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Marioysikax

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Marioysikax last won the day on May 18 2017

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About Marioysikax

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  • Birthday 10/20/1992

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  1. Just to point out another reason why the current table is kinda failing: Oculus support on Steam games. Right now how the table is simply checking compatibility on Steam and calling it a day, however many games do actually rely on OpenVR translate the game into Oculus which adds overhead and possible issues. https://www.reddit.com/r/oculus/wiki/steamgameswithnativesupport Do we still keep stating that all games on Steam are Oculus supported or should they be stated to be false and that they are using openVR support (aka HTC Vive on current table) or limited that they simply don't have direct support but are using OpenVR for official support as stated on games steam page. This also kinda ties around my idea of wanting to simply state SDK that games use rather than individual headsets, especially now as Unity is already dropping support for most VR SDKs in favor of openXR, meaning that information of what SDK game is utilizing is becoming more vital. https://uploadvr.com/unity-deprecates-openvr-support/
  2. This, I agree on. If you do need to actually do more work than flip a switch on something, we should have instructions at that point for that game specifically. Also as compatibility bits are essentially game specific, they should definitely count as hackable and per game basis. My problem is that most of the time when talking of people putting AA hackable on articles, it's because they tell to use reshade or GPU control panels FXAA option (at least I still have that there and it works, additionally there's MFAA and Inspector allows further tweaking and applying). These should work 99% across the board because it's post processing. We should also then have lists and guidelines that what does and doesn't count as hackable when talking of external software forcing. Also technically SSAA is forceable externally and globally as well with virtual resolutions? Disagree. If the game has option but it's not going to highest possible values then it should be limited (because we now have this fancy option I still kinda dislike), noted about that and then linked to AF article for instructions how to force it. Also if the game does not have option at all, this is exactly why hackable was not used, because false indicates there's no option for that game specifically, but then there's also note "See the glossary page for potential workarounds." with link so the user can go and see how to force it externally and/or globally. Also this way if there's game specific way of forcing AF (e.g. config files) then it's more clearly noted it being possible.
  3. This has also kinda been weird to look at, because almost all games which use SteamVR are by default compatible with almost all headsets and the only problem seems to be similar to what Valve Index has: non-native in-game controls. Right now there's no proper way of indicating this in article other than note. So would it actually be better to start listing APIs used instead of individual headsets? Some games utilize several APIs e.g. OpenVR (aka SteamVR) and Oculus SDK and use whichever is open in the background. OpenXR is also supposedly coming and fixing the fragmentation and that's headset and platform independend solution.
  4. Valve index has been out for some time now, but it is not listed on articles in any way and there's no dedicated fields for it either. 1. Should "HTC Vive" be renamed into "SteamVR headsets" to include both Vive and Index or should Index be additional entry on the table? Headsets should be almost interchangeable, hence why valve is selling controllers and lighthouses seperately, however steam store still keeps mentioning vive and index seperately on store pages and mentioning index on articles would be more SEO. 2. With tracked motion controllers, should we indicate specific controllers, rather than just true/false? Many games are updated to support valve index controllers, but almost as many are not and will give you prompts for htc vive controllers instead. This can also lead into some trouble if the game relies heavily on e.g. touchpad controls. e.g. Payday 2 is impossible to play out of the box with index controllers, even if it fully supports motion controllers.
  5. If my memory serves me correctly, the reason why it's like this is because in huge majority of cases, forcing AF works without any problems, so it would not serve anyone if all games had it either true or hackable. I know people who have set AF to globally forced on and even Microsoft is doing this with Xbox X. Because if we only put false on games which have issues with forced AF, there would only be handful from thousands and thousands. Also this way, hackable is reserved for per game methods so they are easier to see and find, so that if there's native way of doing things, that's usually preferred over external methods. Also if it's been tested to not work, it's far easier to note games were forcing AF externally causes issues.
  6. I always like to bring up one game when this topic arises: Out there somewhere The game was not that revolutionary or even too memorable, but it still stucks with me as that one game I could enjoy from start to finish in one day. It felt really nice to have great experience and have closure for it. It's actually sometimes bit hard to even decide what game to begin, because it's making dedication of using free time on that alone, usually multiple days and there is already so many to choose from. Sometimes it's simply much easier to make decision that the choise was wrong and time would be saved by simply moving onto next experience. When it comes to completing games, in most cases it feels like thing that's unobtainable without truly hard dedication to the game, at which point it becomes work rather than fun. However in some cases when that completion is only bit further ahead, I do sometimes dedicate the time to fully complete it and it is extremely satisfying feeling to have something fully done. Just finished Cat Quest, I could've just finished the game immidiately, but putting in 1 more hour I could do all the things in the main game and play around being overpowered and once again, give more fun out from the game rather than just having it being checked off from the list of games to be played.
  7. Yeah, this is immidiately what I was thinking. Almost all things I have backed have promised at least GOG.com and Steam key, earlier they promised Steam key as long as the game was greenlit 😛
  8. I'm hitting 500-600 FPS with all settings maxed out with i9-9900K+RTX2070, 2560x1440, so I'm using r.ScreenPrecentage 200 to get almost constant over 100 FPS.
  9. 101 downloads

    https://pcgamingwiki.com/wiki/Rogue_Legacy Replaces button prompts with Dualshock 4 ones. Source: https://www.reddit.com/r/RogueLegacy/comments/2uluih/pc_i_made_a_mod_for_ps4_icons_today_interested/ Mirror: http://www.mediafire.com/download/b5888d18fmax8m6/RL+Icons+Mod.zip MD5: 0CFA8A96D1371EDAA7D463CBD8B0CC35
  10. Steam. They expanded steam controllers build in support to Dualshock 4 and now to XInput and generic DirectInput controllers and opening game in big picture lets you configure the keys in steam overlay.
  11. I have actually asked this in past, many times, as there are several games that support this. However the amount at least right now is like handful. Rest, if they have the support, it's nearly impossible to see what's differend to regular XInput support. If developer adds custom bindings for their game that does not count as support.
  12. CS:Source is one of the games that has been extensively updated after release and which focuses on online multiplayer aspect, so there is possibility that the game was updated at some point to make commands to play without steam stop working. Haven't tried them myself either, but if nobody can give any input I can try this out when I have extra free time.
  13. Helo! First of all I actually do not fully understand why you would want to use under native resolution of the screen as non-native resolution on modern flat monitors will look awful in any scenario. But I guess this is more for discussion instead of solving the problem. Thing I would check is the scaling and scaler settings in GPU control panel. With nvidia this should be under "adjust desktop size and position". Try using the "aspect ratio" and "full screen" options and toggling the scaler between GPU and monitor if possible.
  14. Doesn't steam automatically do these things? Only situation where I have seen these files even touched was games which installdir changed, but even then regular reinstall also worked fine.
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