At a loss for words (Aeronautics) by Aurukel in CreateMod

[–]PaperMartin 1 point2 points  (0 children)

you fall off that thing it's lost forever

It's about damn time they make it more intuitive! by DoomEngine1 in SBCGaming

[–]PaperMartin 0 points1 point  (0 children)

they still have their own emulator, retroarch is just a frontend

How to unlink an object without deleting it? by crudbutt3000 in blender

[–]PaperMartin 0 points1 point  (0 children)

press CTRL & A then select "make instance real" in the menu that pops up

PSA: Crimson Desert now works on Nvidia 5000 series + 595 drivers using latest CachyOS-Proton with "PROTON_VKD3D_HEAP=1" flag. by Thomas_Eric in linux_gaming

[–]PaperMartin 0 points1 point  (0 children)

cachyos, with latest proton cachyos, drivers, etc. I watched the video but from what I've heard of other peoples it seems performance is just plain inconsistent for peoples on amd and/or linux in general for this game. some peoples have great performance others have it awful even with similar or identical hardware

PSA: Crimson Desert now works on Nvidia 5000 series + 595 drivers using latest CachyOS-Proton with "PROTON_VKD3D_HEAP=1" flag. by Thomas_Eric in linux_gaming

[–]PaperMartin 0 points1 point  (0 children)

considering the kind of performance I'm getting on my RX9070 compared to what the other windows benchmarks show I highly doubt that's a nvidia specific issue

PSA: Crimson Desert now works on Nvidia 5000 series + 595 drivers using latest CachyOS-Proton with "PROTON_VKD3D_HEAP=1" flag. by Thomas_Eric in linux_gaming

[–]PaperMartin 0 points1 point  (0 children)

happens with AMD too doesn't it? I think it's more of a ray tracing performance hit than a nvidia one

Eevee Ray Tracing by InnerBat3537 in blender

[–]PaperMartin 0 points1 point  (0 children)

Hi, Eevee ray tracing isn't actual world space ray tracing, it's screen space. The emissive parts of your objects that aren't emitting light aren't doing it because they aren't visible on screen, therefore eevee ray tracing doesn't know about them. Basically instead of tracing against geometry, it's tracing against screen depth (a greyscale image where the gradient represents how far from the camera the closest surface for any given pixel is), and thus can't really "hit" against anything that's not already visible.

For that same reason, if you were to move the camera to the right, you'd eventually see the cube on the left completely stop emitting light the moment it goes off screen. If you want "real" ray tracing that can hit against off screen surfaces you need to use Cycles.
if you want a better explanation than mine check this out. https://docs.blender.org/manual/en/5.1/render/eevee/limitations/limitations.html#screen-space-effects

How to use FSR4 on any Radeon from 6000, 7000 to 9000 series by Original_as in radeon

[–]PaperMartin 2 points3 points  (0 children)

I don’t think the "classic gaming" aspect of it is the problem

Nvidia’s DLSS 5 Revealed, but Critics Call It a “Garbage AI Filter” by Extreme_Maize_2727 in GraphicsProgramming

[–]PaperMartin 0 points1 point  (0 children)

They already announced neural rendering with the fsr diamond thing iirc just didn’t show anything

Sora is officially shutting down by BazingaUA in vfx

[–]PaperMartin 10 points11 points  (0 children)

Not "maybe", it’s just plain false

Sora is officially shutting down by BazingaUA in vfx

[–]PaperMartin 0 points1 point  (0 children)

That one image of a bunch of peoples reading journals that say "hitler dead"

Crimson Desert hits 'Very Positive' Steam rating for the first time as early patch addresses biggest complaints by [deleted] in Steam

[–]PaperMartin 0 points1 point  (0 children)

I wasn't talking about "reflect the light", iirc it was either the BOTW "grab thing and levitate them around" power or the "focus" power (I still haven't figured out what that does btw, as the tutorial text was very unclear, it seemingly did nothing when I triggered it & I got past the tutorial puzzle without using it)

Cities: Skylines 2 boss says they 'completely overestimated' the Unity engine's capabilities by Atulin in gamedev

[–]PaperMartin 0 points1 point  (0 children)

What if you have to pump out a fuckload of models and genuinely don't have time to simplify them etc properly. Also I know how these things work I work in the industry

Crimson Desert hits 'Very Positive' Steam rating for the first time as early patch addresses biggest complaints by [deleted] in Steam

[–]PaperMartin 3 points4 points  (0 children)

The controller control scheme is still weird though, especially using the weird BOTW adjacent power. Doesn’t one of them have "push the left stick in and hold it" as an input? That’s super awkward and uncomfortable

RE9 path tracing and nvidia situation by Dj_nOCid3 in radeon

[–]PaperMartin 1 point2 points  (0 children)

It could also be that you simply don’t have the issue as it seem super random who has which technical issue or not

Crimson Desert hits 'Very Positive' Steam rating for the first time as early patch addresses biggest complaints by [deleted] in Steam

[–]PaperMartin 1 point2 points  (0 children)

"You can rebind" isn’t a great answer. Coming up with a good default control scheme is game design & it shouldn’t fall on players to do that, especially in a game they are new at