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hughj

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hughj

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Does Tamoor have a brief bio somewhere that covers basic stuff like the when/where/how he got introduced to games as a child, what consoles he owned growing up, what games were pivotal in shaping his tastes, what stuff he's into now, etc? This applies to Jeff Grubb and whomever else is getting introduced to the GB audience as well (I'm still not fully sure who Grubb is aside from him having a youtube channel that covers industry news). For personality driven content I feel like some kind of quick personal introduction would help fast track the process of becoming familiar with them.

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hughj

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Edited By hughj

If you've never played a sim before with decent FFB, then I don't know what to say? As I said, the difference between FM7 and AC is dramatic.

The simplest way to compare I can think of would be to have your car stationary and try turning the wheel. Does the resistance feel like a real car? Apply very little throttle to get the car rolling and work the wheel back and forth. Do the competing forces of tire<->road resistance and the natural inclination to center feel like a real car? A proper simulation should be able to replicate those sensations because a simulation implies bottom-up modelling of the systems, whereas a game is more likely modelling top-down and therefore likely to not deliver in areas that the game wasn't explicitly designed for.

@wardcleaver said:

I haven't played AC, but have played Project Cars (1 & 2), F1 2019, Dirt Rally, and Dirt 4 (and some others I am probably forgetting.) Are you playing on PC? If so, I could not speak to that, as I played all of these games on an Xbox One. One the XO, I did not have any issues. Like most racing games, I adjusted some of the settings, mostly related to deadzones. I do not remember any major differences in FFB with F7 related to the other games I mentioned.

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Edited By hughj
@wardcleaver said:
@hughj said:

Regarding "simcade" vs simulation racing games:

Danny mentioned the presence of wheel support being a determining factor -- I'd take it one step further and say that wheel and pedals ought to be the primary input device that game was designed for, as opposed to merely bolting on wheel support to a game that was designed for a controller.

FM7 may technically support wheel input, but playing it with a wheel does a disservice to both FM7 and FFB wheels due to how bad it feels (unusably bad.) FM7 actually made me wonder if the FFB motors in my wheel were old/broken until I reinstalled Assetto Corsa.

Maybe it was your wheel?

FM7 felt good to me playing it with a wheel. I do not know if this matters (probably doesn't), but I usually play with all assists off and "sim steering".

Yeah, I played with all assists off, manual clutch, sim steering. When you say that FM7 feels good to you, what are you comparing it to? Compared to something like Assetto Corsa it's a night and day difference. In FM7 the sensation of oversteer and responsiveness to correct for it is simply inadequate to drive at limits of traction, especially compared to a controller (even with all the assists supposedly off there as well). There's a reason why people have gone to the length of making the Forza EmuWheel utility in an attempt to fix the awful FFB implementation.

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hughj

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Regarding "simcade" vs simulation racing games:

Danny mentioned the presence of wheel support being a determining factor -- I'd take it one step further and say that wheel and pedals ought to be the primary input device that game was designed for, as opposed to merely bolting on wheel support to a game that was designed for a controller.

FM7 may technically support wheel input, but playing it with a wheel does a disservice to both FM7 and FFB wheels due to how bad it feels (unusably bad.) FM7 actually made me wonder if the FFB motors in my wheel were old/broken until I reinstalled Assetto Corsa.

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Given that EGS is pretty sparse and curated removes much of the need for reviews to filter out egregious shovelware. Moreover, I think the premise of a community review system felt a whole lot more necessary back in the day when there was no form of refund policy. Looking at my usage of Steam, Game Pass, EA/Origin, Ubisoft, GOG, Oculus, etc I couldn't tell you the last time I actually read someone's review or was swayed by an aggregate review score to make a purchase or not.

Regarding Six Days in Fallujah, I'm reminded of games that used Black Hawk Down as a set piece (Delta Force: Black Hawk Down?) which was less than 10 years removed from the actual battle. Maybe the fact that it had already been represented in a book and hollywood movie had made it more palatable for a video game by that point.

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Edited By hughj

DLSS 2.0 talk: https://www.youtube.com/watch?v=d5knHzv0IQE

It's kind of an overly verbose talk, imo. The short of it would be the slide here: https://youtu.be/d5knHzv0IQE?t=2725

Temporally jittered samples, motion vectors, and depth map provide information to a neural network that constructs an image. Basically it's temporal anti-aliasing/super-resolution with a "smarter" algorithm that filters and composites. It's much more generalized than the older DLSS 1.0 method where they were having to do deep learning training for each and every game.

Whether the next Switch is going to use the DLSS 2.0 method specifically or something else that they decide to market under the "DLSS" brand who knows. It would only stand to reason that they'll make changes to best accommodate the needs of that device. Even if Nintendo and Nvidia were to verify DLSS support it could mean almost anything.

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Regarding the VR controllers, as Jeff said, the rings are for positional tracking of the controllers. The plastic/paint would be IR transparent which allows IR LEDs underneath to shine through and be visible to a camera (either in the HMD itself, or with external cameras.)

Position and orientation tracking in VR all basically boils down to the same sort of 'dead reckoning' scheme where you're using an IMU chip (accelerometer and gyro) that samples very quickly (~1000hz), and then using another slower system (cameras) that can establish absolute position and correct for drift that naturally accumulates from just the IMU data. This is why with VR systems you may see subtle movement pulsing/shifting in your view -- the IMUs drift and the camera system is correcting the position. If the camera system is performing poorly then the amount of shifting will be more pronounced because those positional corrections are less accurate and/or less frequent.

Finger tracking for this PSVR2 is likely the same as Oculus Touch and Index which have capacitive touch sensors inside them. With Oculus Touch there's individual sensors in the buttons to detect whether your fingers are contacting them or not, and with Index there's an array of sensors inside the grip https://i.imgur.com/8W5qETk.jpeg so it's able to detect all the fingers and how much grip for each.

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An opportune time for cataclysmic events in live service games are at the end of betas before the server gets wiped for public launch. With older MMORPGs you could usually expect to see some wacky shit in the remaining hours of closed beta (devs spawning endgame mobs, or playing as bosses in common areas, tanking a huge number of players attacking them, etc.) Ironically, I feel like those sorts of live managed/DMed events are vastly more memorable than anything that ends up shipping in the final game.

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Edited By hughj

Steam reviews of CB2077 show to be "Very Positive" when filtered by purchasers, and the breakdown looks to hold at roughly 75%/25% for each day since launch. 258k+ reviews so far, so a pretty large sample regardless of how many millions were sold through Steam.

It sucks for the console people trying to play it on the base systems, but I can't say that this was surprising. New engine/tech, new genre, covid, 4 different platforms, slow consoles, and really nothing much in the way of positive vibes/rumors about the progress of the game in the last year.

If one were to wind the clock back to X years ago and have CDPR design this game strictly as a base XBO/PS4 title by paring everything back and scaling it down, I have to wonder how many people would actually prefer that game to what we got. I don't think that game would have earned the early buzz that it did from E3 demos and subsequent gameplay trailers, just as it would lack the aspects that earn it praise now.