Jump to content

Expack3

Moderator
  • Content Count

    270
  • Joined

  • Last visited

  • Days Won

    27

Reputation Activity

  1. Like
    Expack3 got a reaction from idesmi in Publisher tinyBuild won't patch or update GOG games "because games are continuously torrented through DRM free builds"   
    tinyBuild's stance on this is so backwards it's obvious they DNDTR (Did Not Do The Research).
    Games with DRM have their soundtracks pirated online via YouTube, with the uploaders using in-game - nowadays lossless - recordings if there's no official soundtrack. They also seem blind to the fact deluxe-edition soundtracks - even on Steam - are literally a bunch of files that anyone can upload. In other words, DRM-free upon download completion.
    Why offer DRM-free builds of a game when people know they'll never be updated for fear of enabling piracy.
    Also, they apparently are unaware of the convenience argument. For example, they can just upload their soundtracks to YouTube Music, Spotify, or whatever, so people who would otherwise pirate them can listen for free and tinyBuild would still get money.
  2. Thanks
    Expack3 got a reaction from AnotherGills in Nvidia announces upgraded RTX Super line of GPUs   
    This seems quite unnecessarily split up. I'd combine them like so:
     
  3. Like
    Expack3 got a reaction from Kellovesi in Tim Sweeney blames Valve for crowdfunding uproar, claims Steam "traps crowdfunded projects" on their platform   
    All I can think of when reading this, and including all the stuff Tim's said recently, he's either high or doing what he perceives to be damage control. This sort of behavior is not sane.
  4. Like
    Expack3 reacted to Aemony in Proposal: Add Communities Sub Section   
    Adding a section just below the General Information section doesn't really solve any of the current issues, and will only result in even more wasted space at the top.
    In another thread and in previous discussions the removal of e.g. stuff like community-driven wikis have also been mentioned as possible changes.
    I can see a benefit in having a general "everything goes" community section at the bottom of articles in Other Information, as that have generally been considered the place for non-technical stuff like mods or info not applicable to any of the other sections, etc. It would also serve as a general acceptable place to list however or whatever community members would feel beneficial, and the lack of prominently being featured on the articles would also prevent edit wars.
    So in short:
    General information - Official game resources Other information -> Communities (or however it would be called) - "everything goes" community section filled with links and whatnot to unofficial resources and stuff. To bridge the two, we could add a link in the general information taking visitors down to the bottom (e.g. "See community-oriented links" or something similar).
  5. Like
    Expack3 reacted to Aemony in Proposal: VR Template - Add VR Driver VorpX   
    Welcome to the forums, and yeah, you posted this in the proper channel ūüôā
     
    Your proposal is sound, and I don't foresee many hindrances of implementing it. What I am interested in though is how, if you have an initial design, the row itself would be formatted in the VR table, and what parameters you're interested in tracking separately from one another (e.g. modes such as G3D/Z3D etc), if any.
     
    I've created an initial draft of the addition to the template here: https://pcgamingwiki.com/wiki/User:Aemony/Sandbox/VorpX
     
    When parameters are tracked separately it allows the users or visitors of PCGW to easily create a table of all tracked parameters to make for an easy comparison. For example, each column (except the game name) in the list of local multiplayer games is a separately tracked parameter. However the more these sorts of data are tracked separately, the more complicated the end result can become (see the editing guide for multiplayer table as an example).

  6. Like
    Expack3 reacted to ZLoth in Is Google Stadia the end of PC gaming as we know it?   
    This will only work in areas that have extremely high-speed/low-latency Internet. With some of the Internet providers talking caps on data transferred, I foresee problems. 
  7. Like
    Expack3 reacted to AnotherGills in Shenmue III developers refuse Kickstarter refunds for Steam keys, they state Epic Games Store is the "best distribution platform option"   
    Epic isn't only paying for exclusivity, they are also taking a smaller share of revenue from game sales.
    Epic is providing a more lucrative store for developers. If Valve has an issue with this, they can adapt Epic's policies for the Steam store. Valve could pay off developers and publishers to not release games on the Epic Games Store, yet they have chosen not to compete in that regard.
  8. Like
    Expack3 reacted to Andytizer in Special K and PCGamingWiki linking   
    Many thanks to @Aemony and Kaldaien for organising linking back from the Special K mod to PCGamingWiki, you can see this in action in Octopath Traveler version of the mod.
    I like to think PCGamingWiki is more in the 'Computer' section of the bookshop rather than 'Self-Help' section :D.
  9. Like
    Expack3 reacted to Aemony in Shenmue III developers refuse Kickstarter refunds for Steam keys, they state Epic Games Store is the "best distribution platform option"   
    Crowdfunding in a nutshell.
    At least Shenmue 3's Kickstarter doesn't seem to have promised a Steam copy on the page back in 2015 from what I can tell.
  10. Like
    Expack3 reacted to Mars icecream in Proposal: Overview (or 'port history') to replace top of articles   
    Key points give too much power to new accounts (I'm mainly referring to unregistered users) and some very questionable information has even been featured on the front page's "featured articles" . I don't often know what can be added either and a significant portion of my key points have been quickly removed from articles. The editing guide is more of a guideline.
    I've compiled some examples of subjective edits here:
     
  11. Like
    Expack3 reacted to Mars icecream in Proposal: Metacritic or equivalent   
    I'm against adding Metacritic or Opencritic scores because the vast majority of outlets issue the same score for all platforms (prominent when the 100-point scale is used), presumably not comparing the platforms extensively, or not much at all. The PC platform universally has lower amount of scores than the console platforms which have roughly 100 ratings for major releases ‚ÄĒ the Metacritic average also tends to be lower despite objective technical advantages.
    More significant issue is that practically every publication listed on Metacritic ignores the technical aspect: 30fps lock, locked resolution, mouse acceleration, key-rebinding, available configuration options (if any), gamepad-friendly HUD, mismatched X and Y sensitivity are so rarely mentioned that I might as well say that they never are. I skimmed through every English review for Alice: Madness Returns (when online, some pages haven't been archived by archive.org) and the game's 30-fps lock was never noted.
  12. Like
    Expack3 got a reaction from Effcol in Add Early Access Date as well as Release Dates   
    If we are to track the Early Access date of a game, I'd also include a third date in those cases where the developers actively cancel an Early Access game. For example, the developers of a game I purchased in Steam Early Access, The Kindred, announced on 20 January 2018 they were pulling the game from Early Access and purchase as they could no longer develop the game nor easily find an interested developer to continue development.
  13. Like
    Expack3 reacted to Aemony in Is it allowed to add a DX12 games list to the wiki?   
    References should go in the "direct3d notes" field, and not the "direct3d versions" field, of the API template. The "direct3d notes" field is limited to only supported values, as anything else will screw up the backend connections.
    Only remove listings if you've actually confirmed that they do not support DirectX 12 on your own, or you find a concrete source mentioning that it doesn't. PCGW generally assumes that edits are accurate despite a lack of reference, so to remove ones that are "suspicious" you'll have to find a concrete source confirming the suspicions.
    Feel free to add {{cn}} in the notes field to flag that a citation is needed, though.
  14. Like
    Expack3 got a reaction from eddmanx in Is it allowed to add a DX12 games list to the wiki?   
    Are you putting the reference in the "direct3d versions note" section? Putting it directly with the version number is going to cause more issues than just not showing up on the DX12 list.
    Also, out of prudence, I would label any suspect API listings using the {{cn}} (Citation Needed) tag in the same way you would place a reference for a particular API version. If it goes too long without the API listing being confirmed, a wiki user will delete it.
  15. Like
    Expack3 got a reaction from eddmanx in Is it allowed to add a DX12 games list to the wiki?   
    Actually, your request has prompted us to start cataloguing all the DirectX 12 games we already have on the wiki: https://pcgamingwiki.com/wiki/List_of_Graphics_APIs
    If you want to help, just follow the instructions on the page, and create a wiki page if a game on the Wikipedia list isn't on the site. (If you need help creating a wiki page, reach out to us either in this thread or, for more immediate help, on Discord.)
  16. Like
    Expack3 got a reaction from Andytizer in Is it allowed to add a DX12 games list to the wiki?   
    Actually, your request has prompted us to start cataloguing all the DirectX 12 games we already have on the wiki: https://pcgamingwiki.com/wiki/List_of_Graphics_APIs
    If you want to help, just follow the instructions on the page, and create a wiki page if a game on the Wikipedia list isn't on the site. (If you need help creating a wiki page, reach out to us either in this thread or, for more immediate help, on Discord.)
  17. Thanks
    Expack3 reacted to Suicide machine in Sound and Windows 10   
    ZZZzzZZZzzzZZzzzzzzz
     
    Just let Windows 7 die in peace with it having pretty much a killdate set up... since it's pretty much the only way Microsoft can "convince" people nowadays.
    Even if it's all true, difference is really not that "huge" and making a note "upgrade to Windows 10" is not a solution, either.
  18. Like
    Expack3 got a reaction from Blackbird in What GPU should I upgrade to? (Nvidia 970 GTX)   
    At this point, no. As I mentioned to another PCGW regular on Discord, don't focus on the RTX part - focus on the performance, and think of RTX as an added 'bonus'.
  19. Like
    Expack3 got a reaction from Blackbird in What GPU should I upgrade to? (Nvidia 970 GTX)   
    I'd get the 1070Ti. While you'll have to wait until the new drivers are released to use the "FreeSync" part of your FreeSync monitor, GeForce GPUs, in my experience, are more compatible with older games and various third-party plugins (i.e. dgVoodoo2, ENBSeries, etc.) than AMD/ATI's cards. (Furthermore, should you want to try out a game saddled with hardware PhysX/GameWorks features, you'll have plenty of computational power to throw at it.)
  20. Like
    Expack3 got a reaction from Andytizer in PC Report: Hitman 2   
    PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. For an up to date account of Hitman 2 fixes and improvements, please visit its respective PCGamingWiki article.
    Hitman 2 was developed by IO Interactive and published by WB Games. The game was released on November 13th, 2018, though purchasers of the game's Gold Edition gained access to an exclusive, pre-release version of the game, which was released on November 9th, 2018. This PC report is based on the pre-release version.
    Requirements
     
    Minimum
    CPU: Intel Core i5-2500K 3.3GHz or AMD Phenom II X4 940 RAM: 8 GB HDD: 60 GB GPU: NVIDIA GeForce GTX 660 or Radeon HD 7870 OS: Windows 7 64-bit Recommended
    CPU: Intel Core i7 4790 4 GHz RAM: 16 GB GPU: Nvidia GeForce GTX 1070 or AMD Radeon RX Vega 56 (8GB VRAM) OS: Windows 10 64-bit Editor's System
    CPU: Intel Core i7 8750H 2.2 GHz RAM: 16 GB HDD: 1 TB SDD (OS): 128 GB GPU: Nvidia GeForce GTX 1060 with Intel UHD Graphics 630 OS: Windows 10 64-bit The following analysis and assessment was made using GeForce driver v416.81 and Intel UHD Graphics driver v23.20.16.4973. It should also be noted, as stated above, the following analysis and assessment was made using the pre-release version of Hitman 2 made available to those who purchased the game's Gold Edition.
     
    Graphics settings
     
     
    The graphics settings have been simplified compared to Hitman. Gone is the ability to select the quality of shadow maps, whether to use anti-aliasing, and the ability to use DirectX 12 over DirectX 11. Whether this game will have DirectX 12 support added later remains to be seen. Also, while the in-game graphics options are identical to those the game's launcher provides, the game does feature real-time switching of graphics options in-game. This means you can immediately see the effects on quality and performance based on your choices without confirmation - as happens in so many games both new and old.
     
    Performance analysis
     
    The following takes apart each of the game's individual graphics settings, shows how they work in-game and affect the image, as well as how they perform on average. The performance figures shown are based on the results of testing via the game's built-in benchmarking mode. It should be noted the FPS amounts shown here will look differently than most PC Reports as Hitman 2's benchmarking mode is non-deterministic. This means what the benchmark does, unlike most benchmarks, is pan a camera through a specific scene and lets the game's AI, physics, and other systems run as if a player were actually playing the game. Every benchmark session is unique - and, as a result, each finished session will have different FPS amount.
     
    I should also note with all settings at their lowest levels, there seems to be some kind of frame rate limiting going on, as the average FPS always hovers around 60 FPS - even with v-sync disabled.
     
    Overall Performance
     
    As a baseline, I set all graphical options to their lowest settings, then increased settings from there. That said, I understand those with a powerful PC will want to try and get the maximum settings straight away. Thus, here are the results of setting all settings to minimum, maximum, and maximum without Super Sampling Anti-Aliasing:
     
     
    As you can see, the performance goes from over 60FPS to just over 50FPS when switching from the baseline to maximum settings without Super Sampling Anti-Aliasing. With Super Anti-Aliasing turned on, the performance tanks to less than 20FPS on maximum settings. How all this comes together will be explained in the upcoming sections.
     
    Super Sampling (SSAA)
    Super Sampling Anti-Aliasing (SSAA), or Super Sampling as it's referred to in the graphics settings, has the GPU generate the game's graphics at a resolution higher than the actual resolution of your monitor, then reduces the resolution back down to your monitor's actual resolution. The result is a cleaner, more detailed image the larger the GPU generates the game's graphics. You can specify the amount of Super Sampling as a percentage of your monitor's actual resolution in 10% (0.1) increments from 1.0 (off) to 2.0 (max). This means at maximum Super Sampling, on a 1920x1080 (Full HD) display, the actual graphics resolution is increased to 3840x2160 (Quad HD).
     
     
    However, for a game as graphically-demanding as Hitman 2, this increase in image quality comes at a steep cost:
     
     
    Even with the settings cranked down as low as they can go, Super Sampling quickly eats up ~20FPS at 150% (1.5) resolution, while 200% (2.0) Super Sampling utterly tanks performance to ~25FPS - an almost-unplayable framerate. However, keep in mind this dramatic loss of performance would be roughly the same if I played the game in 4K without Super Sampling; when enabled, Super Sampling is literally generating higher-resolution graphics and fitting them to however large your display is.
     
    Level of Detail (LOD)
     
    This is exactly what the game describes it in-game: LOD determines the detail of objects, as well as how close an object has to be to become detailed.
     
    [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_297777.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_433707.jpg|864|540|Low LOD|Ultra LOD[/compimg]
     
    While the benefits of a higher LOD may seem to diminish the further away objects are from you, take a closer look at the yellow-colored room on the second floor of the building. In low LOD, it appears empty; in ultra LOD, the room appears fully-furnished, with the finer details just out of sight.
     
    As the game also features heavily-populated levels, here's another example with a very large crowd:
     
    [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_584974.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_838004.jpg|864|540|Low LOD|Ultra LOD[/compimg]
     
    Here, the difference between LOD levels seems even less than the outdoor version due to how the game handles crowds. That said, take a look at the white tent near the center of the image. At low LOD, the tent seems like it's blurring into the crowd; whereas on high LOD, the tent is clearly detailed, even amongst the hoards of people in front of it.
     
     
    Surprisingly, the game's LOD system is able to keep a high framerate even at Ultra settings, though slightly lower than the baseline FPS. So if you want to keep to a more sold 60 FPS, stick with high or, if you're willing to take the quality hit, medium. Ultra certainly remains an option - but do keep in mind you'll need a GPU roughly as powerful as the recommended GPU (like my GeForce GTX 1060) if you want it to be playable.
     
    [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_180441.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_62979.jpg|864|540|Low LOD|Ultra LOD[/compimg]
     
    Texture Quality
     
    Most of the game's graphics are very high-quality, even with Texture Quality set to Low. That said, the game does reduce the quality of lower-importance textures, like the banner in the center of the images, when texture quality is lowered.
     
     
    Because most of the game's textures are high-quality regardless of how Texture Quality is set, FPS is consistent across the three possible settings. Unless your GPU has less than 4GB of memory, you should be able to set Texture Quality to High and have no issues.
     
    Texture Filter
     
    This controls how textures, especially those at a sharp angle to the player camera, are filtered so they can remain sharp. The game offers trilinear filtering as well as the usual array of anisotropic filtering levels (2x, 4x, 8x, and 16x).
     
     
     
    Normally, the game's textures aren't nearly as noticeable as this sign at an angle; hence why I singled out this particular example.
     
     
    However, as you can see, anisotropic filtering is essentially costless in terms of FPS. As such, setting Texture Filter to Anisotropic x16 is essential and won't cost you FPS - even if you only meet the minimum specifications.
     
    SSAO (Screen-Space Ambient Occlusion
     
    SSAO is a venerable, if controversial, method of adding additional depth to an image by simulating more precisely how light is blocked by physical objects.
     
    [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_454267.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_601279.jpg|864|540|SSAO off|SSAO on[/compimg]
     
    The effect is serviceable and, in the eyes of this reviewer, inoffensive. It adds additional depth to the image, though it has the typical issue of objects, such as the railings in the above image, appearing closer to other objects than they seem because SSAO is based on what the player can see (screen space), not on the true physical relationship between objects.
     
     
    The implementation of SSAO in this game is very efficient, meaning if you like it, you're not losing any meaningful amounts of FPS.
     
    Shadow Quality
     
    The final graphical option controls the resolution of shadows of both static and dynamic (i.e. toggleable and/or moving lights).
     
    [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_251276.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_89688.jpg|864|540|Low Shadow Quality|Ultra Shadow Quality[/compimg]
     
    The only thing to note is High Shadow Quality is near-identical to Ultra Shadow Quality. There is some detail lost, but it's so minimal that you may want to stick to the High setting.
     
     
    That said, the FPS loss is negligible either way, so unless you have a card which meets the minimum specifications, Ultra shadows are handily-achievable.
     
    Controls
     
    The game's keyboard and mouse options are few aside from keybindings. There are only two options you can adjust: inverting the Y axis and adjusting how sensitive the mouse is in-game.
     
     
    You'll actually want to keep the sensitivity as low as you can, about 0.75 in my experience. While higher sensitivity levels are useful - especially for sniper-only missions - it tends to get in the way of such simple things as aiming throws and more standard guns like pistols and regular assault rifles.
     
     
    As for the keybindings, everything aside from what keys or mouse movements move the camera can be changed.
     
    I can't test controller support as I own neither an Xbox One controller nor a DualShock 4 controller. However, if you did own one, there is no in-game way to actually change the action mappings on a controller in-game. Nonetheless, controllers are customizable to some degree. You can invert both the X and Y axis, adjust aim and camera sensitivity, and toggle aim assist options.
     
     
    Also, for those who use a Steam Controller, sadly, Hitman 2 lacks native support for it.
     
    Audio
     
    Audio support is quite complete in Hitman 2. You can adjust the game volume as a whole as well as adjust the individual volumes of effects, dialogue, and music. You can even configure the game to use up to 7.0 surround sound!
     
     
    The real treat lies in the game's language (subtitle) settings. Not only can you adjust what language the GUI and the in-game subtitles are in, but you can also adjust how large the subtitles are. This is extremely handy for the hard-of-seeing (legally-blind) and for players using a TV monitor for gameplay.
     
    Conclusion
    While it is disappointing to see such simplified options in Hitman 2, I cannot deny the game, even on Ultra settings, just works at ~60FPS, and it just looks gorgeous, even on minimum specifications. If you're looking for a good Hitman 2 port for the PC, this is it.
     
    Special thanks to PCGamingWiki contributor Aemony, who graciously co-authored the game's wiki article as well as captured the various settings screens in and out of game!
     
    PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor Expack3. For an up to date account of Hitman 2 fixes and improvements, please visit its respective PCGamingWiki article.
     
    Thank you for reading. If you enjoyed our article and want to us create more articles, more often, please consider donating to
    PCGamingWiki's Patreon campaign:
    View full article
  21. Like
    Expack3 reacted to Mr. Doomguy in Replace "EAX support" with "3D Sound"   
    The reason for this change is due to the fact that there are more than 1 3D audio middlewares such as Aureal 3D or OpenAL HRTF and just listing it in a section that is about Creative's EAX just doesn't make any sense. Like in this article for example https://pcgamingwiki.com/wiki/Unreal_Tournament#Audio_settings
  22. Like
    Expack3 reacted to Antrad in MobyGames   
    In the area under the game cover art there are links to Wikipedia, SteamDB, Wine... and other stuff. I recommend to add MobyGames there too, since Wikipedia is a general online encyclopedia and MobyGame is basically an online encyclopedia for video games and people often already add the links to it in the general info section. Many old obscure and less known games don't have a Wikipedia page, but I have yet to find an old game without a MobyGames page.
  23. Like
    Expack3 got a reaction from Blackbird in Are discrete soundcards worth buying for modern games?   
    The general public could care less about the things you and I care about. The¬†only thing people would care about within those low-end Xonars is support for both the real-time filters and standard Dolby and DTS decoders - and that's if they're using their computer as a media center or are really into surround sound. Otherwise, why bother with a 30-50√Ę‚Äö¬¨ piece of hardware when you can just use an integrated sound card with sound quality so close to the discrete hardware that only audiophiles, professional audio engineers, media center owners, and retro PC gamers can tell the difference? (Besides, at least in laptops, most modern integrated sound cards come with either Dolby or DTS real-time filters.)
  24. Like
    Expack3 got a reaction from Mirh in Early Access and cancelled games   
    Firstly, no, you're not seeing things - Expack3 is, in fact, back. Not sure it'll be permanent, but while I'm here I figured I might as well contribute some constructive opinions....
     
    I could see a shared naming convention being used for these games. The fact they have release dates and not "Early Access" dates would be sufficient differentiation.
  25. Like
    Expack3 got a reaction from RaTcHeT302 in Store Link template does not support Gamesplanet   
    As I was updating the availability section of some of the titles which are resold on Gamesplanet, I noticed the Store Link template (http://pcgamingwiki.com/wiki/Template:Store_link) does not support the new store yet (see http://pcgamingwiki.com/wiki/Fallout:_New_Vegas#Availability for an excellent example).
×
×
  • Create New...