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Joined 2 年前
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Cake day: 2023年6月6日

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  • Are any of those countless cars ones that have any sort of sport mode? Because i only experience that in cars with no modes (ie permanently in eco mode) or when in the eco modes. Which is a fair enough critique i guess, but also, theyre eco cars for a reason. Nobody cares what happens when you floor it in an eco box while its already upshifted and cruising.


  • Wat? Its not 1995 anymore. The computers are smart enough not to send your rpms to the moon when you arent pressing the gas. And the system may not necessarily know its raining, but it sure as hell knows more about the moment to moment traction on each wheel than even the driver does! And lets not even get into the fact that you don’t make more power that way anyway, or that your tires are hopefully not so shit or bald as fuck and at risk of fishtailing during totally normal situations.









  • Ray tracing is not a fad though, and reducing it to just reflections is ignorant. Reflections, shadows, bounce lighting/global illumination, etc. all get noticeable bumps in quality. They are definitely more subtle than previous bumps from new techniques because those old techniques have gotten so damn good. But at the same time, those previous techniques have reached their limits and have unfixable problems. Whether that is occlusion artifacts in reflections, light leaking from global illumination, non-interactive baked lighting, shadows with uncanny resolution and no penumbra, hacky ambient occlusion, etc. etc… the problems are all minor, sure, but they are there, noticable, and devs want to keep pushing.

    And this is ignoring the benefits on the dev side as well. No more annoying rasterized light placement. And pulling your hair out trying to hack the engine to get the look youre after. “It just works” is an unfortunate comment but holds a lot of truth. Even non realistic looking games will use more and more ray tracing as time goes on because of that. And eventually every device and card will have performance for a full suite of effects. Its an inevitability, not a fad.



  • Depth to movement mechanics is one of the differences between mediocre and great first person games. Look at counter strike movement over the years. Players have extracted everything from the quirks of that engine, the game is better for it, and the skill ceiling for movement alone is enormous. That skill ceiling is important. Crouch jumps in particular have been in pretty much every game i can think of since i learned halo on the og xbox. even if they aren’t explicitly used by the game designers, there is often tricks you can do to exploit campaigns in fun ways, or maneuver the multiplayer with a higher level of expertise than others. Thats fun. Competitive but fun.

    Compared to games where every mechanic is dead simple and everyone can do it, its more just rock paper scissors at that point. The designer gave a specific movement ability, you counter it with some other ability they designed. Its boring to me.






  • Right, but its not your responsibility to slow down at all. Its kind of you to do so when the merging vehicle picks up on your intention, but when they don’t, it makes a miscommunication like you describe.

    Basically, i’d just describe it as being predictable. And bending the rules (even to be kind) is not predictable, usually.