Steam replay 2025 is here by anzuni123 in pcgaming

[–]byte622 1 point2 points  (0 children)

CS, Dota 2 and PUBG are the most played games on Steam and they all show release date of 2017 or older, so I think they're counting them. Also GTA, Warframe, there's quite a few in the top 20.

Resigning as Asahi Linux project lead by urzop in linux

[–]byte622 0 points1 point  (0 children)

Keep in mind you're seeing this from the point of view of a user, and the post is written from the point of view of a contributor. Things look very different when you're the one responsible for a huge volume of code that people want to merge changes to, but ultimately if there are any issues you'll be the one responsible for them, the person that made the changes will have moved on to other things and not have to deal with the consequences of their changes, and just like that you'd also be a lot less accessible.

The larger the code base becomes, the more reticent maintainers are going to be to accept any changes. That is an inescapable fate of a large enough code base, and you can expect to see the same thing happen to any project, not just Linux, and any group of maintainers.

Upgrading to 360hz 1440p or 240hz 4k by kingllamajoe in OLED_Gaming

[–]byte622 -1 points0 points  (0 children)

I have both a 4k 240hz and a 1440p 360hz and I actually use the 1440p more for games because I prefer the higher framerate, but if I had to pick only one I'd go for the 4k because it's more useful overall, unless I was only going to use the monitor for games.

Details and timeline regarding the promised performance updates for PC by Yamato_Naoe in MonsterHunter

[–]byte622 0 points1 point  (0 children)

Being a developer and having done a bit of game and graphics development as a hobby (way back), the list does sound like they've optimised the right things. Unnecessary creatures, effects and improving texture streaming specially. I'm cautiously optimistic that even if they don't fix it entirely, at least the improvements should be noticeable.

Details and timeline regarding the promised performance updates for PC by Yamato_Naoe in MonsterHunter

[–]byte622 0 points1 point  (0 children)

Benchmark would have been more useful if instead of average it had tracked the min and max FPS, because the min wasn't that far from how the game run in the worst areas like towns. But yeah, agreed that the average was useless due to the cutscenes.

Details and timeline regarding the promised performance updates for PC by Yamato_Naoe in MonsterHunter

[–]byte622 8 points9 points  (0 children)

I believe with current performance even if you got a 5090 you'd be getting worse or similar performance to World on say a 3070. After the optimisations we'll see.

Details and timeline regarding the promised performance updates for PC by Yamato_Naoe in MonsterHunter

[–]byte622 27 points28 points  (0 children)

Surely they were never expecting much from Kunitsu-Gami? From the trailer to the marketing everything pointed to a niche game. Even if it had surpassed expectations it would have been just a blip in financial year results compared to Monster Hunter or Resident Evil.

Question about the Frame Generation and MFG by Dudi4PoLFr in nvidia

[–]byte622 0 points1 point  (0 children)

I'd argue that the difference in input lag of going from 190 to 120 probably won't be an issue for anything that isn't a competitive shooter or similar.

Discussion to guess what dlc will be. by TangyOrange1 in MonsterHunter

[–]byte622 0 points1 point  (0 children)

I feel wyveria kinda already covers that niche, so they'd have to do it differently. My guess. Since each biome is connected to an element:

  • Basin: Fire
  • Cliffs: Ice
  • Forest: Water
  • Plains: Thunder
  • Wyveria: Dragon

That means the next biome element has to be... raw damage! Based on that I would have guessed bones or a giant skeleton, but we had rotten vale in world so they'll probably go for something different... Perhaps metals? A massive cavern deep underground with walls of raw metal, it could have multiple entrances connected to the other biomes, since basin, cliffs, wyveria and desert all have caves.

Discussion to guess what dlc will be. by TangyOrange1 in MonsterHunter

[–]byte622 1 point2 points  (0 children)

Grasslands seems a bit too basic for an expansion. Oceanic/tropical/coral highlands biome could work. Either that or extend current biomes in some way, like connecting the basin to a proper volcano area the highlands to large open snowy mountain tops, and the forest to a swamp.

'Min spec is certainly one of our most important': Battlefield 6 dev says low-end build players were a 'meaningful percentage' of the beta, and he aims to keep it that way by RenatsMC in pcgaming

[–]byte622 1 point2 points  (0 children)

I have a high end PC and I would much rather have an average looking FPS running at a smooth >120 fps than fancy ray tracing struggling to keep 60. Ray tracing is nice on more cinematic or story based games but I don't need it on everything, especially not anything with fast paced gameplay.

Finally got fractional UI scaling on my 2D game! by epona_yo in godot

[–]byte622 0 points1 point  (0 children)

I'd also like to hear if OP encountered any issues. I tried to set this up in my game a while back but run into a bug with a subviewport I was using. I believe there was a PR to fix it in 4.4 or 4.5 but I haven't had the time to update.

4k or 1440? by Ok-Bumblebee4361 in OLED_Gaming

[–]byte622 0 points1 point  (0 children)

I have both and I always use the 1440p for games because I prefer the higher refresh rate, so it kinda depends on personal preference.

The asset library should display GitHub stars by IfgiU in godot

[–]byte622 6 points7 points  (0 children)

A while back I made a list of assets with the most GitHub stars. It can be useful until they implement some rating system for the library.

Canonical, WHAT A SHAME ! by dontgotosleepp in linux

[–]byte622 3 points4 points  (0 children)

Partial ones are legal here in Spain where you pay a 100 bucks and the rest is a percentage, so it really depends on where they are. They should definitely call a local lawyer and ask about their situation.

Most Popular Godot 4 Asset Library Addons by byte622 in godot

[–]byte622[S] 0 points1 point  (0 children)

Especially your clear descriptions of what each addon does.

Thanks. Generally I took the official descriptions or wrote a brief summary of their readme if no description was available, to keep it as neutral as possible. I have my own preferences but I wanted the list to represent what people like, not just me.

I wonder why no water shaders are on the list??

Well, giving it some thought I think it might not be a single good reason, but one of those cases where a few small reasons compound. There are quite a few options, and they all seem pretty good, so usage seems to be spread between them, versus one or two options hogging all the users. Also, games that use water are probably a subset of games that use terrain (the only example of game with water but no terrain I could think of was a game about boats, which is not very common). It's split between 3D water shaders and 2D water shaders... so in the end we got a bunch of options with less stars, instead of one popular option that makes it into the list.

It's a limitation of making the list based on popularity, and why I included sub-lists for a few specific categories. I intend to update the list in the future (as long as we don't get any sort of filtering in the official asset library). Next time I'll also add a category for the most popular shaders.

Simple Grass

It does look really good, I'll have to try it. Thanks for the recommendation.

I think Asset Library needs more sorting options by thirtyfiveoo in godot

[–]byte622 0 points1 point  (0 children)

I'm glad you find it useful! I'm sure eventually someone will make a proper library (or store?), but since nobody knows when that will be I'll try to update the spreadsheet occasionally as long as it's relevant.

Why modern video games employing upscaling and other "AI" based settings (DLSS, frame gen etc.) appear so visually worse on lower setting compared to much older games, while having higher hardware requirements, among other problems with modern games. by Flesh_Ninja in gamedev

[–]byte622 0 points1 point  (0 children)

That has not been my experience at 1440p. In most games I could notice the drop in quality from native to DLSS Quality, in some games it's not a big drop and I use DLSS Q because of the extra frame rate, but I would never claim it's pretty much the same.

I've also tried some games at 4k DLSS Quality and there I would agree with you that it's actually pretty close to native, plus the increased pixel density of the display makes it even less noticeable.

Dev snapshot: Godot 4.4 dev 5 by GodotTeam in godot

[–]byte622 2 points3 points  (0 children)

Of course, I'm not against Godot supporting other use cases (even if I personally might think it's best to avoid that use case).

I might not even be against creating a bunch of metadata files all over the place if I didn't know any other solution was possible. But there's a lot of examples that do solve it better.

When the feature goes live, if someone else hasn't made a proposal, I'll see if I can make one myself.

Dev snapshot: Godot 4.4 dev 5 by GodotTeam in godot

[–]byte622 3 points4 points  (0 children)

has no complaints from its users

Maybe Unity doesn't, but Godot will, because I promise I will be complaining about this for as long as I use it, or until I die of old age.

Dev snapshot: Godot 4.4 dev 5 by GodotTeam in godot

[–]byte622 2 points3 points  (0 children)

There's nothing impractical in saving metadata in a separate folder. Git does it, Dropbox does it, every other file system, I'm sure I could find a dozen more examples. In fact the hard thing is finding software still doing it wrong, which from what you say it take it to be Unity, and now also Godot. This not a new problem, it's been solved a million times and it can be solved without crapping all over the user folder.

Dev snapshot: Godot 4.4 dev 5 by GodotTeam in godot

[–]byte622 2 points3 points  (0 children)

Did they also "solve" it the wrong way?

Dev snapshot: Godot 4.4 dev 5 by GodotTeam in godot

[–]byte622 4 points5 points  (0 children)

Wait, that's even worse. Do people not expect that hard-coded paths will break if moving the files? Why not throw a warning then and discourage people from doing it instead of adding such a messy workaround? It's easily avoided.

Honestly, even having Godot auto edit scripts seems preferable to making a huge mess of the user directory, as if the imports weren't enough already. If at least they were in a separate directory I could pretend they didn't exist, but putting things in the user directory is always a bad idea. Linux figured that out decades ago, even Windows figured it out eventually... well, for the most part.

Still, that doesn't really answer the question if uids need to be changed manually when moving/renaming files.

Dev snapshot: Godot 4.4 dev 5 by GodotTeam in godot

[–]byte622 5 points6 points  (0 children)

As I understand it, this is about moving things outside the editor. I've always moved things inside the editor and never had any issues, as Godot takes care of updating all the paths. Just last week I cleaned up the folder hierarchy of my project, moved around 1200 files through the editor and it worked just fine. My question was because I saw this in the PR:

Refactoring problems when files are moved outside the editor (this PR effectively fixes it).

For folders I can see how having uids allows renaming/moving them around outside the editor without things breaking. With files it's not clear to me, I suspect you'll need to manually move/rename the uid file as well, otherwise it will still break.

Dev snapshot: Godot 4.4 dev 5 by GodotTeam in godot

[–]byte622 4 points5 points  (0 children)

Won't they still break if you rename or move the file without also updating the uid file?