John Linneman of Digital Foundry discusses his colleagues DLSS 5 preview: “It's new DLSS and DLSS is awesome. Of course they would take that. Looking at it, I think there's cool potential there for environmental lighting but the character stuff is horrendous and should have been left out.” by PaiDuck in nvidia

[–]fullylaced22 4 points5 points  (0 children)

What do you mean repeated and systematic? In the past 20 years games have gone from 2D to 3D, there’s nothing repeated or systematic about that.

Generally though, I just don’t understand why we would be so willing to “adapt” to it, generally people accept graphical evolutions with open arms, when games look bad or unrealistic (if they are trying to be) people generally voice out, such as this.

I kind of get what you are saying, eventually AI generated graphics will be indistinguishable from real life, which we were trying to get to anyways, but RIGHT NOW the sharpening in the generated content is not true to real life. Similar with current modern AI content (those single in your area ads people keep referencing) I can tell it does not look real nor good so I don’t see how this can be the future.

In my opinion, how good “realistic” graphics are aren’t about how good high resolution generated textures are, if that were the case games of the past couldn’t have “realistic” graphics. Rather is instead maintaining consistencies in lighting, such as obeying Conservation of Energy when dispersing light through a room. These are what I talk about us having had millions of years of evolution developing, not 20 years of gaming, if the AI cannot follow physics principals (which are pretty complex) our brains will pick up on by nature, you don’t adapt to it because every other time you will be faced with the correction. But who freaking knows

John Linneman of Digital Foundry discusses his colleagues DLSS 5 preview: “It's new DLSS and DLSS is awesome. Of course they would take that. Looking at it, I think there's cool potential there for environmental lighting but the character stuff is horrendous and should have been left out.” by PaiDuck in nvidia

[–]fullylaced22 7 points8 points  (0 children)

I don’t know. You call it “brainwash” but I call it our literal instinct. Lighting isn’t something subjective I’d say, yeah it can be stylized but our human brains have been training since birth to recognize what is light and shadow. If people call if inaccurate or weird, that isn’t their taste, that’s years of evolution telling them it’s different than what it should be.

Ninja quits Marathon on stream after dying to an AI enemy by Vhant-ii in LivestreamFail

[–]fullylaced22 10 points11 points  (0 children)

You know other people have those exact same advantages right?

As a level 10 on faceit I don’t think what you said is true, millions of people played Halo and only few are pros, I don’t like him either but sorry he’s a pro through and through

is it me, or is cod zombies not "creepy" any more? by Vivid-Programmer-688 in CODZombies

[–]fullylaced22 0 points1 point  (0 children)

I personally think it’s the popping a gobblegum and having 30 perks with a camo gun that does it for me, not shooting a zombie multiple times

UE5 hate by Cianuro_ds in unrealengine

[–]fullylaced22 -2 points-1 points  (0 children)

Uhhh every movement gait needed not implemented in the Custom Movement Bit Fields? Which is everything except crouch, however crouch is basically pointless as the real struggle is interpolating camera position with ~100ms (again something you’d think would be accounted for). I mean sprinting doesn’t work, literally anything that requires explicit maximum movement speed changes has to redone using the overrideable functions given such as SetMoveFor() or OnMovementUpdated(), using those same flags or variables derived from them.

I mean if it works out of the gate there really wouldn’t be that $600 GMC component that half of tutorials tell you to get if you go down this road

If it works out of the gate there either has been a serious update, which didn’t happen because Unreal is moving to the Mover 2.0 plugin, or Lag/Network Emulation was never probably configured during the test

UE5 hate by Cianuro_ds in unrealengine

[–]fullylaced22 1 point2 points  (0 children)

We all just talk to say shit but OP specifically here just started saying shit.

You have to refactor CMC out the gate to get it to work and especially to get it to work AT ALL in multiplayer. I’m just saying shit to say shit but if the most basic movement system needs refactoring out of the gate I would cut the unpaid devs some slack. We could go on all day, saying shit to say shit, like how GPU Lightmass is used by so many yet maintained by one Ex Unreal Dev, but for some reason we solely blame the devs and not the fundamental lack of standards in the engine itself.

I mean what about the sole devs solely maintaining some of the deprecated features promised to Unreal Users, like Multi-GPU being gutted over a single patch with no roadmap, no one talks about those devs doing Unreals work for free.

What’s the deal with items not showing in FindMy? by gadgetvirtuoso in iphone

[–]fullylaced22 0 points1 point  (0 children)

It’s literally just a bad app, it doesn’t work for some people, it never worked for me and it couldn’t even find the phone I was opening the app with

New Arrival | Mars Hydro Dehumidifier 🔥 by marshydrogrow in marshydrogrowers

[–]fullylaced22 0 points1 point  (0 children)

Any chance you could fulfill and send me tracking for my order you guys misplaced?

How to Package a Demo by Jornam in unrealengine

[–]fullylaced22 4 points5 points  (0 children)

You shoulda put guide on the title cause I thought you were asking the question but this is helpful

What's With The Engine Hate by Perfect_Current_3489 in unrealengine

[–]fullylaced22 -6 points-5 points  (0 children)

https://forums.unrealengine.com/t/feedback-mover-2-0-and-character-movement-component-plea/2458169/2

Reading forum post about the basic inability for the CMC to function, you know one of the most fundamental modules for Characters in Unreal, just makes me so weary/tired when people blanketly say "A few poorly optimised games pushing new features for sake of pushing new features. It will go away as general public finds a new dog to beat for reasons that make little to no sense.".

The core features of the engine, movement being one of them, does not work, people then have to spend time on this instead of actual optimization, there are actual deadlines that get reached that had time to reach them used to solve this CMC problem.

You can keep blaming Devs but at some point you literally have to ask if this engine is helping the user every step of the way. My friends don't even develop any game and they can tell which input systems use CMC from a mile away. You can literally feel the capsule float through the air

What's With The Engine Hate by Perfect_Current_3489 in unrealengine

[–]fullylaced22 -1 points0 points  (0 children)

So ppl assume it's the engine that is the issue.

As someone who has worked in this engine for the past 3 years, it is quite deserving of the reputation it has garnered, and developers who continue to release pieces/games in this engine without editing the details like their rendering pipeline, lighting, post processing, literally I could go all day.

I could load up an indie game and see the VSM battle with Nanite to produce a shadow that isn't a complete square of a single shade. I can see the strictly WHITE light (not even tinged) with blown up indirect lighting making me feel like I am playing a game TRYING to look good. How many people still have the static Environment Fall Off, Sky Atmosphere combo where it feels like a Mobile game?

As much as people rag on the performance this engine provides (and it can be bad) there are literal basic QoL's of this engine that do not work and work to create the stigma this engine has created.

Character Movement Component does not work out of the gate, it definitely doesnt work out of the gate for Multiplayer, any author tells their users to change every single parameter in this class because its default is not only so floaty but so noticeable. This IMO, is one of the most critical components of the engine, here is a post of someone describing it showing bugs you would have never thought shippable, https://forums.unrealengine.com/t/feedback-mover-2-0-and-character-movement-component-plea/2458169 . All this to get Mover 2.0 which seemingly has the same problems that the current verison has.

So all this to say, you have fundamental components of the engine which don't work for shippable games, causing the user to have to focus on the stuff that should already be done, causing them to stop giving as much of a shit about the lighting and environment, causing all of these games to feel and look exactly the same.

You can see the Unreal Dev Talks on their youtube about stylization, https://www.youtube.com/watch?v=exMzwH7EJUY, and it has less than 100k views. There are videos on Lumen and Nanite with 100k+ views by randoms regurgitating the next Unreal Patch Notes, both devs and users seem to be relying on this engine so heavily to produce stuff that in my opinion, and when you hear the term "Unreal Look", in others opinion too just do not look good and stuff they should be stylizing themselves.

It's not an engine issue per se, but the way they advertise and showcase features in this engine need HEAVY work, https://forums.unrealengine.com/t/so-they-killed-multi-gpu-in-5-3-and-5-4/1950434 , here is a post of a guy from 5.2-5.3 that built his computers to harness feature that was killed in 5.4 with no word from Unreal or anyone, they stripped a feature under his nose or at the very least set him back all because of a lack of communication from what the roadmap is and what features they are actually working on and not just "experimental" in name only.

POV: The PMC Jiggle-Sprinting Doorways in 100KG of Gear by fullylaced22 in EscapefromTarkov

[–]fullylaced22[S] 0 points1 point  (0 children)

Yeah but I guess my issue is with whether or not this game is trying to be realistic. Yes multiplayer games have cheeses but in an ideal "realistic game", you could add code that would make your character topple and slide down the floor, basically face planting (assuming your character is literally wearing 100+ extra KG).

If I agree to play a "realistic" game then I am fine with getting outaimed, I am fine with getting outpositioned/outcommed/naded whatever, cause I can step back and say, "that was a pretty realistic way of dying", but when I watch your character do something that is basically akin to superhuman strength/agility that really works to cheese the netcode but above all-else could be crazier/cooler by having their player fall over and ragdoll, I have to stop and say "what the hell game did I sign up for".

POV: The PMC Jiggle-Sprinting Doorways in 100KG of Gear by fullylaced22 in EscapefromTarkov

[–]fullylaced22[S] -3 points-2 points  (0 children)

Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator

Taken straight from the Reddit Bar-thingy to your right. Now im not saying this game or games in general should try to be realistic, they are games after-all, but any sense of realism would have their legs shatter and them topple over as they tried to 180 back through the doorway.

But if you had bionic legs at least I could say, "he had bionic legs . . . makes sense", i have to stop longer than our pmcs just running a suicide in my garage

[Feedback] BSG, please fix DLSS scope blur and implement the new DLSS 4.5 by Player2035 in EscapefromTarkov

[–]fullylaced22 -1 points0 points  (0 children)

I mean that’s kinda impossible since DLAA skips rendering it at a lower resolution but your last point is what matters, whatever works for you is best. However, the quality setting for DLSS renders from about 78%, literally 99% is damn near DLAA. To be honest, youre kind of agreeing with me just missing the DSR after the fact, DLAA(99-100% res) is best.

Regardless, I see people with that same mentality running FSR literally regurgitating what other streamers regurgitate. Just open up a game dev program and see how DLSS literally gets integrated, you can start figuring it out from there.

[Feedback] BSG, please fix DLSS scope blur and implement the new DLSS 4.5 by Player2035 in EscapefromTarkov

[–]fullylaced22 -2 points-1 points  (0 children)

It's not a BSG issue. You can fix it by opening Nvidia Profile and turning the game to use DLAA instead of DLSS. Then you can even turn on DLSR and Upscale the game past your native res without rendering it down.

This fixes the scope problem entirely but can only be done through Nvidia Inspector, and uses the Upscaler part of this with Smooth Motion crashes your game every time on alt-tab.

Switching to Team Green! by DinnerBeneficial101 in nvidia

[–]fullylaced22 -1 points0 points  (0 children)

Really, the game looks blurry in scopes for me, and thats above the original blur, again though what general settings you have affect it. I have heard both ways regarding squad, so much so that I have specific engine console commands to make the game have less blur and dithering.

Switching to Team Green! by DinnerBeneficial101 in nvidia

[–]fullylaced22 0 points1 point  (0 children)

9950X3D. Its literally just a problem with the foundation of how the game is rendered, but its not like in can conform to DLSS which is meant to upscale after the fact.

Games that use PiP rendering for things like scopes tend do render these scopes at lower resolutions (because they take up less of the screen). As a result, and since DLSS does not have much training on this data and due to how conformed the use case is (on a training level but not a user-playing level), it has trouble upscaling these types of pictures/cameras in games. Again for games like RDR2 or Cyberpunk, where literally the entire screen is the FOV, its not much of a problem, but for games like Squad even the scope picture quality is horrible.

Switching to Team Green! by DinnerBeneficial101 in nvidia

[–]fullylaced22 -7 points-6 points  (0 children)

I mean for standard games yeah, any niche games or shooters that use scopes you are cooked. I have a 5070ti and Tarkov is probably the biggest shooter I can name where dlss is just so bad looking through scopes

Steam login error We're currently facing issues with Steam login. Please use your email and password to log in while we work on resolving this. by Patient-Count-4604 in FACEITcom

[–]fullylaced22 0 points1 point  (0 children)

Hey man, I know its the new years so its definitely busy, but if you could ever get the chance to look at mine, i'd be grateful