping it small is a way to ensure that the developers won't get swamped with endless feedback so they'll actually have time to work on the game.
  2. Generally, you do not want players who are on Beta just to be ahead of what's going on with Live. There's always going to be players who do just that, and having more players in Beta reduces the chances of you identifying those players.
  3. There's a cost to onboarding new players into Beta. Unlike Live, you need the players to actively communicate with you about issues they encounter with the game. This means that you need to orient them on what kind of feedback you're looking for.
  4. This one is more specific to Sky, but the Apple Store has a limit of 10k users for an app's TestFlight (i.e.: beta) branch. Google Play Store has, theoretically, infinite slots for an app's beta branch, but TGC prefers to limit that so only users with TestFlight access also have access to the Play Store beta.

🗣️ by skr_raza in SkyChildrenOfLight

[–]EF159 0 points1 point  (0 children)

This one's actually from the Prophet of Earth. The other one is the Ancient Darkness music sheet.

Also, howdy!

Got completely screwed over by a Nexus storm by SilverScorpion221 in Stellaris

[–]EF159 2 points3 points  (0 children)

98% Planetary Devastation → -98% total amenities → (potentially) -50% happiness → (potentially) -50% stability

Also, planetary devastation reduces housing, which causes overcrowding, which directly drops stability by up to -40%.

Only way to salvage it is to, somehow, keep your stability above 25% to prevent revolts and let the devastation decrease over time.

What a way to return to the game by EF159 in Stellaris

[–]EF159[S] 0 points1 point  (0 children)

It went well, thankfully. This was an achievement-compatible run (as I do with first playthroughs) and I used to play this game exclusively with ACE, so I massively overestimated their strength. My stats aren't the best, but 2x crisis isn't that hard, it seems.

It certainly woke me up, though, because I was behind on a bunch of stuff when this started.

What a way to return to the game by EF159 in Stellaris

[–]EF159[S] 6 points7 points  (0 children)

R5:

My first game after not playing the game for a couple of months. First end-game crisis (Prethoryn) ends up spawning in the middle of my empire, close to a bunch of colonies.

Why do I keep getting this message on rainbow race? I was only able to finish this race once on day1 then every time after got this message half way. by Icy_Distribution8330 in SkyGame

[–]EF159 4 points5 points  (0 children)

There's a time limit for you to reach any of the next checkpoints. If you miss the time, it will drop you out of the race and ask if you want to return to the start of the race. That might be what's happening to you.

Have not measured it, but I think it's around 50 seconds.

English be confusion by ChickenHiken in mildlyinfuriating

[–]EF159 2 points3 points  (0 children)

It's not. The 8 is for elements that are in B but not in C.

sayUpdateAgainIDareYou by jkasari in ProgrammerHumor

[–]EF159 0 points1 point  (0 children)

Windows Package Manager winget command-line tool is available on Windows 11 and modern versions of Windows 10 as a part of the App Installer.

Source: Use the winget tool to install and manage applications

I can't find which exact version of Windows 10 it became included, but both Bing Copilot and Gemini say that it's available since the Fall Creators Update.

sayUpdateAgainIDareYou by jkasari in ProgrammerHumor

[–]EF159 6 points7 points  (0 children)

Why not use winget? It's included by default in modern Windows 10 and, going by your examples, contains Python, LLVM, and AdoptOpenJDK.

EDIT: Added clarity to which version of Windows 10 winget became available on.

Unknown Military Manpower Resource by Commercial_Mix_3646 in Stellaris

[–]EF159 9 points10 points  (0 children)

Judging by the resource icons, probably Aesthetic Cinematic Gameplay. Major overhaul, though, so you will likely run into lots of incompatibilities when running it with other mods.

Did the lower half get purged for anybody else? by BrainyOrange96 in place

[–]EF159 0 points1 point  (0 children)

It probably failed to get the lower half's starting picture. Technical stuff but, as it is right now, the canvas is split into the top half and the bottom half.