

havent tried it, but lutris has epic support: https://lutris.net/games/epic-games-store/
now… is it an improvement? again no idea because I don’t use epic
The worst kind of an Internet-herpaderp. Internet-urpo pahimmasta päästä.
havent tried it, but lutris has epic support: https://lutris.net/games/epic-games-store/
now… is it an improvement? again no idea because I don’t use epic
How are the screwing with gamedevs? I don’t generally follow anything apple-related stuff
Didn’t this game have required rt? Does it turn off for steamdeck? Can’t really see other ways to make it happen
I’ve heard the game’s name, but otherwise not familiar with it at all. The stutter could be some kind of dynamic shader compilation too, who knows.
depends entirely on the game, how it loads stuff and how big the stuff is.
100 GB openworld game? HDD probably is going to struggle with the asset loading, probably leading to stuttery gameplay or very noticeable pop-in
<10GB game with closed arenas/levels? Probably loads everything at the start of the level, might take slightly longer on HDD, but probably doesn’t make any difference after that.
“Already?” :D
Man this game has been through some dev.hell, I guess. Seems like their kickstarter project promised this would have been out in february… 2013. Oh well, better late than never.
Never really played the OG Space Quest -games, mainly because I just don’t enjoy the occasionally brutal late 80’s/early 90’s Sierra -adventuregame design where games contain a lot of softlocks and instant death traps. I’d assume SpaceVenture has moved on from those practices, though.
Wishlisted. Thanks.
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No matter what sensitivity my mouse is set to I seem to get stuck when turning. On a controller I can turn completely in a circle, but not with a mouse unless i’m missing something.
are you using running in circles as a benchmark? as a one continuous loop that is not going to happen with a mouse unless you have infinite desk and arm lengh. Generally mouse users do circles in segments: turn a bit, move mouse back to center and repeat as nescessary.
If you’ve mostly used controlles, yea, m+kb is going to feel unnatural. Same applies in reverse too. Different worlds - it can take quite some time to get familiar with the other.
seems like the fans of the game didn’t really stay with it :P
Just a hunch, but have you seen how rabid some nintendo -fans are? If a word of the lawsuit got out some whacko’s could try something. Ref. “Zelda-game got only 8/10? Send death threats to reviewer.” mentality.
Electronic Arts games have mtx. Full stop. Expecting anything else is delusional. Sure, it’s a great day when, in modern times, they release a game without any. But, you know, hell freezing over first and all that.
edit: and even without mtx, I’m not sure they make games anymore that even remotely interest me, probably, I haven’t checked in a while. Last I checked was ME2, iirc.
Yea nah, for it to take off it needs to be short and memorable, “2d wave-survival autoshooter” is just word salad and too cumbersome to use, imo - it’s more of a short description rather than a name.
hand holding
what manner of degeneracy is this
I’ve played 2k21 and 2k23, both pretty fine for casual/beer golfing with friends while absolutely trash talking to them in voice chat. It’s pretty great… but:
The absolutely only reason I got 2k23 was because the 2k21 had stayed full price ever after the 2k23 released, so those of my friend group who didn’t already have the game didn’t (understandably) want to cough up 60-70€ for the game. Once 2k23 got a reasonable sale, we all got that as it was more affordable - but functionally identical to the older game.
I’m going to assume the same pattern will repeat, and it’s only because of the in-game mtx which they want you to buy AGAIN, for basically the same game but with different number in the title. To my beer-gaming group the mtx stuff is entirely irrelevant, we just play with whatever gear the game gave us from the get go, this isn’t equipment-race.
Played this ages ago when it was in closed-beta. It was… okay-ish? Hella grindy tho. Decided to wait a bit until they did more to the game, only for the game to go behind epic (IIRC) - and now I see a steam forums post it’s going bye-bye? It moved to steam at some point? O_o
I guess the grindy game was pretty hard sell considering Monster Hunter exists.
tbh, that’s quite a bit more than what I would have expected - especially for a game what I thought was more or less a counter-strike variant where the whole point is the pvp experience.
So… I’m completely outsider to this game (and series), and… is there actually much lore/story to these characters - or better yet, lore/story that anyone cares for or matters for the game?
I get that the date is a bit unfortunate all things considered, but… why do the character need to have a stated birthday anyway? Are there in-game birthday parties or what?
zstd is generally stupidly fast and quite efficient.
probably not exactly how steam does it, or even close, but as a quick & dirty comparison: compressed and decompressed a random CD.iso (~375 MB) I had laying about, using zstd and lzma, using 1MB dictitionary:
test system: Arch linux (btw, as is customary) laptop with AMD Ryzen 7 PRO 7840U cpu.
used commands & results:
Zstd:
# compress (--maxdict 1048576 - sets the used compression dictionary to 1MB) :
% time zstd --maxdict 1048576 < DISC.ISO > DISC.zstd
zstd --maxdict 1048576 < DISC.ISO > DISC.zstd 1,83s user 0,42s system 120% cpu 1,873 total
# decompress:
% time zstd -d < DISC.zstd > /dev/null
zstd -d < DISC.zstd > /dev/null 0,36s user 0,08s system 121% cpu 0,362 total
So, pretty quick all around.
Lzma:
# compress (the -1e argument implies setting preset which uses 1MB dictionary size):
% time lzma -1e < DISC.ISO > DISC.lzma
lzma -1e < DISC.ISO > DISC.lzma 172,65s user 0,91s system 98% cpu 2:56,16 total
#decompress:
% time lzma -d < DISC.lzma > /dev/null
lzma -d < DISC.lzma > /dev/null 4,37s user 0,08s system 98% cpu 4,493 total
This one felt like forever to compress.
So, my takeaway here is that the time cost to compress is enough to waste a bit of disk space for sake of speed.
and lastly, just because I was curious, ran zstd on max compression settings too:
% time zstd --maxdict 1048576 -9 < DISC.ISO > DISC.2.zstd
zstd --maxdict 1048576 -9 < DISC.ISO > DISC.2.zstd 10,98s user 0,40s system 102% cpu 11,129 total
% time zstd -d < DISC.2.zstd > /dev/null
zstd -d < DISC.2.zstd > /dev/null 0,47s user 0,07s system 111% cpu 0,488 total
~11s compression time, ~0.5s decompression, archive size was ~211 MB.
deemed it wasn’t nescessary to spend time to compress the archive with lzma’s max settings.
Now I’ll be taking notes when people start correcting me & explaining why these “benchmarks” are wrong :P
edit:
goofed a bit with the max compression settings, added the same dictionary size.
edit 2: one of the reasons for the change might be syncing files between their servers. IIRC zstd can be compressed to be “rsync compatible”, allowing partial file syncs instead of syncing entire file, saving in bandwidth. Not sure if lzma does the same.
names of games I didn’t expect to hear to day. Only had Major Stryker shareware as a kid, played it a lot, along with Duke Nukum and some other old SW games.
But those games on massive tv? Pixels the size of cats.
Were you using any crt shaders or such?
huh, 5 levels? Even if sizeable, still sounds like vast majority of coop-shooters where the idea is to run the same missions over and over again.
Are there any coop shooters with actual campaigns anymore? Running same missions gets samey really fast.