Mirh reacted to DAOWAce in PC Report: No Man's Sky - Optimized Video Settings
The FoV isn't in degrees, it's in some arbitrary number. 100 FoV in the settings menu is like 70 at most in actuality.
Vsync is double buffered which is why the performance drops with it on, need to force triple buffering. No need to disable it and get awful tearing.
And the FPS cap should be as high as it can go, since it's also bugged and limits it to 83% of its set value.
Also, check out these mods to disable some awful effects and fix the internal rendering resolution (which doesn't seem to have been mentioned) and even get rid of that 'click hold' thing: http://nomansskymods.com
Mirh got a reaction from BONKERS in Are discrete soundcards worth buying for modern games?
It's worth it.
And with worth I mean just 30-50â‚¬ "low end" Xonars. For that price you have up to 150Î© headphone amplifiers, ASIO pure drivers, hardware buffers restoration (and EAX 5) but above all you get all the Dolby/DTS giggles.
Which is not only the dolby/DTS you are accustomed to hear in film, but real time filters like Dolby headphone/Live or DTS Connect/Surround (a godsend when you have headphones or you are on S/PDIF)
Then of course there are also higher end audiophile class 200â‚¬ card with 4 times this impedance and sister boards.. but imo, with my Xonar DX you are already a god.
Also, this. Tl;dr (and perhaps I have badly written my thought) if with usual comparisons (ie music) it's pretty easy to score similarly, with games there might be programming lazyness or bugs that affects sounds, in particular positioning.
TrueAudio could still benefit of some of these things btw.
EDIT: well, it seems ASIO isn't so much exclusive nowadays
Mirh reacted to Garrett in Generic Troubleshooting Page
Games using PhysX typically fail with no feedback (game exits or crashes with no error message), so I'd lean towards covering it on that basis. There is also the issue of legacy PhysX--games bundling AGEIA's PhysX installers need Nvidia's legacy installer in order to use those versions alongside modern PhysX.
Games relying on other dependencies like DirectX, .NET, or C++ will typically show an error message naming the missing file.
â€‹I've been thinking recently about the best way of handling such crucial cases (which is currently done through manual listing in the key points).
Mirh reacted to BONKERS in AA, AF, Vsync and forcing through GPU
OK, so I guess they really donked things up when they moved things to OpenGL.
Forcing AA is impossible(If you have MSAA or any kind of AA override set up, it's literally doing nothing. Placebo.), and the game has 4xMSAA on by default. The only way to turn it off is via the "-nomsaa" launch command.
Even with that, forcing is still not possible.
Enhancing, however. Is possible.
It's as good as it will get.
So you set up inspector like this,
-nomsaa command (NoAA) http://u.cubeupload.com/MrBonk/hl20160727235703500.png
In game MSAA(I assume 4x based on how it looks) http://u.cubeupload.com/MrBonk/hl20160727235835997.png
8xMSAA+8xTrSSAA Enhanced (In OGL 8xTrSSAA is equivalent to the SGSSAA setting in D3D) http://u.cubeupload.com/MrBonk/hl20160728000803666.png
Mirh reacted to BONKERS in AA, AF, Vsync and forcing through GPU
Unless you have a pre Maxwell GPU, CSAA doesn't do anything. And all it really is, is more memory efficient MSAA. Supposedly quality was supposed to be improved (like 8xCSAA gave you 8xMSAA at 4xMSAA cost) But I don't ever recall it actually ending up in a way that made a significant difference. (Since there are more problems than just geometry aliasing). Obviously, from a cost stand point it made sense and even more so on consoles(EQAA)
The GoldSRC engine runs on DX7 doesn't it? Or has that been updated to DX8/9 by now? (I haven't played vanilla HL in a long long time lol)
I'd imagine the UI at 4k would become painfully small.
Using Nvidia inspector, i'd try setting it up like this at native res instead of downsampling and seeing how it looks. (Probably don't need any compatibility bits)
Mirh got a reaction from Vetle in Recording software- and console articles
Well, call me crazy but I have finally found it.
FRAPS (free version is fine too) ï¼‹ this seems to be the best pieces of software out there to measure frame times.
EDIT2: Frame Latency Analyzer Calculator also looks super
It has nothing to do with recording.. but hey, glad to render unto Caesar the things that are Caesar's.
I wonder.. Should we have a Glossary:Benchmarking and Glossary:Screen-something (possibly merging -shot and -cast) pages?
EDIT: dx12 and vulkan this? Which is just a reskinned PresentMon
Now with a GUI too.
TODO: is this still kind of inferior to fcat, even after some improvements?
EDIT2: good and everything you might want, but unfortunately it's W10-only. For previous Windows, GPUViewï¼‹caveat seems golden.
Afterburner and RTSS in general should be deprecated for these purposes instead.
Mirh reacted to Blackbird in Collapsing additional stores in availability table
If it's done manually then it needs to be added to Editing Guide ASAP with the change itself stating min/max when to use it, otherwise smartasses will add it to pages I mentioned thinking it's supposed to be used globally.
"Oh new thing. Let's add it everywhere lol xD"
Mirh reacted to Blackbird in Collapsing additional stores in availability table
So will this actually detect the amount of stores. Otherwise games like Metal Gear Rising: Revengeance or The Legend of Korra would only show Steam (based on what Soeb said) which would be stupid since it's just 5 and 4 entries.
It will also cut into whatever profits PCGW gets off the affiliate links since less people will bother to click on the Additional stores
If anything, localization table needs this, because this is ridiculous
Mirh reacted to BONKERS in Anti-Aliasing article revamp
AA is a can of worms. Honestly, I could come up with a lot of ideas on how to deal with this page and article. (Notes about practical upsides and downsides to different techniques that are appreciable to the user)
Especially when it comes to forcing AA on Nvidia cards (NVCP is USELESS for this!) considering i've been managing http://forums.guru3d.com/showthread.php?t=357956 this thread's list for years.
(Super Sampling DOES work in Deferred lighting/rendering/shading when forcing. Even MSAA can be forced in Deferred games. Not all, but many)
Someone mentioned splitting up techniques by family, which is a good idea. Though some entries can be listed in multiple if they use multiple techniques, with a secondary description of why it's there.
Such as TXAA (Uses MSAA+custom resolve and temporal filter), SMAA S2x(Spatial Multisampling+SMAA1x),SMAA 4x(SMAA 1x+Spatial Multisampling+Temporal Multi+SuperSampling).
OGSSAA(Driver,DSR,VSR,custom resolutions,Resolution Scale in many games),SGSSAA,FSAA,RGSSAA
*Post Processing Anti Aliasing
*Temporal Post Processing Anti Aliasing
UE4-TAA,Temporal-FXAA(Ethan Carter),SMAA T2x,SMAA 4x,TAA(Generic)
It would help to have a section for suggesting creative choices that involve combination of techniques, or in the case of DSR;Registry Editing or DSRTool for higher than 2x2 OGSSAA.
A big thing about AA though too, is that it varies very much game to game when it comes to stuff forced, creative hybrid solutions and even stuff built into the game.
One game's implementation of MSAA or OGSSAA might not be as good (Cough* Frostbite games *cough) as others. And the same goes for Temporal Solutions as well.
I've been meaning to turn the Nvidia Inspector page into a wiki like entry based on my thread here http://forums.guru3d.com/showthread.php?p=5183388 , but have not done so.
Another point, should only be adding information that is relevant to PC gaming. There are a lot of PPAA methods that aren't used on PC games, like HRAA or DLAA or a myriad of others.
Mirh reacted to Prod in Move content from StrategyWiki to PCGW
At StrategyWiki, we've been contemplating reducing our scope for things that don't directly add to guides/walkthroughs. Some of the information we have is also very specific to PC gaming. You guys cover some of it already, so as our partners, it makes sense that we move some of the content over to you. Our licenses are also one way compatible (SW -> PCGW is ok).
First one we've discussed is moving all our game engine info here. Would you guys be interested in copying whatever information we have about engines over here? We have an Engines category to track them all.
Mirh reacted to Marioysikax in Linking to All Amazon Regions
Does any other amazon site sell digital downloads? Because last time I checked amazon.com was the only place that sold those. Other amazon sites do sell the games as well, but they are all physical, which is then the same as retail field.
Also it's super easy to just create fake american account as all the games are delivered digitally anyway.
Mirh reacted to Fifteen in Field for simultaneous controller/mouse support?
You're right, though, that kind of wording would imply that the game has distinct "keyboard mode" and "controller mode" under the hood, which is not only beyond what the end user can or should know, it's also not the case for all games, which only treat it as an additionnal input method, so "switching" is hardly the best way to put it.
Really, all we need to convey is that using a controller doesn't disable the mouse and/or keyboard like it would in, say, Fallout 3/NV/4 or Skyrim and word it so "yes" is a positive awnser to that.
"Non-exclusive controller input", perhaps?
Mirh reacted to Marioysikax in Ideal games to use on an SSD?
Once again, depents highly on the game in question and even then, I'm certain that differences are mostly noteable in loading times only. This is also why majority of benchmarks made with SSD vs HDD are with loading times only. Like with Arkham Knight, stutters caused by data streaming look more like bad optimization from developer and SSD is simply brute forcing trough it.
Skyrim being bethesda open world game, I would still personally just install it on SSD.
Mirh reacted to Marioysikax in Mirror's Edge: Catalyst - stuttering at regular intervals [FIXED?]
Hi and first of all, welcome and thanks for contributing.
I noticed that and modified the article a bit.
The thing is that if you are setting your monitor to 60Hz from OS, first of all this would then be fix only for high refresh rate monitors essentially(?), monitor is then only able to show 60 FPS, meaning if the spikes were under 16.67ms, there would still be stuttering but just wouldn't show as monitor doesn't update faster than that.
Two things I did notice was that with GPU memory limitation turned off, there would be constant spiking in frame rates, with hyper the frame times could spike up to 300ms. But this is really easy to track to lack of memory, meaning that turning that option back on and/or lowering settings fixes it almost completely. Another thing seems to be that there's some online stuff going on and if there's problems with origin or ea servers, it could also make the game stutter. There does seem to be something else for some people, but it does seem like it's also happening on high end systems and nobody seem to have pinpointed it yet. Some speculated controller not being plugged, but that seems like placebo.
Mirh reacted to Vetle in GOG games that need some love
Update: This has been completed.
I'd like to direct your attention to some articles that need some love. The articles already exists, but only contains some basic information. If you are new to PCGamingWiki this is the perfect place to start contributing.
A few things you might want to know:
You don't need to own the game All games are available on GOG.com Release date is from when the game was released on Steam, this would need to be corrected for older games Release date for OS X and Linux is assumed to be the same as Windows release An example edit is available here: http://pcgamingwiki.com/w/index.php?title=VA-11_Hall-A%3A_Cyberpunk_Bartender_Action&type=revision&diff=248543&oldid=248293 You are free to add any additional information you come across.
To make things easier I have segmented the articles into batches of 5, I'll cross off the ones that are completed.
If you are an anonymous user or don't have an account on the forums you can still contribute. The wiki is open for anyone to edit.
http://pcgamingwiki.com/wiki/The_Last_Door_-_Collector's_Edition (broken link)
http://pcgamingwiki.com/wiki/Anna's_Quest (broken link)
http://pcgamingwiki.com/wiki/Order_of_the_Thorne:_The_King's_Challenge (broken link)
http://pcgamingwiki.com/wiki/Perimeter:_Emperor's_Testament (broken link)
http://pcgamingwiki.com/wiki/Block'hood (broken link)
http://pcgamingwiki.com/wiki/The_Last_Door:_Season_2_Collector's_Edition (broken link)
http://pcgamingwiki.com/wiki/Man_O'_War:_Corsair (broken link)
Mirh reacted to Fifteen in Anti-Aliasing article revamp
The whole list feels a bit cluttered to me, it could probably use some more hierarchy. Grouping those various methods by family would allow us to have broader descriptions for each of those families, whereas individual methods would only need to be compared to each other. Here's what I mean :
The article could then focus on comparing each one of those in a more meaningful manner instead of aimlessly trying to name every algorythm under the sun and leaving it at that.
What would you guys think?
Mirh got a reaction from Vetle in Anti-Aliasing article revamp
Say hello to:
DEAA DAEAA SRAA TGAA DCAA GPAA GBAA FlipTri ? FlipQuad ? Temporal ï¼‹ two above (TFT, TFQ) ? CRAA HRAA (could it be this the one you mentioned as HSAA in the info point?)
Last: should we mention analtyical anti-aliasing (AAA or AEAA)?
What about Rotated Grid (or rook?) and Ordered Grid SS ?
Is Quincunx supersampling or multisampling?
And is HSAA even a thing outside ot this guy?
Considering the list is becoming enormous.. I dunno, perhaps should we introduce some other criteria? And move it in a: "AA list/glossary" page?
Mirh got a reaction from DrCat in Anti-Aliasing article revamp
Yes, and it's exactly that "one of the most" the problem.
Sometimes it isn't (be it because in-game AA is pretty lightweight/optimized for some reason, be it because there are even more heavy effects) and I really hate to give inaccurate information.
I and blackbird managed to find a very good "wording fix" anyway.
It's called adaptive multisampling. And it's still there at least in 16.2.1