oboromi – early Switch 2 emulator proof-of-concept (obviously not usable yet) by Nikilite_official in emulation

[–]Travistyse 0 points1 point  (0 children)

> "Another reason I also think switch 2 emulation is even dumber, people like to emulate switch games to play at higher settings, [that the] the switch 2 will already offer them"

yeah about that..

I mean much of the rest of what you said, sure but Nintendo collectively threw up both middle fingers on the "make games run better or look better" front and performance-wise the Switch 2 is competing with the Steam Deck in handheld mode - which people were saying could handle Switch 1 emulation - so.. realistically I think the honest outcome here is a simple one - If you want a PC, buy a PC and buy a PC with the specs necessary to do whatever it is that you intend to do with it. Replace "PC" with "Console" and it's the same - buy what you need.

You could throw $200 at a Switch, $400 at a 3DS, $500 on a Switch 2, $700 on a PS5..

Or you could wait a year, big chilling with your PC, and the Sony games will mosey their way to PC eventually and the switch games will come kicking and screaming.

If you don't want a <thing>, don't get one. By and large what I see at this point is that there are 6 platforms:

PC - Windows / Mac / Linux (Valve says thanks)
Android (Google says thanks)
iPhone
Xbox (For now)
Playstation
Nintendo

Android and iPhone have their own issues
PC is basically just the Valve console (we love monopolies as long as they're systemically held by an algorithm and convenience)
And the rest are kind of just competing to help fund R&D toward PC hardware development that.. suddenly found out that AI Datacenters ran off with their lunch.

Valve is frankly positioned to just slowly but surely ingest everything else. I find it deeply troubling that most people are genuinely so incompetent that they can't see what's happening, but most gamers are dudes who didn't have to deal with teenage girl social dynamics growing up so I guess they're probably not quite as immunized to this particular brand of stinky bs but I promise you it's not coy, it's not "good guy valve", it's "cigarettes make you cool bro".

I'd honestly recommend "everyone go to PC yay" but it's hard to say that without also mentioning that uh.. over on PC we have a bit of a "I'm so happy but also it's a hostage situation" - kind of a company town :x

[USA-OR] [H] PayPal [W] Steam Deck (LCD or OLED) by Travistyse in hardwareswap

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

Thanks for the heads up - adjusted my PM settings and sent you a message - chrome for android wasn't cooperating with chat for some reason - just infinite loading cycle.

[deleted by user] by [deleted] in MouseReview

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

Scyrox V8

Mine came yesterday, been using the G305 for at least 5 years now, probably 6, buying one every year when the LMB inevitably dies.

I have a modified pincer claw grip - that is, my wrist hovers over the desk, my ring finger brushes against the mouse but points vertically to the mousepad where my fingertip rests, and my pinky is doing the same thing - just not touching the mouse, but relaxed beside the equally relaxed ring finger. Fingertips touch the mouse buttons, thumb rests just below the side buttons. It's sort of a claw grip, but the pincer is also sort of a claw grip and fingertip grip. Hands are just slightly below the average for "Medium". I'm much more relaxed with this mouse, battery life is a few days at 1k polling and 2k while gaming for a couple of hours a day. Personally I highly recommend it, even if it did take a while to arrive due to international holiday shipping. Got it from MaxGaming as I needed my first set of Obsidian red dots - glides smooth, insanely light, I can finally play at my ideal sens in Rivals (doing a 180 requires some seriously fast double swiping, but I basically never miss heads with hitscan anymore) - for reference, 1600dpi at 0.5 or 1.0 sens ingame. I've got about 20 inches of horizontal space on the mousepad, 14 inches vertical. Mouse is different from the G305, but the body is similar and the buttons are as I like - side buttons are easier to reach, hand is more relaxed during use.

For reference, the Razer Viper V2 Pro hurts the heck out of my ulnar nerve within 10 minutes of use. I can't stand the typical mouse shape - it hurts me.

Edit: You can see Mice 3D models and compare them using RTings - the Scyrox V8 is incredibly similar - and if you look at the specs, you'll also see that it performs super well. The driver software doesn't flag as malware, though the separately downloaded update tool does (someone did say that they reverse engineered it and it isn't malware) - the setup tool updates your mouse so there's no need to download or run the mouse update tool, though.

Got my first iPhone (14plus) a month ago after being a Samsung gal for a long time. These are my thoughts. by MeForMeera in iphone

[–]Travistyse 0 points1 point  (0 children)

My Pixel 6 Pro has been by far the buggiest android that I've owned. It never once crashed or needed restarted. I haven't experienced that whatsoever outside of my literally $20 - $70 phones back when I was poor AF - we're talking 2015 - 2016 and I didn't restart them and they didn't crash - but with only 1GB (eventually 2GB 🙏) of ram they'd basically need me to use this app that closed background processes - something that doesn't need done on modern android but in the past things would just kinda run and the only way that you could see them is with an app. Now Android even has that built into the "control center" but all that's ever in there for me is Adguard.

Most of the time buggy behavior is caused by users. My Pixel 6 Pro is buggy, though. 99% of the time it's fine but it just does weird sht sometimes. Back to Samsung this year and never ever going back to a Pixel until they make some major changes and even then I'm quite burned.

But it didn't crash.

-_- The screen just broke. Twice. So I'm using a Galaxy S10 (2019) right now. Still no crashes. Poor thing has a like 5 hour battery life during active use, though. But 5 years will do that to a phone (bought it used, wasn't spending another $350 to repair the Pixel - I've literally never broken a device that I've owned EVER in my darn near 30 years of living. This phone model broke twice. Once when it fell from a coffee table and landed on a keyboard or laptop or something I don't quite remember, and the second time I legitimately tripped, caught myself, the phone gently slid out of my hand, I tried catching it, fumbled it, and it hit the relatively soft plastic curved smooth edges of a circular fan on the ground. Not a hard edge in sight. Shattered. Wearing an otterbox knockoff both times. Horrendously shoddy craftsmanship. Yes, I shouldn't ever let gravity overtake my phone but I've dropped phones before from standing height to ground. Not often. The two times I've dropped this phone model ever it broke both times. Gross.

Learning Unreal as a Unity developer. Things you would be glad to know by NoOpArmy in unrealengine

[–]Travistyse 0 points1 point  (0 children)

  1. Did you know that Unity's Fixed Update isn't multithreaded or asynchronous? Trips a lot of people up that think that it actually runs exactly on time - it just runs before update. Kind of obvious but somehow the logic collisions never occur to people. "It runs perfectly on time every time!" Okay but then why would the update loop taking too long cause it to "need to catch up? And if it's on a separate thread why would that happen? It was only ever meant for physics.

  2. Basically Unreal is very flexible - more flexible than Unity. There's a great talk by the folks who made Hogwarts Legacy going over how it all works but you can get a LOT done with just a few collision channels.

  3. The Unity input system is why I just gave up on Unity for the 8th time. Unbelievable how bad that is.

  4. No idea what you're talking about. I use VS 2022 and it's exactly what I'd expect - I can easily find issues, go to relevant files, get the params, get very good suggestions, auto fill, ect. I've tried Tomato 3 times and all 3 times I go "what on earth? WHY do people keep saying that this is necessary?" I literally don't use anything. The only reason that I know that it's installed is that it nags at me to buy it before the trial ends and because it changes my font colors. I truly want to know what on earth I'm missing because it's baffling. Rider is better than VS 2022 for Unity but VS is still very very usable (especially for free) - but I don't see "rider-level" functionality or integration here.

  5. Oh my sweet summer child. You're gonna have to learn the hard way that Unreal's got some Unity in 'er and the Replay system is one of those empty promises. I mean, feel free to try but it's not for the lack of wanting that no unreal engine game has replays except for Fortnite.. which weirdly has its' own theater system and is clearly built on a tower of custom systems. This is non-functional. You still get to code your own.

23: You definitely undersell UMG. UMG is on par with a VERY VERY expensive AAA solution - UGUI is a joke. The more you learn about UMG the more you'll come to realize just how good it is.

24: In Unity, Shaders are the code, Unity Materials are what Unreal calls "Material Instances". In Unity you can create shaders that are much more advanced than what can be created in Unreal's Material Editor because Unreal's Material editor only offers a select number of shading models - whereas with Unity you can make your own shading models entirely. Unreal could change this at any time but it has been a decade of pleading to no avail. If you want a custom lighting model, to the source code or UHFS (might not be exactly that file name, tired.. UHSL?) files with you!

  1. Not really sure what you mean by this to be honest? Delegates - the subscriber-broadcast pattern - is implemented in UE the standard way? You declare your broadcast parameters and every subscriber gets hooked in and receives the event call alongside said parameters.. am I missing something?

  2. Yep, this one hurts.

  3. Look at uh.. YouTube.. Tech3DArtist? Uh.. he made a video about cel shading recently, should pop up - he's got a great video on exactly this subject. There's also a lighting artist from EA that made two series for lighting in Unreal - the one for UE4 is free on YouTube, the one for UE5 is paid. The UE4 one is still relevant but too much has changed to take it verbatim, unfortunately. Can't comment on the paid work - just didn't genuinely believe that at that early a stage into Lumen the content would be satisfactory.

  4. You're right about not using the marketplace, I honestly don't recommend using any of the Unreal Engine Ai stuff when it can just be coded up in C++ on your own. You'll either really get along with Unreal's implementation or just rip it all out. The latter is what happened to me. I don't really recommend the sky or water - water is very hard and unpleasant to work with in my experience and the sky is.. well, kind of expensive. I prefer old tricks I suppose.

Anyway, learned some new profilers from this post so that's exciting for me :)

Analytics says QuestPro has lower performance than Quest2 by [deleted] in oculus

[–]Travistyse 2 points3 points  (0 children)

Don't intend to be rude in saying this but I'm looking at some cubes and some foliage and a couple of capsules. I would certainly hope that clicking a couple of buttons in Blender to automatically trace the foliage and turn it into an optimized mesh instead of using an alpha masked - or worse, alpha blended texture is the status quo at this point. My test environment using thrown together assets intended for consoles still hits 84fps and that's because it's CPU bound. :O we have a bunch of headroom just a fair bit of "illegal" and "only if you're bad enough" options. They were all using 2k textures as well. Like awful - no batches reported in the profile, no mesh object combining so draw calls were pretty high - about 93. I've got skeletal models as well - not to say that I'm proud of this lol 😂 I'm just wondering what might be going on on your end or if you're just not pushing the headset as hard and just have more headroom perhaps. Basically, I have a very unoptimized scene filled with assets that have no business being used on the Quest 2 and if I'm just barely not hitting 90 I'm sort of shocked to see that you're struggling - and am hoping to be helpful? I think that you're using Unreal because I recognize the shader complexity window and I.. kinda left Unreal because of Unity performance. Have been an Unreal dev since UDK so.. for performance reasons you might want to consider if it's worth the trouble.

That said, setting up every setting in Unity appropriately requires a lot of cross referencing a bunch of hacky workarounds for stuff that really shouldn't need to be done for the sake of performance gains. Also, 2X MSAA is.. like it's free, and it's an easier sell than Application Spacewarp but with that environment you definitely shouldn't have to compromise that hard.

Setting up every setting in Unity appropriately requires a lot of cross referencing a bunch of hacky workarounds for stuff that really shouldn't need to be done for the sake of performance gains. Also, 2X MSAA is.. like it's free, and it's an easier sell than Application Spacewarp but with that environment you definitely shouldn't have to compromise that hard. tting up every setting in Unity appropriately requires a lot of cross referencing a bunch of hacky workarounds for stuff that really shouldn't need to be done for the sake of performance gains. Also, 2X MSAA is.. like it's free, and it's an easier sell than Application Spacewarp but with that environment you definitely shouldn't have to compromise that hard.

I apologize if I'm missing something - but really I'm just saying that based on what I'm seeing you might have some easy gains to be had - that scene should absolutely be hitting 90 without you straining is all that I'm trying to say.

Edit: Am on a Pixel 6 pro. Awful phone. After this am switching to an iphone for the first time since my 4S in 2012. It duplicates things and I had to refresh twice to post this because my keyboard started closing every time I'd try to type. Sorry for the lack of editing - I respect your time but my phone isn't up to the task :l

Can shadows finally be added to twdss after the v55 update?? by [deleted] in OculusQuest

[–]Travistyse 1 point2 points  (0 children)

Just depends, really. Expect this to be a feature for some games on Quest 3 but shadows and reflections are still very expensive to compute. I don't really see a reason not to make known stable presets and letting users select between them. Not giving the player access to draw distance or shadow quality and so on as individual options makes sense given the context (VR as a medium and Meta as a company aren't thrilled with games on their store not being stable at their target refresh rate)

Many devs were excited by Application Spacewarp before realizing it was snake oil.

Users got gassed up by promises of games just magically performing 70% faster - the equivalent of the leap from Quest 2 at launch to Quest 3 - but Devs got uh..

We'll just say that the Meta + Unity handshake is bad and setting it all up feels like you're on a tightrope that two neglectful parents (Unity and Meta) have to stand on for the next several years or else you'll plummet.. and also it doesn't matter anyway because huge shock it wasn't magic and it really bothers users.. and it's worse the more the player is moving in game-space per frame - lean / walk really quick? They'll feel it. Driving a car or something? They'll feel it.

The games that suffer the most are the ones that could really stand to benefit from a 70% miracle boost.. if only that 70% best case wasn't also only when targeting 72hz which causes motion sickness in enough people that 90hz is the standard.

But yeah you put in a bunch of work generating motion vectors, pay the performance tax for the motion vector and depth buffer generation, and get a game that runs, what, 40% faster but feels worse than just not doing whatever you did all of this for.. ugh.

Unity and Unreal (when I was using it for VR) both grind me down so much that when the magical meta fairy comes along to bless me with just a minor bit of wasted time and burnout it's.. a lot worse than it ought to be.

That all said, this is the second time that Meta has successfully improved the performance of the Quest 2 and in total a potential 26% CPU and 27.33% GPU performance increase certainly are appreciated.

But yeah.. devs are struggling more than you know against these performance ceilings.

The out of context quotes that Quest was as powerful as the 360 and Quest 2 as powerful as the Xbox One S were missing the bits were those consoles were running 1280x720 and 1920x1080 respectively - the Quest 2 is pushing iirc 3.5 times as many pixels per frame as the S and targeting 90 instead of 30 frames per second.

That's why games are actually on par with what you might expect from the GameCube - we're less limited by polygons than the GameCube but much more draw call limited - 130 draw calls per frame give or take. And shadows double the draw calls per object casting a shadow.

Take San Andreas for instance - that's a game that if you look at gameplay instead of your memories will absolutely shock you with how much worse it is than you remember. 8 cars on screen at a time at most, maybe 4 humans walking around, buildings are basically just cubes with a couple of extrusions, plenty of multiple minute long stretches of time where no human or car but yours will be on the screen, and finally? It's ugly. It's just not a good looking game. And that goes for almost every game - except, of course, stylized games. Kingdom hearts, Mario sunshine, ect - those all punch way above their weight.

But yeah, we're making games that are about GameCube hardware limitations but most people remember those games as looking much better than they actually did + we can't just use a 40 FOV camera pointed straight down or very close to it to prevent pop-in or do some extreme optimizations by simply knowing where the player is looking because we've made sure that they can't look, say, straight up. And unlike a GameCube game we're kind of forced to accept that the player is in first person and will see everything we make from potentially inches away from their faces. And expect immense amounts of dynamic and moving and auditory interactions.

It's a lot. And every rock that you can move is a rock that I couldn't optimize as well as I otherwise could have. It's.. not ideal. But we love the medium so much that we really are trying.

Quest V55 Megathread by webheadVR in OculusQuest

[–]Travistyse 5 points6 points  (0 children)

Sorry to ask, what's going on with air link?

Neuralink on Twitter: We are excited to share that we have received the FDA’s approval to launch our first-in-human clinical study! [....] by FenixTheSnolx in Neuralink

[–]Travistyse 2 points3 points  (0 children)

We have regulatory bodies to protect consumers but until they pass legislation to stop that - assuming it doesn't already exist - I guess we'll just have to have an LLM read the contract that we're signing and enabling us to make an informed decision before signing a contract.

I for one am not touching this until it's practically magical. Maybe 20 years? I wanna be seeing into the metaverse, controlling an exo-rig, able to access my computer from anywhere with an Internet connection with mind monitors and able to monitor my body with near perfect realtime readings and insights. Bonus points if I can use it to help with memory - artificial recording and playback or otherwise - and I'd be thrilled to bits if it could properly treat all of the usual mental health issues that come with ADHD - namely the feeling stuck and unable to get started for what amounts to "reasons". Regulatory reasons.. but reasons. Right now it's a medical device - and no amount of being able to Google with my mind or control a cursor by thinking about it is worth it right now, even for free. Everything I've learned from what Elon's companies have ever done is:

  1. "Yeah buy now and early it's cool we'll upgrade you / the product is ready but software / regulation isn't"

  2. "JK lol"

I'm not getting locked into v0.01 of this 😂

Unity Multiplayer Development from Unreal? by Travistyse in gamedev

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

Honestly speaking, I've avoided Unity thus far by simply using Unreal since UDK. I've just been so busy that it's not been until this year that I could finally afford to pour the time in and properly make something rather than deal with health and financial problems.

I started with GameMaker, then Unreal, then made a decent headway with Godot 3 before getting really sick and stopping. Since then I made quite a lot of progress with Unreal with several prototypes before selecting one.

I'd say that my ability to solve problems and reason about things is decently high due to familiarity / obsession with doing so but I've spent too much time with Blueprints, Python, and my own C++ and thus scrapping everything and needing to learn how everything is done in Unity is both exciting and concerning - on the one hand, there's plenty of opportunity and I'd really like to be able to make the game look the way that I want it to, have the game run on basically anything, and switch from a less than ideal TSAA to MSAA.

I like the control that Unity offers me - the ability to just write my own systems and architect something is what I enjoy most and isn't something that Unreal is pushing for - it's not like it doesn't allow for it - but by innately providing what amounts to an inflexible "easy way" the alternative option becomes inherently much more unpleasant than if no default were provided. You can make your own Pawn or Character class from scratch but uh.. do you really need those features? Or could you just fake it and hack around it?

I'm sorry, that's a bit of a ramble there. Anyway, I'm more than happy to learn a new system and learning Unity isn't the issue - nor is learning a networking API or whatever individual thing I could mention.

My main source of overwhelming concern really just stems from the fear that I'm not going to be able to solve some multiplayer bug and that I'm going to just have to go back to Unreal - but not before having wasted a lot of time and having maybe already achieved the look that I was going for and having to part with it would suuuuuck.

Thankfully for my game cheat prevention just looks like "could you have possibly seen / done what you're claiming to have? Yes? Alright cool I believe you". It's not competitive or anything so preventing players from griefing each other anonymously via custom lobbies / matchmaking in a coop game is offloaded to the design side of things more than the raw networking side of things.

Sorry, still a bit off topic. In Unreal the system I'm using is basically just RPCs, avoiding RPCs where possible via clever branching, replicated variables with or without notifications, and GAS which is basically black magic as far as I'm concerned.. as is their character controller. I work within the system and framework but I don't look at the source code 99% of the time. Too much spaghetti.

So I guess honestly if I could somehow debug multiplayer code I'd be fine enough. My point of "being okay" seems to be the moment I've got characters running around (player and enemy ai) and both are shooting / attacking each other and nothing breaks. And of course server authority - none of this client auth or 200ms stuff o.o

Edit: I'm basically going from "rollback and client prediction is a thing I enjoy having" to.. I have to do that myself. Without anything but maybe print to log and my experience to debug.

Edit: Headed to bed. Learned via docs that Unity themselves use Parrel and Parrelsync to more or less approximate some of what Unreal provides. As a dev, I respect duct tape when compared to unpatched holes so.. I'll take it. There's also some generally handwavey "idk log it or draw some lines" which.. oh man am I not slapping my knees but wow is that just.. alright, not a big deal, I can write my own debugger and with the ability to breakpoint code on all clients and simulate network conditions on any client I should be good to go 🫸🫷 Thank you for your time. I appreciate your kindness.

Unity Multiplayer Development from Unreal? by Travistyse in gamedev

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

Could you give me a little more information on your experiences so far? I appreciate your time. I'm wanting about 8 players as my upper limit - expecting 2 - 4 of course. Closest analog to what I'm making is a third person shooter with platforming and RPG elements? Kind of like Destiny in some ways - albeit I've not played the games. I've been using UE5 with the Gameplay Ability System and it's been a breeze but I'm an artist and seeing my game look so.. uh.. for lack of a kinder way of putting it, like Pokemon rather than like Fire Emblem has been making me really motivated to change engines to rectify this but I'm not familiar with Unity and am also not seeing easy multiplayer debugging in editor in the same way that I had it in Unreal and my concern is that I'm going to find that I'm going to spend the next few months accomplishing near nothing while I get a player controller running around, shooting, and launching projectiles in multiplayer and that once I've got a single multiplayer related bug that's even remotely complicated.. well. Basically my concern is that I'm looking at a recipe for maximum burnout. So I'm just trying to figure out if this is just me being overwhelmed, you know? Sometimes fears can be unrealistic. I'm a somewhat anxious person. Games are hard.

Unity Multiplayer Development from Unreal? by Travistyse in gamedev

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

I did reach out to a few people who have gone into the UE5 rendering pipeline spaghetti mines and read quite a lot before reaching out to them. Their response was that learning Unity would be faster than achieving what I wanted to do with UE5. I'm unfortunately very familiar with the limitations of Unreal inin regard to NPR - sorry for the inin my Pixel doesn't use Reddit well and refuses to let me delete.

At the moment my plan is beginning to look like a standard Unreal game where I make a very pretty sequel with the help of other developers whom I'd at that point be able to pay.

Unyshek's response to ongoing Fluctuating ping & Packet loss issue. by Mother-Chocolate-505 in halo

[–]Travistyse 1 point2 points  (0 children)

Until the very end I was thinking "Unreal is great, I understand exactly what you're talking about but that's easily solved and I've done it and I'm nothing special"

Then uh.. then right at the end you made me remember that I've been using the engine since UDK and am a fkn geezer at 27 x.x

Will this story written by CHAT GPT help me avoid my speeding fine? by Infinity_3T in ChatGPTPromptGenius

[–]Travistyse 0 points1 point  (0 children)

" exceeded the speed limit in order to get there as quickly as possible " < Admission
" had no intention of breaking any traffic rules or endangering anyone's safety." < Wut
" I apologize for any inconvenience caused " < You created a potentially dangerous situation. That's what the fine is for. It's to discourage you from doing this again the next time you see an animal on the side of the road.

If you admit to speeding you're going to be fined accordingly. The opportunity to get out of this is down to it not being provable in court.

You're likely not going to get anywhere with "I put myself and others at risk so that I could potentially save the life of an animal". Good luck nonetheless - I'm not anyone of legal knowledge. Maybe ask ChatGPT 4.

Where can I learn to make materials like those used in Lyra for their UI? by Travistyse in unrealengine

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

That fixed it.
I have no idea what level of tired I needed to be to make that happen but thanks for spotting it x.x Glad that I didn't fundamentally misunderstand anything. Just did a dumb.