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What's the reasoning behind showing both DLSS FG and MFG as separate options in the Frame Generation field of Video section? DLSS MFG is a superset of DLSS FG, which means that if a game supports DLSS MFG then it also supports DLSS FG by definition (i.e. MFG 2x mode). The way it is now just creates a lot of visual noise where you have something like this in the field: I'd suggest on either hiding FG if MFG is also set in this field - and maybe adding a note on this to the editing guide? That you don't need to specify DLSS FG is you are specifying DLSS MFG. Or tuning the template to combine these into one label, for example: "DLSS Multi- & Frame Generation", although this seems excessive to me for reasons explained above. Another suggestion I have is to abbreviate the "Frame Generation" labels there to just "FG". We have the field name on the left and the labels are linking to Glossary pages, should be obvious what it means. So above would shorten to just this: And would look a lot closer to the High-fidelity upscaling field above.1 point
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Skip copyright screen in The Punisher (2005)
victort reacted to miller11568 for a topic
Can you help me hex edit pun.exe to skip the copyright screen every time The Punisher (2005) starts? I skipped intro videos using ThirteenAG's widescreen fix but I have not tried that trick yet. Thanks in advance.1 point -
Trophy Hunter 2003 - Fix for widescreen
AlphaYellow reacted to jackbow for a topic
UPDATE. It's Solved. Just had to run the game as administrator. Aspen.cfg showed up on the game's folder. Give administrator status to the both Aspen files and saved it.1 point -
@AlphaYellowI tried everything, I can't fix the aspect ratio. I'm disappointed.1 point
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So to summarize: Steam client == the digital distribution client used to download and install games. This client alone is not regarded as DRM from the perspective of PCGW nor have been since around 2017-2019. This corresponds to the Source column of PCGW's availability table. Steam DRM == the actual DRM component provided by Valve to game developers, and which are embedded as part of the game executable and applies various forms of piracy and tamper protection to the executable. This is tracked as "Steam" within the DRM column of PCGW's availability table. Steamworks API == the "Steam API" used by games to communicate/interface with the Steam client to unlock achievements and such. This is technically not DRM per se (it doesn't inherently have a dependency on the Steam client) but common misuse of it by game developers can result in it acting as DRM (not allowing the game to be launched without the Steam client running). This is tracked as "Steam" within the DRM column of PCGW's availability table when it acts as such despite using a steam_appid.txt file to provide it with the App ID of the game. DRM-free == A Steam game is DRM-free if it fulfills both of these requirements: the game does not have the Steam DRM wrapper embedded in the game executable and the game does not have the Steamworks API act in a DRM-like capability when provided with an appropriate steam_appid.txt file. If a Steam game fulfills both of these requirements, meaning they can properly be launched separately without the Steam client installed or running on the system, it's marked as DRM-free within the DRM column of the availability table Our main issue isn't with the way the templates are treating this -- it's with people filling out the fields without improper testing (which only education and training can resolve) and legacy data provided and inserted from PCGW's younger years before we separated the client/launcher from the DRM tracking (which can only be resolved by someone going back and retesting all of the games).1 point
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There is no need to split anything as the way it’s being tracked is already fine enough. The issue isn’t with how PCGW handles it — it’s with how users, and typically in the past, filled out the information and that issue would remain regardless of what change was implemented. Steam DRM refers to the DRM component of the game. It doesn’t refer to the Steam client (the launcher) at all. And regardless of its efficiency, it’s still DRM and treated as such by PCGW. As I mentioned, we don’t care about the efficiency of a DRM solution. If it’s DRM it’s DRM, regardless of how reverse engineered and easy to remove it eventually becomes. And to clarify PCGW does not consider the Steam client as DRM, nor have we done that since around 2017-2019.1 point
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The Steam DRM wrapper is DRM -- there's no question about that. It's however not a proper full-blown anti-piracy solution because of the basic and standardized protection measures it employs. As Valve themselves says, it protects against extremely casual piracy (and tampering) and wouldn't prevent a motivated actor. But that's all besides the point for PCGW -- the site doesn't make a distinction between a "successful" DRM and a "so well documented and reverse engineered it's functionally useless" DRM. They're both equally treated as DRM on PCGW. That thread is insanely out of date and harkens back to the very early design and guidelines the site had over a decade ago. The modern approach and coverage of DRMs and stores (where Steam/Epic/etc games can be flagged as DRM-free) were introduced later sometimes around 2017-2019 or so. As I said in an earlier post, there's not a lot PCGW can do about this to improve it further as we've already built and implemented everything that's required to flag DRM-free titles on Steam/Epic/etc as such since years ago. Your issue, at its core, is with older unmaintained game pages and potentially incorrect DRM tracking within them and there's nothing the PCGW staff can really do about. Those pages and DRM claims needs to be gone through by an owner of said games, and then verified and updated/corrected where possible. And it is pretty much all of the game pages that would need to be gone through as most of them almost certainly lack an actual reliable reference to the DRM claim being made. And when it comes to that kind of job, PCGW is a community project where literally anyone can edit the game pages so anyone would be able to take on that kind of project upon themselves and go through and do it. The staff itself, however, will pretty much never have the time to do anything like that since their focus is on other areas.1 point
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All that info is already provided via icons and text, any specifics are mentioned in notes. Examples: Activation limit: https://www.pcgamingwiki.com/wiki/Mirror's_Edge Constant Internet connection: https://www.pcgamingwiki.com/wiki/Battlefield_2042 Description of all DRM types: https://www.pcgamingwiki.com/wiki/Digital_rights_management_(DRM) Custom Executable Generation seems to be obsolete btw: https://www.pcgamingwiki.com/wiki/Digital_rights_management_(DRM)#Custom_Executable_Generation1 point
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Hi, PCGW already makes that distinction where possible, however the incorrect DRM tracking stems from editors assuming that a specific store-provided DRM option is used for a game at the time the article was created, which is often months or years before the release of the game. The intention is for editors to always follow up and validate the claim upon release, if possible. The ”store DRMs” that we supports refers to those store-provided DRM options, e.g. Steam DRM for Steam, EOS/EGS based DRM for Epic Games Store, EA’s DRM for EA App, etc. So they do not technically refer to the storefronts themselves, but the clients/underlying platform used to enforce said DRM. This is also why PCGW support flagging a DRM such as ”DRM-free*” (with a star/wildcard), in scenario where digital distribution releases (e.g. Steam games) requires a few manual steps to ”access” its actual DRM-free nature (e.g. steam_appid.txt for some Steam games). PCGW also note the ”default store DRM” assumption discrepancy over on the DRM-free lists: https://www.pcgamingwiki.com/wiki/List_of_DRM-free_games Basically, there’s not a lot PCGW can do in this regard than what we already do. P.S.: That Reddit thread is inaccurate and only concerns games that uses the Steamworks API but does not use Steam DRM to protect the game. Such games don’t have a dependency on the Steamworks API client — they only have a dependency on knowing the Steam App ID which the embedded Steamworks API should engage in. These are supported and tracked on PCGW as ”DRM-free*” (star/wildcard) due to the manual methods involved. For games actually protected by Steam DRM, the method will have no effect at all.1 point