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knoxt

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Such a disappointment for what was pre-release a big old celebratory feeling among the PC crowd. This thing is plagued by technical issues from basic ability to run, then, run properly, and then, have animation-refresh rates scale properly to any setting over a locked 30 fps, resulting in stuff like Aloy's hair going from realistically floaty to rubberized, which applies to other physics-driven animation assets like cloth, grass, water rippling effects, cutscene sync with audio all the way to controls with mouse acceleration, and the snow deformation is entirely absent.

They have a good...IDK two or three patches to go before I can really stomach playing the game without feeling like all of these things plus...a lot more stuff that distracts/detracts from the experience enough to feel like I'm playing the game in a way that doesn't do the material a disservice. It's annoying, but it happens I guess.

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knoxt

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Edited By knoxt

Wii-U, wii hardly knew u.

and Jeff you kicked ass hosting, good job and thanks for having a cast this week gbe-people

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knoxt

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knoxt

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and then Jan said: "I should play monster hunter".

Jan. You should indulge in monster hunter, it is a magical magical thing.

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knoxt

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Edited By knoxt

jeff just get a keurig machine, I know, but really, you'll probably not hate it. It's a like a soda machine, in your home, but for coffee.

I do love coldbru and condensed coffee, if they are the same thing, though

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Edited By knoxt

I have to play vermintide every gaming weekend at some point of the night, and having spent my two tours with left 4 Dead to 'conclusion' on the formulaic controlled-chaos-bum-rush, doing the same levels on repeat, but now with a loot system and combat that doesn't do it for me..I..already know I have to buy Darktide, because I value friendship with these degenerates that much. Thank ..uhh(insert warhammer diety figure) there are some guns in the next one, because, boy, first person melee combat and bows to me are just the goddamned worst and I understand why people like vermintide but to me it feels like a nicely produced if weightless mess of a legacy-property/universe themed l4d.

Come at me. (please do not).

Awesome cast, brad sounds a little like lemmy and jason statham this week.

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Awesome, dunno if this was a shot in the dark pull by Jason haha but, cool, I am in.

Played a little of the surge 1 on PS4, but watching this and 20 minutes in I now have 2 on steam- I dunno, was there a 'bareknuckle' weapon in 1? IDK if this misremembering but I feel like the performance/aliasing/flow to the game on a base ps4 wasn't awesome, and this looks really clean and paced by comparison?Also, yes, Jason that IS an awesome block animation. Animations go a long way, I am always confused by how little flair souls puts into run cycles, blocking, rolling, and is where souls-spinoffs actually do better. IMO. I could totally go for a science fiction soulsian in the void that is Control-withdrawl while I wait on that second DLC.

For some reason I am a fan of the character customization though have to give some props to how the first one opened. I dunno, that's how I do.

Have a feeling I'll really dig playing this, along with jason if he continues it. Good choice, it definitely informed me on a game I would have passed up.

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Edited By knoxt

@haneybd87: You would be the market/demographic that I would expect to be bummed out by the lack of launch software that showcases this, but also are the market/demographic that is the literal reason they are making these contained-package systems. Honestly PC's are a lot less complicated and or problematic than they used to be, though it does require a bit of extra elbow grease and upkeept- the benefits outweigh the pains at this point (like, if a pc were to red-ring, I can determine why and for a fractional cost/hassle fix it quickly as an example, a console is a trip to store/mail carrier etc, not to mention the incrimental-upgrades with console actually work out to be about the same cost as a top of the line PC if one were to choose to do that and combined the cost all around. Not to say a top-spec PC right now is future proof exactly but it's pretty dang close.......as is the pricing for a PS5/XBO relative RTX 2060/2070, each console being just a smidge outdone by the 2080ti if tech heads I've gone over this with have their info straight.

Ironically, future-proofing is exactly what both sony and microsoft are doing by releasing this hardware ahead of the software embrace by the developers they haven't contracted directly outside a few in-house and a few third party that decided only recently to switch to whatever engine takes advantage of RTX graphical stuffs and cpu offload. Which,...again makes me confused as to why, Control, both a fantastic game and with RTX on a 2070 even, is speculatively* (not enough known about how the customized GPUS in there will clock for reals yet) just about even- is not a launch-"port"-from PC for console launch pull, to legitimize the case for hardware purchase even if it's a game that exists on previous consoles.

To me, 'porting' the PC version of Control to consoles would honestly sell the system more than a saddled Halo game between generations, if I were inclined to buy either, simply for the fact that it's 'the unseen tech I don't have yet' and could rapidly be deployable alongside two other games with RTX support stemming from PC promising the same visual upgrade. Halo isn't one of them, in any super duper meaningful way that actually takes that kind of dramatic a step forward- which, is why it's actually catching all the heat- it literally has to do with the lighting in the game, aka lack of RTX (which may or may not be confirmed as coming later on). Either way, it's very weird to think that (to me) Halo's pretty unremarkable visuals compared with IDK, Medium's obvious leap in tech, is what you ground your launch window with. Then again, if Microsoft truly isn't about the hardware over the software, I guess it doesn't really matter where you play, which is kind of why I went with PC...

And with Microsoft dependably deploying all games on PC, and Sony seemingly leaning in the PC friendly eco-space lately, (and most of what I saw them present listed for PC as well), there's a shaky but relatively sensible case there to be made about PC being possibly both systems in one, or the most sensible pick when it comes to this confusing generational leap. That's not counting the super fast SSD stuff, your friends choice of platform or your favorite super-exclusive-console-ONLY games, (again, looking at PS4 for that), IMO makes the cost/effort of rethinking 'maybe PC' for access and cost staying relatively level, with piecemeal-always-upgradeable costs that are marginal compared to step-up consoles like, a XBSX ...X+ or something down the line. Your call of course but you might be able to have the best of both platforms on ostensibly a modifiable and (possibly because of steam sales and epic gives) a cheaper platform in the long run, with both microsoft and sony console exclusives available.

Anyway, I am glad there exists at least a hopeful market, at least in these comments because as it stands I'm not seeing much enthusiasm for either console at all, with PC being a pretty popular option from what my gaming circles are going with. While sure a 2080TI is/was ludicrously overpriced right now, expect that to drop *significantly* in the soonish-future with the 300 series of cards and whatever ATI is doing, not to mention price of consoles with equivalent++ SSD tech that Nvidia/AMD will have to both compete with price wise for power per card to stay in the uh, game. This is all not important but it's interesting and I have had a lot of thought put into wether or not I was going in on a console or a PC. Either way..

The rays and the tracing really are f*ing impressive and to me really do represent the generational leap, so the fact these systems have..ttwoo.. games that make use of it (?) with semi-close relative proximity to launch is simultaneously confusing, but a product of needing to work with PS4/XBO devkits (and why Control ran like ass on PS4 as one example of why these next consoles matter if you want to continue on the console path, hopefully free of current gen baggage slowing production down) -as Jeff put it, third party's catering to the lowest denomination is not exciting, or productive in terms of showing off new hardware-

Honestly I come away wondering if it would have been a smarter move to delay both console releases one more year, so RT development could mature / find a foot-hold at LEAST on PC, so that their day 1 showcase could be at least the level of impressive showpiece each previous generation has had.

@colourful_hippie said:

Really funny how Halo Infinite is turning into the "Wall Guy" moment for this next-generation.

Dude, totally, yes you nailed it.

@stradalemc said:

Here’s an insider secret. No AAA launch games are built exclusively for new hardware. Expecting that is a fallacy, work timelines don’t work that way. 85% of dev was done on previous hardware/software. That is the nature of the beast. We cant dev before we have actual hardware. Microsoft has just exposed what we have always done. Launch games are mostly developed on old hardware and it is fed to consumers as “exclusively” on x new console.

-....ackthualllyyy... most AAA software for Console hardware we have now, is built on a computer using a dev-kit to match-compare against to know limitations of what the PC-Built asset/engine can pull off on more limited hardware, and after establishing that baseline, work on the game, then optimize, then tweak some more, on loop until it works really well. This has more to do with exclusivity deals. Take naughty dog for example, they probably do use a devkit more than say Remedy did because as an in-house Sony owned studio, they have to prioritize their attention to what will maximize and astound within the limitations of what a PS4 can do. That certainly requires a dev-kit to go back and forth with.

Now, the difference with the next set of consoles is that they are even more similar to existing PC architecture, even in cases surpassing the ease of development and porting given AI DLSS equivalent stuff and standardized OS usage, as well as GPU's able to reproduce basically the same stuff like RTX the same ways or equivalently easy to reproduce as the PC counterpart. There's actually very little difference, so the need for a dev kit to back-and-forth check to see what's doable on conventional game development parity as far as what we'll see or have seen coming is very small. The exception comes down to games that make use of instantaneous loading, which may not always be the case, it's a matter of when PC architecture catches up with what these new consoles are promising. So in other words, the tech and ease of porting natively from developing a game on a computer, as has been the standard, is now one step less than it was, having to fit around hardware with limitation. Those limitations are replaced with even more potential, in fact, so the weirdest part actually is that there isn't an ABUNDANCE of games that take advantage of hgiher powered tech, or, porting up to put it one way. Backwards compatability is I guess the way they're phrasing it, but that is honestly not the reason 'new console only' stuff is a slow-trickle for impressive-unseen-before's in terms of games available, it's the newness of ALL the tech across the board, not the translation of that technology from a computer, to a devkit, to PS5/XBSX, to your eyeballs.

And, I guess I'll again point to Control as a finished, RTX built-showpiece as a case example of everything Sony/Microsoft are trying to sell, hardware-wise, and that it was developed simultaneously for PC, PS4, XBO, using UE4 and DX11/12, but has exactly the kind of tech consoles are trying to sell, and it exists already, making part of 'waiting on devkits' a little moot, unless we were strictly talking about taking advantage of super fast SSD loading, but that's really not the biggest selling point for any of this, if we're being real.

The idea that games are made by heavily relying on the console hardware as a juggle between PC construction and final disc press optimized and all, used to be true, but I don't really see that, over all, being much more than making sure the metaphorical EXE has the right encoding to run, making PC-powered graphical powerhouse games almost 100% identical requiring no 'versions' of the game, EXCEPT for the fact that they have to put these mentioned games on previous hardware, which actually does require a devkit. This is getting confusing, but it does make sense in a way that is...well, confusing, but hopefully becomes a pretty clean 1-1 singularity moment for PC, RTX and developer use of engines that allow for stuff that we haven't seen break out of it's shell in full yet- with Control and Metro Exodus probably being the only actual examples of "next gen" tech that are buyable right now. Again, you could probbably just plop those games on XBSX and PS5 with (sure a devkit) but like, turnaround time that is microscopic to the time it will take them to dev-kit optimize those same games for their PS4/XBO counterparts. For the reasons.

HZD arrives on PC next week, which honestly, like Red Dead 2, had probably a lot of work, but less than a 'remaster's' worth of work, to 're-scale' what at one point ran on a PIC already, was dialed at the same time/within development time use with PS4 hardware as THE priority, so the work to put it on PC, like a lot of games, is relatively speaking not a huge task. One step further, the work/time involved to then take the PC version on a PS5 would take possibly even LESS time. So Devkit or not, that's not the hold up on tech for what exists, it's for what has just begun to exist: Raytracing, and super fast SSD's which are a universal video game recent breakthrough. The devkit is a computer, with architectural, and special case SSD reliant exclusives we won't have for..a whle...Dev kit useage, and console-pc-console versions of games first party or otherwise is not the hold up to showcase what looks nice, it's what looks impossible to do on a previous console, aka, existing PC graphics tech/game engine technology overall, and how ready developers are to use it across the board. The devkit is a high powered PC, because the consoles are high powered PCs, the delay is in the newness of RTX, and studios that use engines that A: take advantage of this tech, and B: choose to go that route even, and C: how much they are obligated to develop and optimize (using a devkit) for the current gen limitations.

Obviously, the lineup of developers that have managed to punch out titles with that tech are countable on fingers, and the games produced even less, anywhere, so that is actually why we have such a delay on 'new hardware only' stuff, not the dev-kit learning time it traditionally took in the PS3 era, or PS4 era where PC technology advanced so far in 7 years they had to make stop-gap console variants to keep up, with help of a devkit. This is becoming history, moreso when both sony and microsoft decide to fully lean into their new system tech capabilites, specifically RTX, because, for listed A, B, C reasons I listed, will across teh develpoer/game engine board be standardized. No years of optimization required. Which is exciting.

Ow my head, That was even more typing and I'm still hungry.