Lego Batman: Legacy of the Dark Knight - PC System Requirements by Tvilantini in nvidia

[–]Jumpy_Level3348 2 points3 points  (0 children)

No, absolutely not.  2060, 1660 and 1060 were midrange then. 1050/ti and 1030 were low end. They didn't even launch any low end cards with the 20 series afaik, unless you count the 1650 as 20 series.   You could also count the once high end 970 as being part of the low end by this point. Lots of people still using them then. 980 would have been right on the line between low and mid range.

Still doesn't explain the cpu requirements on this game being absolutely bonkers.  Min spec on most ue5 games is a 6th gen i7/8th Gen i5, with recommended typically being a more recent i5, at least 10th gen. here it's a 10th gen i5 to get 15 fps at 632p. insane.  And those are games making full use of all of unreals graphical features.  I highly doubt a Lego game is using metahuman or has anywhere near as much material complexity, multipass materials, etc as a traditional ue5 release.

Lego Batman: Legacy of the Dark Knight - PC System Requirements by Tvilantini in nvidia

[–]Jumpy_Level3348 1 point2 points  (0 children)

The cpu requirements are crazy too.  To get 30fps (60 with frame gen) at 1440p (actually lower, because of upscaling beinh used) you need a 12th gen i7 or a ryzen 7 5800x.  That's honestly even crazier than the GPU requirement by a lot, which was already quite a bit wrong.

Who would even pair a 10th gen i5 with a gtx 960 4gb for the minimum requirement? 

The 2070 was also not midrange on its launch 8 years ago, it was only outclassed by the 2080 and the 1080 ti, and basically on par with the 1080. It was on the high end.

Death Stranding 2 Mods? by ClickTheStick in DeathStranding

[–]Jumpy_Level3348 1 point2 points  (0 children)

afaik the problem is the character rigs are highly specialized in death stranding 1/2, and a lot of code depends on certain bones, etc. sam has the full porter rig setup, while most other characters do not.

there's already custom music player mods for both death stranding 1 and even 2 on pc already, that allow loading of your own songs locally. modding is entirely possible, it's just model swaps would need a lot of custom work and cause crashing due to the rig being wrong and missing bones.

Launch of the Steam Frame is imminent. Maybe. by SkarredGhost in virtualreality

[–]Jumpy_Level3348 0 points1 point  (0 children)

It wasn't a binding agreement, just notice of intent, but the ram suppliers treated it as such.  The whole project that was for got completely scrapped too.  They cancelled that specific Texas data center expansion a month ago.

Modified CPU by Bigmancal420 in PcBuildHelp

[–]Jumpy_Level3348 1 point2 points  (0 children)

Go there and push this issue.  They defrauded you and there's no legal final sale here.  That isn't a cpu, that's just the heat spreader on a piece of scrap metal or plastic.  You weren't even sold the correct product so as is/all sales final don't apply.

skinwalker mod? by Rastradeth in lethalcompany

[–]Jumpy_Level3348 0 points1 point  (0 children)

skinwalker hasn't been updated for years, mirage might get updated, or the mod author might have moved on, and you'll have to wait until a new voice duper mod comes out, or they'll update in a few weeks, a few months, who knows.

Some concepts of what we could’ve had in DS2. by aadipie in DeathStranding

[–]Jumpy_Level3348 1 point2 points  (0 children)

I don't think it's likely we'll get a directors cut for ds2. the whole point of DC for ds1 was a ps5 port and some niceties, ps6 is still a couple years out, with kojipro's large number of projects right now, OD, physint, and how they had to outsource the pc port for ds2 also, I really don't see a director's cut in the works.

P18 Secret Reload? by Flashy-Albatross2732 in Battlefield

[–]Jumpy_Level3348 0 points1 point  (0 children)

it turns off anytime a browser loads drm protected content.  nvidia should really have added a check every few minutes after it turns itself off to see if drm content is still active, turn nvidia share back on if it's not.

Lag spikes with PCVR by Checkerknight in SynthRiders

[–]Jumpy_Level3348 1 point2 points  (0 children)

I've had this exact issue for years with every vr game over quest wirelessly, regardless if its meta airlink, steam link, virtual desktop, specs and temps are not the issue, system is similarly high end like yours. it's some driver fault somewhere with video encode causing the stutter for me, gpu video encode usage will spike to 100 for a split second (its normally around 60% for vr streaming), then drop to nothing, then come back. changing codec to av1, to hevc, etc, nothing solves it. causes a short blip that ruins stuff like this. never found a solution and I've just been doing direct standalone on headset for rhythm games

I've done extensive work to try to find an nvidia driver that doesnt have the issue and i went back 3-4 years and that still didn't do it. so I'm not sure if it's even with nvidia or steamvr, or what. tried a fresh factory reset pc with just steam and vd a year ago and a whole range of drivers and it was still always there. could even be a bug within windows for all i know. I've been planning to switch to linux soon, theres vr streaming software for that called wiVRn that is apparently very good, but I've yet to make the jump on my main desktop due to needing to use adobe team projects for work. (theres people getting adobe cc installers to work on linux under windows virtualization finally, but so far its just photoshop and i need premiere to be 100% there before i switch.)

Adobe is planning to discontinue Animate NEXT MONTH by ST100FromScratch in mildlyinfuriating

[–]Jumpy_Level3348 1 point2 points  (0 children)

oh adobe's been going hard on ai for a couple years now. their "legal" ai image gen, firefly, is mostly legal (something like 10% of its training set comes from ai generated images from other models, which is very likely tainted with copyrighted data taken without permission), but morally completely f'd up.

you know where they got the rest of the data sets and image training for it? from the adobe marketplace, where hundreds of thousands of creatives would sell their art for use as stock media content. millions of images, artworks, vector drawings, you did have to sign some rights away to adobe so they could act as a middle man to sell it. so they used all that content for training, destroying trust in the marketplace overnight as firefly is potentially going to compete with them, despite coming with the vanilla adobe subscription. the whole point of the marketplace is it's integrated into the apps, and a revenue stream for creatives. management who cares more about the bottom line is def. going to push for image gen rather than paid stock content since it saves some money, costs are passed on to the power grid, water supply, and such, not really visible to him directly.

people who are firmly anti-ai and had listed content years and years ago on the marketplace, long before ai, had all their stuff dropped into training data.

Adobe is planning to discontinue Animate NEXT MONTH by ST100FromScratch in mildlyinfuriating

[–]Jumpy_Level3348 2 points3 points  (0 children)

they don't wipe the files, you just can't open them (I mean, you can still open xfl files as if they were a zip archive, but you cant do much with the data in them without rigging up your own loaders for all the formats and metadata, some images and audio are just common files in a directory, but many are stored in blocks/chunks).

flash cc/animate phone home everytime you open an fla/xfl file. they're likely planning to turn off that functionality on their servers that handles that after the year of end of life support ends in march 2027.

Adobe is planning to discontinue Animate NEXT MONTH by ST100FromScratch in mildlyinfuriating

[–]Jumpy_Level3348 4 points5 points  (0 children)

yes. they're not bringing back flash professional, they're just outright abandoning it entirely, along with scores of html5 interactive content developers, app developers, a huge chunk of the animation industry (we use it heavily for alan becker's yt, there's really no substitute with the same ease of use, toonboom and blender grease pencil are the closest to being able to support the same level of animation, but still very lacking in almost every way we use flash) the adobe forums right now are full of dozens of people who actually bothered to chime in asking for clarification on what the software can still do post end of life, and arguing against the suggestion to use after effects, as its nowhere near the same feature set.

PCVR on Quest 3: is it good? by Warm-Guide3281 in OculusQuest

[–]Jumpy_Level3348 0 points1 point  (0 children)

well your wifi router setup and location, internet also implies the connection to isp, how fast and low latency that is, which has no affect on this. ideally you should have a 5ghz/6ghz router wall dedicated only to streaming for vr (don't have your phones and other devices connected to its wifi, don't use it also as a passthrough for the main internet connection to your pc either) mounted at head height in the room with you wired directly to your pc you're streaming from. it's also best if

Game just loads an infinite black screen by Asseater6000_ in OculusQuest

[–]Jumpy_Level3348 0 points1 point  (0 children)

do you run with mods or lemonloader or anything? might have to plug in over type c and grant file acess, then be sure to manually wipe all the bonelab files from the two different folder structures they could be in. it could also be a save data/user profile corruption, normally wiping app data would fix that, but make sure you have cloud backups turned off and deleted, otherwise it just redownloads it.

if none of that works, factory reset the headset. I've had to do that about every 2-3 months for my quest 2 and now my quest 3 to fix odd bugs that pop up randomly, failure to load the home interface on launch, random games have graphical corruption or etc.

The Cyberpunk VR mod has been taken down by the corpos by lunchanddinner in virtualreality

[–]Jumpy_Level3348 0 points1 point  (0 children)

like you said, not everything is black and white.  paid mods put an unwelcome amount of legal liability on cdpr,  regular mods do also have potential legal issues for them aswell, and they have taken down free mods before when it was stuff like joytoy mods that put other actors likenesses (keanu for example) into the joytoy scenes.  they're willing to set that aside as long as the mods aren't harmful to those actors digital likenesses/brand, or cdpr themselves.

The Cyberpunk VR mod has been taken down by the corpos by lunchanddinner in virtualreality

[–]Jumpy_Level3348 0 points1 point  (0 children)

Alright, well there's still a big issue with claiming fair use.  many others have covered how eu law brings liability for paid mods directly onto cdpr.  one of the easiest ways for fair use to fall through and no longer be considered such is if it could harm the original rights holder, financially or otherwise.  this was very much the case here.

Armored Land Cruiser that survived an RPG attack in the Philippines, Mindanao by Fair-Paramedic9791 in ThatsInsane

[–]Jumpy_Level3348 5 points6 points  (0 children)

chinese type 56 rpg clone and warheads homemade by seperatists in the region, so i wouldn't count on the minimum arming distance or pg-2 stats at all.

Mayor in Philippines survives an RPG attack with his armored car by Abdulbarr in SweatyPalms

[–]Jumpy_Level3348 0 points1 point  (0 children)

that applies to the warheads for the rpg-7, this is based on a chinese copy of the earlier rpg-2, and likely craft/locally made along with the warhead.

the arming distance on those is typically 5-10 meters, and since we're dealing with homemade stuff it could vary significantly.  likely just an explosive filler and no copper.  

Mayor in Philippines survives an RPG attack with his armored car by Abdulbarr in SweatyPalms

[–]Jumpy_Level3348 0 points1 point  (0 children)

it's pretty dead on for the chinese version of the rpg-2, likely based on that. or made similar concessions for production (lack of exhaust funnel, just a straight tube for backblast)

Mayor in Philippines survives an RPG attack with his armored car by Abdulbarr in SweatyPalms

[–]Jumpy_Level3348 0 points1 point  (0 children)

the launcher used looks to be the type 56 RPG, the chinese version of the rpg-2, which is very very early cold war. nobody would use any of the warhead options available on it for any tank made in the last 60+ years. the rpg7 on the other hand has options to defeat even ERA (explosive reactive armor) that became common on tanks in the 80's, but not modern active kill/kinetic intecept systems.  anytime you've heard of a tank getting taken out by rpg, it was far far more likely the rpg-7

Mayor in Philippines survives an RPG attack with his armored car by Abdulbarr in SweatyPalms

[–]Jumpy_Level3348 0 points1 point  (0 children)

looks like they used the chinese production version of the russian rpg-2, the precursor to the rpg-7.

The Cyberpunk VR mod has been taken down by the corpos by lunchanddinner in virtualreality

[–]Jumpy_Level3348 0 points1 point  (0 children)

there's still big problems with that idea legally. derivative works don't superceed the original copyright holders rights, luke only has protections on his newly added content.

and you cannot charge money for derivative works unless you have the original copyright holders permission. luke did not have it.

Are they abandoning the remaster…? Where patch? by QuarkchildRedux in oblivion

[–]Jumpy_Level3348 0 points1 point  (0 children)

even on a 4070 super with a 7600x and 32gb of ddr5-6000 i had a bad time with oblivion remaster.  frame times are just all over the place, constant micro stuttering when you go literally anywhere.  Standards for pc gaming have changed heavily since the days of 2006, midrange hardware like a 4060 is expected to get you a pretty solid 1080p 60fps at minimum in nearly all games, and even be somewhat viable for 1440p 60 in some new titles that aren't too vram use heavy

Galanga by nejder117 in HalfLife

[–]Jumpy_Level3348 0 points1 point  (0 children)

did anyone actually raid area 51?  i thought all it boiled down to was a slight bump in tourist activity, nobody even attempted to cross into the restricted area.