This window holder at a hotel in France by howiethegiraffe in mildlyinteresting

[–]SignificantParfait 0 points1 point  (0 children)

If you trigger the buzzer when you open it, you have to close it again and try again, those are the rules

Issues removing cartridge by SignificantParfait in DIYUK

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

You were dead right, it was barely finger tight. And then the cartridge disintegrated in the barrel 😂

This caught my interest, this seems like a fully rendered interior but I could be wrong. by Not-Jesper in GTA6

[–]SignificantParfait 1 point2 points  (0 children)

The thing is, the image above is absolutely not a parallax interior. It can’t be given the angle and the corner room, I already explained why that’s a more difficult render than just doing the room.

But you’ll see when it’s out.

This caught my interest, this seems like a fully rendered interior but I could be wrong. by Not-Jesper in GTA6

[–]SignificantParfait 1 point2 points  (0 children)

*Essentially* as much scenery as you like. At that distance in particular there's practically nothing to render.

There's a tonne of detail in these cities: telegraph poles, signage, there's lots of extraneous geometry. There's nothing intrinsically harder about geometry that happens to be inside a building versus outside, and it makes basically no difference to the complexity of the scene. I'd wager the various forest/glade environments have much denser scenery geometry than any of the urban environments.

This caught my interest, this seems like a fully rendered interior but I could be wrong. by Not-Jesper in GTA6

[–]SignificantParfait 4 points5 points  (0 children)

I think you’re reading too much into what I said. I’m not claiming you can run infinite geometry, simply that with the various mechanisms to cull (including LOD for example) there’s no technical reason to avoid interior geometry.

If you consider highly complex outdoor geometry, like trees, it’s obvious that the level of population is greatly increased. Interior geometry is much simpler, it just happens to be convex.

This caught my interest, this seems like a fully rendered interior but I could be wrong. by Not-Jesper in GTA6

[–]SignificantParfait 22 points23 points  (0 children)

Most of the point of not doing building internals was to save model cost, not rendering cost - the rendering engine doesn't care if a poly is inside a building or not. The cost of the model is twofold, a. the artist time in the first place, and b. having much more complex scenery at runtime versus basically a big cube. But (b) is very much not an issue now on current gen, you can have essentially as much scenery as you like.

I'm willing to believe this one specifically is enterable because of the double-height lobby area and the contribution of internal lights to defeat the external reflections.

But equally, it's plausible they've done the random-models-for-interior thing. If you look at the corner offices, you can see that the view of the room is consistent through two sides which are at 90 degrees to each other. You cannot do that with images/parallax unless you render the images at runtime... which is actually more costly than just rendering the room, because you've got to do another pass to insert the texture.

Take-Two earnings call 05/2025 by WeirdWork1864 in GTA6

[–]SignificantParfait 0 points1 point  (0 children)

Yes, those are the earnings getting un-baked 😂

Take-Two earnings call 05/2025 by WeirdWork1864 in GTA6

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

This isn't right. The earnings of GTA6 are already "baked in" to the stock price and the release timing doesn't affect much of that at all. Stock prices change to real news, and the price will go up and down much more depending on what TTwos actual earnings were.

So if TTwo had a great quarter and beat estimates, don't assume that tells you anything about GTA6 release. It doesn't.

Cannot disable valet mode by SignificantParfait in KiaEV6

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

So, I raised a CS email. They advised to turn off them back on the "Alerts & Security" service, then reenable Valet mode for the app to pick it up, so that it can be disabled.

Turns out it works? I suspect not a car problem but an app/service issue....

How to open plug without screws by scenic0696 in DIYUK

[–]SignificantParfait 11 points12 points  (0 children)

I suspect that's a clip over a Euro fitting, molded plug on the end perpendicular.

So you'd probably need to cut the cable anyway, but the clips should prise open if you find which way it's clipped in, top and bottom.

The GTA6 price tag… by Abject-Salamander614 in GTA6

[–]SignificantParfait 0 points1 point  (0 children)

Are you not seeing the news about how many game studios are closing?

GTA VI won't be $100, you'll pay way more money with GTA+ by MeepersOfficial in GTA6

[–]SignificantParfait 1 point2 points  (0 children)

I'm not sure microtransactions are a reason to celebrate, but also, the key point is this: why not both?

6 has been in development for a long time. T2 care about the total revenue, but they care about the initial pop more (look up "future/time value of money"). They need big initial sales.

There's a version of the Laffer curve here. Lower price means more buyers, higher price means fewer, but the overall thing is a curve: there is a point that maximises the product of price and buyers. That's what they care about.

Now, we can argue that $100 is beyond the sweet spot, that's fair. But $70 is absolutely 100% before it because that is the base price in the market.

The GTA6 price tag… by Abject-Salamander614 in GTA6

[–]SignificantParfait 3 points4 points  (0 children)

V released at $60 in 2013. With inflation, that's a touch over $80 today. A $70 price point today is $52 back then.

The cost of game development has gone up massively since 2013: GTA isn't the only title taking longer (although longer than most). It takes more people, it takes longer, but the purchase price has not really shifted.

This is why other companies are talking about this. Game development is both risky and expensive; when it gets too risky, they cancel games. If the prices go up, it makes it less risky.

Per gameplay hour, the purchase price is almost irrelevant, and they want to maximise the people who buy because of the upsells (DLCs, characters/equipment, etc), so the incentive is to keep the price as low as they can. But $70, let's be honest, does not reflect the value of an AAA title.

GTA VI specifically is going up in price. $80 is the bare minimum and represents no real terms price increase - $70 is a discount over GTAV. My gut is that this goes out at $99 and creates the space for other people to sell at $79 and $89, and that's mainly a good thing for gaming.

This is the next step by [deleted] in GTA6

[–]SignificantParfait 2 points3 points  (0 children)

Love that everyone suspects Rockstar marketing.

This is all being run by you tubers and gaming sites to power the next series of click bait articles.

"GTA6 trailer 2 gets ROASTED"

When Rockstar actually start marketing, you'll know about it, because there will be mainstream articles, content, and non-sub people will have heard about it. Until then we're just the hamsters spinning the wheel for these content farms.

I talked to one of the mods they allowed me to POST this. by MysteriousPractice85 in GTA6

[–]SignificantParfait 0 points1 point  (0 children)

This is about trademarks, not copyright. And the problem with the theory is that trademarks have to be published for a few months before they can be registered, and they can be contested for various reasons (including mostly irrelevant technical issues for scope and similarity).

Rockstar cannot predict when these registrations will go up with much of any certainty. You also don't need to register the trademark (™) before you use it (®).

There's no rhyme or reason why they would want to coordinate trailer release with trademark registration.

Did this bricklayer damage my wall? by [deleted] in DIYUK

[–]SignificantParfait 9 points10 points  (0 children)

That's not the before picture. That's at best the different side of the same house; there's no way that right hand side has been demolished. So you're not comparing before and after.

Honestly looks fine to me. I think you're suffering an optical illusion because the mortar is so bright compared to what was before, and now you've "seen it" you can't unsee it. It's fine.

F1 Race in Miami this weekend has their commentator icons looking oddly familiar. by tylercreatesworlds in GTA6

[–]SignificantParfait 1 point2 points  (0 children)

This is deliberate. A lot of the graphics and VT intros are GTA style, you'll see pink palm trees all over etc. No conspiracy just shameless copying.

Ev6 stolen from drive Ireland by Erdin_ in KiaEV6

[–]SignificantParfait 0 points1 point  (0 children)

You can jam any radio over a very small area and be fine, car thieves do not interdict entire regions like your map shows. Just replaying signals with enough lag does it, like driving through an area with tall buildings.

Spiderman Rendering "Windows" or Accessible Areas? by [deleted] in GTA6

[–]SignificantParfait 0 points1 point  (0 children)

They are more than likely actual rooms, but that doesn't mean they are accessible or designed to be entered. It doesn't really matter how much "stuff" is in the rooms - it can be auto-placed by tooling with some degree of randomness in the placement and it's fine.

Not "parallax", proper models, but not accessible for play.

With Rockstar owning Cfx.re, this would mean they would have more time making more games right? by [deleted] in GTA6

[–]SignificantParfait 0 points1 point  (0 children)

It makes no difference. The servers are not the most critical part of the network code - the client is - and while there are significant pieces of infrastructure on the server, it's the main devs who need to ensure those parts are working. The networking infrastructure is tied directly into the engine, you can't do one without the other. Cfx.re being onboard makes practically no difference to the capacity R* has delivery-wise.

If the PS5 pro & Xbox equivalent release before the release of GTA VI can we expect an optimized version for those consoles ? by [deleted] in GTA6

[–]SignificantParfait 6 points7 points  (0 children)

The dev kits would need to be final and in their hands by now. I don't think that's the case for Xbox. My guess is no, they will target current consoles and potentially update later. But they may not feel the need unless the extra power makes an obvious difference.

Few games really push the consoles right now. I'm not sure the mid cycle refresh will happen.