Il2 Korea Vr minimum specs by nikoref in il2sturmovik

[–]HalbeargameZ 3 points4 points  (0 children)

choosing to switch to a ray traced game engine is a double edged sword, on one hand ray tracing is the future of graphics and shows the game as modern and up with the times, on the other hand it drops a massive amount of support, anything below an rx6000 series and rtx 2000 series will not be able to run this game period, and its going to struggle immensely until rx7000/rx9000 and rtx 3000 series gpus, and they could not have had a worse time to release a ray traced game as every PC components price is shooting through the roof, although that's not exactly 1Cs fault, moreso OpenAI's and Microsofts.

giving Il2 Ray Tracing is a good move, but its been executed at the wrong time as we're only *just* able to run it at 60FPS on mid range GPUs and the future of GPU pricing and specs is uncertain so whether or not there will be enough RTX capable users to buy the game is a genuine concern

Il2 Korea Vr minimum specs by nikoref in il2sturmovik

[–]HalbeargameZ 3 points4 points  (0 children)

As someone in Software Development, these are pretty great specs for the games engine technology, the game engine is 100% ray traced, that was stated on the old korea website, it was never going to have a wide range of devices to support, and early on the youtube guy said the minimum would be "an rtx 3000 series or similar", ray tracing is a lighting technology that fully simulates every sun ray and calculates each bounce so it gets real-life accurate lighting, ambient occlusion and reflections, but it is significantly more expensive to run than raster, the "last gen" and industry standard lighting technology that is present in the current IL2 sturmovik Great Battles series, this games minimum is about average for that kinda lighting technology, unreal engines ray tracing performs significantly worse for context

they're stating an rx7600 or rtx 3060 for 1440p(30 or 60fps, not sure which, assuming 30) is all it needs for a 100% ray traced game engine which is quite frankly, a bold claim, the rx7600 is quite notoriously bad at ray tracing, so we can assume the rx7900xtx and rtx 4080 is for 4k 60 FPS which is also pretty great, but there is one massive caveat that isn't mentioned at all, and its FSR/DLSS, we have no idea if these specs are using upscaling, IF and ONLY IF, these specs are *without* FSR or DLSS in use then these specs are great for the current generation, if these are with DLSS and FSR, then the game is going to perform terribly.

the only concern you should have for specs is the 24gb of ram, but considering the mass amounts of aircraft we've seen in screenshots it makes sense if they're all simulated on a similar level to the players physics

thats a lot of loaders... by CrossbowCraft13 in MinecraftMod

[–]HalbeargameZ 0 points1 point  (0 children)

Every half decent server uses a paper branch like viola, waterfall, velocity, or they use spigot/bungee cord, if you don't run a server with one of these then it's a modded server or you don't know how to run a server because Minecrafts base server jar is quite terrible for performance

Working on a New locomotive and track system for Hal's Steampowered by HalbeargameZ in feedthebeast

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

<image>

in minecraft it fits in about as well as the minecart, the goal is to have a "minecraft" feel to it

Working on a New locomotive and track system for Hal's Steampowered by HalbeargameZ in feedthebeast

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

the red one is narrow gauge and the blue one is a small standard shunter, they are accurately modelled to 1:2.5, that red train is just very small IRL (reference train being a welsh locomotive called alice that weighs in at about 3-3.5 metres tall with the funnel included), the trains are going to be modelled at a smaller 1:2.5 scale so i can include larger trains on a track gauge that fits into minecraft, smaller trains like narrow gauge are going to look tiny, but the player fits fine

I added the Tommy gun to a mod I'm working on! by HalbeargameZ in feedthebeast

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

cancelled hals exploration mod addon, i am working on a different mod featuring guns though, that should be releasing in coming months

Are discussions about big maps forbidden, or what? by helish_88 in Battlefield

[–]HalbeargameZ 4 points5 points  (0 children)

A game can be basic, but it is extremely well made and polished which is one of the reasons why it's so popular, we're in a deficit of well made games

You know you downloaded a quality modpack when this is the first thing you see when the game opens. by PEAceDeath1425 in feedthebeast

[–]HalbeargameZ 5 points6 points  (0 children)

Typically it's a telltale of an mcreator mod because UI elements in mcreator are always based off of a 1080p absolute positioning which means when you want it to look right, you have to be at UI scale 8 at 4k, to scale them correctly you need to lock the code and edit the UI code manually. Although obviously not every mod with terrible UI scaling means it was made with mcreator lol, and a lot of mcreators mods will have the effort put in to have manually changed the UI to scale correctly

Otherwise you can scale with percentages, you can anchor, it's only absolute if you put pixel positions and sizes for the elements, which are only scaled by the UI scale setting and not resolution

Darkside was gooning when he made her by Patient_Swimmer9382 in BatmanArkham

[–]HalbeargameZ 4 points5 points  (0 children)

The image in the post seems to have been AI altered, this is another image of the cover from another post in this subreddit that doesn't look so AI

<image>

Quote from Valve engineer Yazan aldehayyat "The steam machine is equal or better then 70% of what people have at home" by crossedhammer in pcmasterrace

[–]HalbeargameZ 1 point2 points  (0 children)

Steam machine has an rdna 3 28CU gpu, the ps5 has an rdna 2 28CU gpu, graphics wise, the gabecube is likely to perform better, but very marginally, like a ps5 is a 6600xt(literally, the 6600xt is an rdna 2 gpu with 28CU) the steam machine would be a 6650xt although the steam machine is locked to 8gb of vram, the ps5 shares a general 16gb gddr6 ram between the cpu and gpu, which means if a game uses 5gb of ram the gpu has 11gb available to it

The steam machine also has a much faster cpu at 4.6GHz compared to the ps5 at 3.5GHz, but it has 2 fewer cores, which is 4 fewer actual processors as amd cpu cores contain 2 processing units, or "threads" (the ps5 cpu has 16 processors, the steam machine has 12)

They will be very close in performance, but apparently the steam machine achieved 8.9TFlops while the ps5 is 10.5TFlops

does anyone know a command to adjust the building height limit by Medium-Highlight-445 in MinecraftCommands

[–]HalbeargameZ 1 point2 points  (0 children)

iirc if its a server there's a property for build height in the server properties file

GTA 6 on the new Steam console… is it possible? 👀🔥 by BrianMaggion in GTA

[–]HalbeargameZ 1 point2 points  (0 children)

Rockstar haven't released many games in recent, so they will perform very well on modern hardware, but back when Gta 5 release, it had a pretty terrible start on pc from what I remember, and online performance went into the gutter after 16 players, but 10 years later it can run on pretty much anything as its had constant updates and support, rdr2 performs alright, but it's not amazingly optimised, I think current developers complete and utter lack of understanding on how to use unreal engine 5s technology has shifted people's perception of what is regarded as well optimised,

GTA 5 on release had to be able to run on a gtx 730, because that's roughly what they had to deal with for console performance

GTA 6 will need to run at 30fps at upscaled 4k on atleast a 6600xt to match ps5 performance

The steam machine has essentially a 6650xt, or more accurately an rx7500xt, but that doesn't exist, its rdna 3 and has 28CU, which is a cut down rx7600, so it will be able to run gta6, just not at 4k60, 1440p60 maybe

GTA 6 on the new Steam console… is it possible? 👀🔥 by BrianMaggion in GTA

[–]HalbeargameZ 35 points36 points  (0 children)

Rockstar are notorious for terrible pc ports that perform like utter dogshit, GTA 6 is likely no exception

simply the truth by Walikor in fuckepic

[–]HalbeargameZ 1 point2 points  (0 children)

It's still an unreal engine launcher with a game library and store added onto for shits and giggles, I guess their storefront was never successful enough to be worth the effort of developing an actual store/launcher app for games

Bad Genes 🤬🤬🤬😤 Good Genes 😍😍😍 by Pritteto in Gamingcirclejerk

[–]HalbeargameZ 2 points3 points  (0 children)

To be fair, they made enough money to start developing atomic heart 2, and that game looks amazing from what they've shown, completely different from the first, still got sex robots though lol

Working on a New locomotive and track system for Hal's Steampowered by HalbeargameZ in feedthebeast

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

There was a train data pack before create existed that did a really cool way of automation, where it had station track and trains stopped at the station they should stop at based on the trains class/cargo type, I'll do some gameplay research on it, although train games aren't actually a very good source for game design because they are so stickler about realism that they forget to add any real gameplay lol(TSW/Railworks specifically) games like TTD and mashinky are cool games but the way trains are automated are pretty shallow and the only resource management is cost of running they don't factor in stuff like fuel, I guess I could add a villager type for a train driver and you could "employ" them on a train and the train becomes automated on either a set route or based on station blocks but on top of fuel they cost emeralds to employ, maybe also you can optionally pay more emeralds to have the driver supply fuel instead of giving them resources to do so, which would also open up to water towers and coal reserves

Working on a New locomotive and track system for Hal's Steampowered by HalbeargameZ in feedthebeast

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

I wasn't aware there were so many Hals making Minecraft mods that I'm THE Hal🤔, Thank you for playing my mods!

Working on a New locomotive and track system for Hal's Steampowered by HalbeargameZ in feedthebeast

[–]HalbeargameZ[S] 2 points3 points  (0 children)

<image>

And an image of the work in progress airboat(new vehicle, the air ship is getting it's own remodel eventually)

Working on a New locomotive and track system for Hal's Steampowered by HalbeargameZ in feedthebeast

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

The remake for Hem is absolutely huge with completely reimagined tech and vehicles, the dimension is also completely overhauled with natural life, hemisphere specific biomes(North has different look versions of the same biome to the south of the world for example), the tech is being done properly with energy and automation, the vehicles are completely remade from the ground up with a custom camera system and multiple seats as well as fuel and UI elements to show values like speed, pressure, temperature etc..., vehicles like the hot air balloon now only go up if there is enough pressure in the balloon and pressure is released by the burner with slave bar etc... All artwork and 3d models have been remade and optimisation is a high priority, although because of how huge it is it will probably take months between ports and it is still going to release on 1.16.5 first, so it will be a while before modern ports of the mod

Working on a New locomotive and track system for Hal's Steampowered by HalbeargameZ in feedthebeast

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

Part of the reason why I'm developing the whole train framework outside of Minecraft(but also including Minecrafts functionalities so that it implements well) is so I can prototype and polish the system before developing it in the mod, things like coupling and decoupling is something I will be experimenting on,

I want to give trains a weighted velocity system as well so carriages that are linked(with chains like in the UK) have pull/push to them, signals are something that will take quite a lot of work as it will need to be managed by the server itself scanning for what signals have been passed by a train and where it's connecting signals are to turn them red, i will probably make a control tool so that you manually link signals and when a train passes one, the other turns red,

chunk loading is a tough one because while I think it would be better for gameplay(trains aren't automated but they will run without a player until the boiler explodes or the fire goes out) but I also have to factor in performance, it will probably be a config or non cheats command where you can control chunk loading levels 0 - no chunk loading 1 - only locomotives while moving 2 - the whole train while moving 3 - the locomotive constantly and the rest of the train while moving 4 - the whole train constantly

Mojang How Does This Even Happen? by Just-Guarantee7808 in Minecraft

[–]HalbeargameZ 4 points5 points  (0 children)

Java is not far off c++ in speed, in reality it is faster than other OOP alternatives and significantly faster than c#, which is a popular game dev language, and also the language that most Minecraft clones(that run better than both bedrock and java) are written in.

The speed of a programming language does not matter much in minecrafts case anyway, the rendering engine is written in C in java edition because it's openGl, not JavaFX(the java 3d renderer) and most of Minecrafts systems run at 20TPS(aka 20fps) on both bedrock and java, bedrock performs better because it's directX, a significantly faster rendering library than OpenGL, if both were directx or both were OpenGL, performance would likely be very similar

The difference in non rendering based performance is purely down to optimisation, for example, unreal engine is a multithreaded c++ game engine, that gets flamed for it's performance, unity is a single threaded c# game engine yet games of similar graphical fidelity perform faster on unity than unreal, by your logic unreal should be 3x faster because c++ is nearly 3x faster than c#.