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Posts posted by Marioysikax

  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. 

    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. 

  2. On 12/25/2019 at 10:59 PM, BONKERS said:

    I have to draw the line that forcing SSAA,MSAA,SGSSAA,TrSSAA should be considered Hackable because these all have to hooked in at the driver level at the appropriate state during rendering. (Hence the need for compatibility bits)

    It's not at all like FXAA or SMAA since those are Post Process shaders that are GPU agnostic.  You aren't just taking the final 2D Buffer like the MCable and slapping a filter on it.


    On 12/25/2019 at 10:59 PM, BONKERS said:

    In my mind that qualifies as "Hackable" because the game has no support for it, but the driver has to hook into the game engine to make it work. People visit a page for a game because they want specific information for that game. They shouldn't have to dig through other pages to eventually find information on AA for that specific game that they probably have no idea may even exist in the first place. 

    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? 

    On 12/25/2019 at 10:59 PM, BONKERS said:

    Anisotropic Filtering, I feel the same way about because tons of games don't offer it at all, their in-engine version is of lower quality(Like Crysis 2/3 for example. Even at it's highest AF in Crysis 2 is significantly lower quality than the driver verison. Similar to this Just Cause 3 comparison) or their in game option tops out at a lower setting. For games that don't have the option at all, I feel that hackable is appropriate because it's possible that your average user doesn't know they can set it up globally in the driver to override what game engines do.


    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. 12 hours ago, Mastan said:

    "SteamVR headsets" also supports WMR through Windows Mixed Reality for SteamVR.

    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. 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. 

  8. 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. 

  9. I actually just happened to got the Mighty No. 9 myself when my friend who backed it gave it to me, saying they already played trough DRM-Free version at some point and it wasn't the game they enjoyed.


    You are right in the sense that the game isn't exactly bad, but it's clearly mediocore at best. At least in current years, if the game is mediocore many simply view it as bad. Also bigger issue with that game was the hype around it, I'm pretty sure even if you weren't fan of the game you were constantly hearing bad news about it which then impacted how you would perceive the game when it came out. Releasing on tens of platforms at the same time didn't help either because all of them even now still has their system specific issues. Also doesn't help that Azure Striker Gunvolt was released not too long ago, even being almost direct 3DS port job with 30 FPS caps and other severe technical issues, it still felt much better to play. 


    As for me, controller wasn't working at all at first, game was capped at 62 FPS, after couple of stages I was struggling to get 20 FPS on 980 Ti, graphics looked cheap instead of what they might've been going for and quit out of boredom. But I can still see someone enjoying this. 

  10. Hi and welcome! 

    Creating article from scratch can seem pretty spoopy thing to do, so I have created article for the game with all the information available publicly and in this topic: http://pcgamingwiki.com/wiki/Lander 

    Feel free to fill in more info if you own the game. 


    You can try creating articles in the future if you like, there are always someone willing to fix things for you if you happen to do make mistakes. Easiest way to start is simply copy cheat sheet from sample article that is available in link at the left panel and then just modify the infro from filler to correct one. 

  11. What do we do if sys req change over time?


    For example, I noticed Overwatch dropped Vista from supported OS (although it should still work in the end, but this is another matter)

    What if we were talking about a game requiring greater specs after an update or for an expansion?


    EDIT: what about mentioning hardware/OS still working but not officially supported/mentioned?

    With modern games getting automatic updates - especially in case of online multiplayer games where latest patches are actually required to even be able to play, newest system requirements are the ones that are kept and if they change to drop some significant support over time, like old OS or intel HD graphics, then put it as note. 


    And I think similar method of thinkig should be applied to game working on OS that is not supported, who are going to check the game every time it's updated? Of course I do not see any issue of having note that "worked on Windows 2000 with version 1.01".

  12. Actually just realized the problem. If there were field which allowed inputting supported controller types, then games which exclusive support Dualshock 4 but trough hard bound directinput mapping, wouldn't have DS4 support in table but in notes, making automatic list worthless again. 


    I really do not want to start own manual list on reddit for this :| 

  13. If you are wanting to use the lightbar row for information that isn't related to actual lightbar use it may be better to reword it in some way. The current implementation only shows this row when it is true or hackable.

    I was actually thinking this as kind of way to get list automatically done with SMW, because if the controller doesn't work with game, then lightbar would most definitely be n/a. That way the field still serves it's purpose it was created for, but is simply used to narrow down the supported list. And on paper that should work just fine, because most likely it's left unknown to begin with and if table states XInput controllers only, then it's easy to change n/a. 


    Maybe we should consider adding support for explicit statements on controller support. A row for Xinput/DirectInput + info on whatever controllers are supported by default. This would be only for the Windows versions of the game. Might need more brainstorming.

    I would be OK with this. I have been listing the support in controller note field up to this point. 


    However there are several games that do support Dualshock 4 controller, but doesn't use DirectInput nor recognize any DirectInput controllers at all. Also games that have Steam Controller specific features, like CS:GO which actually has gun specific haptic feedback but no XInput rumble support - this is also why I have wanted steam controller to prompts field. So that table should then at least have those four options, not just XInput/DirectInput. 


    Either way, the manual "Native support without prompts" list needs to be removed (this information should be covered directly on the game pages or not at all).

    Problem with this list is that there are several games which work with the controller or have specifically being updated to support that controller only, but do not utilize controllers extra features like lightbar and still give xbox buttons. Because of this, there's no way to automatically create list of those games in any way. This includes games I could easily play with Dualshock 4 but which were impossible to play with any other DirectInput controllers unless using XInput wrappers, either button mappings being completely odd places or majority of controllers buttons being unbound. 


    So like I said, it becomes really problematic to gather games that work with the controller into one definitive list and now that amount of games support is rising and official peripheral for PC specifically has been released, that kind of list is necessary. Even more necessary than list of 30 FPS games in my mind at least. 

  14. This sounds like a good solution, however: there are multiple games that only have DualShock 4 support (and with that lightbar support) only on Linux - see Transistor, Apotheon, Dust, etc.

    At least with Transistor and Dust, controller can work natively also under Windows and the lightbar function is noted in games article. So some of those games would be on the list in any case, but it would also be much better list from current one, as the current list on the controller article still just lists all the games and has note to check game article for system specific info. 


    E: Also wouldn't include all those games which are XInput only and simply Dualshock button mods. 

  15. http://pcgamingwiki.com/wiki/Controller:DualShock_4


    Now that the official wireless PC dongle is available, me getting one in near future, I really think that cleaning up the support in games in that article should be pretty high priority - especially when it still seems like majority are using DS4Windows or similar wrappers even though at that point they do not need anything more than regular bluetooth. 


    Problem comes down to implementation of support for this controller differs so wildly under windows: 

    - Exclusive support with lighbar without DirectInput support.

    - Exclusive support without lighbar without DirectInput support.

    - Exclusive support via hard mapped DirectInput bindings.

    - General DirectInput support with profile for the controller. (Includes some Unity middleware and SDL2)

    And all may or may not give prompts. 


    So I propose following: Let's use lighbar field to make listing these games easier. 


    Unknown: Not tested at all. 

    N/A: Game does not support the controller, so at that point lightbar shouldn't work. This includes generic DirectInput games which require player to remap the buttons to make controller working. 

    False: Game does support controller properly with correct bindings, but lightbar stays off with wired connection. 

    True: Game does support controller properly with correct bindings and lightbar acts according to game with some manner, even just turning on static color. 


    With this way it should be easy to get all the games that have either true/false and list them on dualshock 4 article and additionally have prompts and lightbar as their own columns, instead of current approach where there are 3 seperate lists which has dublicates and games which only have mods to install dualshock prompts. 


    I can manually go trough games which have the lightbar field as anything other than unknown to ensure that list is correct and change stuff to unknown if unsure. I would still need that kind of list to go trough and the controller article would need that table done, last time I copy pasted the snipplet to make the table as I haven't familiarized how the heck SMW works. 

  16. I would like if users could delete own posts on forums - not entire threads, single forum replies. I have posted by accident, likely others have too.

    As long as nobody quotes you - like I did here - you can always edit your message to say whatever you want later on. 


    Also like with wiki deletion rights, we do have pretty active users with powers to delete stuff, so instead of giving powers that can be used wrongly for regular users, just go bother those with the power and remember to give them a cookie for job they do. 

  17. Wouldn't it be easier to have separate pages for every game? Even if both games barely differ? Merging two games into one page makes the whole page harder to read. To me the solution seems kinda obvious but I don't really know. I think notes are a bad way to get most differences across.

    Only problem at that point is situations like this, where users might bump into other versions article and either thinking why everything is wrong or try inserting fixes to other version. 


    Other than that I totally agree on the notion. It's also far easier to combine articles than it is to seperate them if becomes necessary. 

  18. I really hate when there are situations like this where there are two versions of the exact same game, but then people can be playing either one of the versions instead of being update to everyone, which has been annoying trend because of console rereleases. I can't even count how many games I have listed two times in steam library because of this. Trine actually does have also physical release which might be DRM-Free, meaning it will not get Enchanted update and because engine change is so drastically differend some may want to play the game in it's original state. 


    Even in situations where engine stays the same, there still might be so much differences and fixes in newer version that it becomes total mess to keep them in single article and I have tried few times. Red Factions difference is really small so it's easy to be noted with couple notes, but when config and save paths change completely, fixes from old version do not work, new version has differend problems, new version has features old one doesn't have, etc. it becomes too messy to read when you simply want fixes and info of the version you personally are playing - or maybe even missread info of game having something it does not have. 


    Actually Sega Genesis & Mega Drive Classics was really close to point I wanted to make seperate articles, but that has somehow managed to keep stuff under control, mostly because it's still an emulator to play games that play the same on everything. 


    And bioshock remasters does seem like madness as they really seem like retexture work more than anything else, but there was no way of knowing this before the game was out and they can still be updated and users choose which one they want to play. 

  19. I would understand if only your character and the zombie you attacked froze, but not the whole game, as in the whole screen and everything on it just stops, this really is a terrible desing choice and they should fix it anyway. It really only makes the combat feel really cluncky.


    Or at least have an option to turn that off if it really is on purpose. It misleads other people into thinking that the game is running poorly.

    Yeah, it's not new thing to have small pause to emphasize the impact, but it's not done by completely freezing the whole goddamn game. Seen some complains and debate with console versions as well and that is something that apparently did not happen with original 360 release and it's clear that the whole game pauses instead of just the animations. 

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