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Joined 1 year ago
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Cake day: July 16th, 2023

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  • That’s always been their plan, but it’s getting hit with Valve Time. My guess is that they won’t do it until all issues the major with NVIDIA GPUs have been fixed, as a public build that doesn’t run properly on a majority of machines wouldn’t go well. The latest driver is pretty good, but the Big Picture mode is still pretty much unusable.

    At the very least they’re currently trying to bring official support over to other handhelds, as they’ve already confirmed that they want to official support for the ROG Ally and pushed out a update to SteamOS for the controller support.



  • Those three really are the holy trinity of factory games IMO and it’s quite insane that we’re getting all of them in what’s essentially a quarter of a year.

    Also the perfect order with the most relaxing one releasing first and the biggest and challenging one last.

    After that we totally need one of those cross-game tech-tree randomizers for these games. That’d be quite a challenge.








  • Well, in the case of Silksong specifically, an early announcement was all but inevitable, as it was originally a stretch goal that got turned into its own game. Even with their apparent preference towards minimal communication, they had to explain what’s happening if they didn’t want to appear like fraudsters.

    Generally, I wouldn’t even be opposed to early announcements, as long as the devs were transparent about the status of the project and made it clear in which capacity the game is currently being worked on.



  • I see. That I can mostly agree with. I really don’t like the temporal artifacts that come with TAA either, though it’s not a deal-breaker for me if the game hides it well.

    A few tidbits I’d like to note though:

    they announce them way too early, so people are waiting like 2-3 years for it.

    Agree. It’s kind of insane how early some games are being announced in advance. That said, 2-3 years back then was the time it took for a game to get a sequel. Nowadays you often have to wait an entire console-cycle for a sequel to come out instead of getting a trilogy of games on during one.

    Games shouldn’t be relying on them and their trade-offs are not worth it

    Which trade-offs are you alluding to? Assuming a halfway decent implementation, DLSS 2+ in particular often yields a better image quality than even native resolution with no visible artifacts, so I turn it on even if my GPU can handle a game just fine, even if just to save a few watts.


  • The quality of games has dropped a lot, they make them fast

    Isn’t the public opinion that games take way too long to make nowadays? They certainly don’t make them fast anymore.

    As for the rest, I also can’t really agree. IMO, graphics have taken a huge jump in recent years, even outside of RT. Lighting, texture quality shaders, as well as object density and variety have been getting a noticeable bump. Other than the occasional dud and awful shader compilation stutter that has plagued many PC games over the last few years (but is getting more awareness now) I’d argue that game performance is pretty good for most games right now.

    That’s why I see techniques like DLSS/FSR/XeSS/TSR not as crutch, but as just as one of the dozen other rendering shortcuts game engines have accumulated over the years. That said, it’s not often we see a new technique deliver such a big performance boost while having almost no visual impact.

    Also, who decided that ‘we’ would rather have games looking like Skyrim? While I do like high FPS very much, I also do like shiny graphics with all the bells and whistles. A Game like ‘The Talos Principle 2’ for example does hammer the GPU quite a bit on its highest settings, but it certainly delivers in the graphics department. So much so that I’ve probably spent as much time admiring the highly detailed environments as I did actually solving the puzzles.