Jump to content

Quaix

Member
  • Content Count

    18
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Quaix

  1. It's been a long time since I was excited about an upcoming FPS game and Shadow Warrior did not disappoint. I love this game! From a technical point of view the game let me customize everything I wanted without having to edit config files. From gameplay point of view there's finally a game with decent swordplay and the sword action is fast paced. Just what I was waiting for with my 120hz monitor!

     

    Pros:

    • Stamina system. Dashes are *very* fast but drain stamina. 
    • Excellent implementation of partial heath regeneration.
    • Swords. Nuff said.
    • Love the banter and cutscenes.
    • Combos are used to channel powers. For example, Right, Right, Hold LMB is used to channel healing. No need to have a gazillion keys assigned to each power or having to cycle through powers. I've never had one get in the way of combat either.
    • Graphics are pretty well optimized. I get 120fps out of combat and about 60-80 in combat on medium settings on my dual 7950. Game feels pretty fluid.

    Cons:

    • Exploration doesn't feel right in this game. It's more of a distraction. However, money is needed to upgrade weapons, so in a way you're forced to explore if you want the best upgrades earlier (or at all?). 
  2. Happy to implement this change. However I have no idea how we actually achieve this on the MediaWiki platform. Anyone have any idea?

     

    Here is what a google search turned up:

     

    There doesn't seem to be any configuration setting in MediaWiki to set this compression quality in a nice way (like in LocalSettings.php). The value of 80% for JPGs seems to be hardcoded in ./includes/media/Bitmap.php. In Version 1.15, the value is set in line 109 of the file, in the more recent version 1.18, the code is in line 272. I just changed the value of  80 to 95, and newly uploaded images got better thumbnails. Note that changing the sourcecode of MediaWiki like this might be a bad idea if you don't know exactly what you are doing. For instance, after an update, you are likely to lose this change, or you might even corrupt your MediaWiki installation.

     

     

    The page also mentions that to have MW recreate older thumbnails, set the $wgThumbnailEpoch variable to the current date.

     

    Here is the mediawiki help page for image administration. If this mediawiki installation uses ImageMagick, it's a matter of changing "-quality 80" to "-quality 93" on the command line where it creates thumbnails.

     

    I hope this gives you a starting point.

  3. Local streaming is a clever way of circumventing the issue of compatibility with the vast library of non-Linux Steam games. The tech exists and it's solid - it's comparable to the WiFi streaming function of an Nvidia Shield (hopefully without the ridiculous tech requirements) or the streaming capability of the PlayStation 4 and Vita, where a beefy base unit can be used to stream high fidelity games to other devices at low latencies. 

     

    Once they have all the kinks worked out with local streaming there is no reason why they can't stream over the internet with the games run on their Steam cluster, one near each major city to minimize roundtrip latency. It would make even the most demanding games playable on integrated graphics. Why stop with games? Music, movies, and everything else you can think of.

     

    Let's move a few years into the future. You'll have Steam streaming from the internet to your phone and your phone outputting to your TV at 1080p. Possibly wirelessly. You'll have a wireless controller paired to your phone which might also pair to your wireless headphones or to your wireless 5.1/7.1 speakers. Your phone is your console. All you need to buy is a controller and a subscription to Steam. 

     

    Yes, there is an issue of latency so it won't be ideal for all games, but for not owning a PC, laptop or a console (only a TV, phone and a controller) this is pretty good.

     

    And yes, I know OnLive does something similar with its console and wireless controller. I think in the near future we'll see the elimination of that console entirely.

  4. Currently the wiki is set to generate thumbnails with a jpeg quality of 80 for jpeg source files. While this saves somewhat on bandwidth, the image quality suffers with the thumbnail being covered in visible jpeg compression artifacts. This can be especially distracting for screenshots of in-game menus where compression artifacts stand out from an otherwise smooth background. Compare the original to the current thumbnail:

     

    [compimg]http://pcgamingwiki.com/images/4/49/Hamiltons_Great_Adventure_-_Cover.jpg|http://pcgamingwiki.com/images/thumb/4/49/Hamiltons_Great_Adventure_-_Cover.jpg/282px-Hamiltons_Great_Adventure_-_Cover.jpg|282|402|q98|q80 - Wiki thumbnail[/compimg]

     

    JPEG artifacts are visible all over the image, mainly on Hamilton's shirt and collar, on Sasha, and in the black area around the letters on the bottom.

     

    Increasing the quality to q93 using Irfanview removes all visible compression artifacts at the cost of double the filesize:

     

    [compimg]http://pcgamingwiki.com/images/1/19/Hamiltons_Great_Adventure_-_Cover_q93.jpg|http://pcgamingwiki.com/images/thumb/4/49/Hamiltons_Great_Adventure_-_Cover.jpg/282px-Hamiltons_Great_Adventure_-_Cover.jpg|282|402|q93 - 75 KB|q80 - 38 KB - Wiki thumbnail[/compimg]

     

    The increase in filesize would be less for images with less visual complexity, such as screenshots of in-game menus.

     

    For completeness, here is the difference between q98 (original) and q93:

     

    [compimg]http://i.imgur.com/E0oQOxw.jpg|http://pcgamingwiki.com/images/1/19/Hamiltons_Great_Adventure_-_Cover_q93.jpg|282|402|q98|q93[/compimg]

     

    The difference is almost imperceptible. 

     

    I suggest a quality of somewhere between 90 and 93 as being a good tradeoff between visual quality and filesize. Note that q93 might be slightly different for media wiki than it is for Irfanview. Some trial and error might be needed.

  5. Hi Garrett,

     

    One more thing. For the video settings template, does true mean the game gives you a way to change it, or does true mean that it's on? I'm probably not the only one confused by this -- it would be great to have a page where each of the template options is documented along with what true/false/incomplete/unknown means for each one. Here are some more I'm not sure about:

    • If a game's only fullscreen mode is borderless windowed, does that count as true?
    • If vsync is forced on by the game, does that count as true?

     

    Sometimes I wish there was a "partial" option (yellow icon) similar to silver award on WSGF, and an additional, optional icon for whether it's hackable or not. The hackable icon could have a link to the hack below. 

     

    Edit: Also, when the template option just doesn't apply, such as Anisotropic Filtering or FOV in a 2d game, should it be left blank or set to "false"?

     

    Thanks,

  6. What if one publisher has rights in Russia, another in England and New Zealand and a third for online distribution such as Steam, as is the case with 1953 - KGB Unleashed. Additionally, the game developers dispute UIG's right to publish the game on Steam. Who do you put as "the" publisher?

     

    Allow multiple publishers to be listed and disambiguated with rights, territories and dates with the most prominent or current publishers listed first. 

  7. Let me just copy and paste what I wrote previously:

     

    While it's true that the box mentions Windows at the top and that having it is redundant, I don't think eliminating redundancy should be the sole criterion. In this case "XP", or "7" or something like "7/8" looks bizarre because we expect to see the word "Windows" in front, the latter even looking like a fraction. I think "Windows" should be left in for aesthetic reasons.

     

     

    Having said that, it doesn't matter too much which way it's done as long as it's both documented and consistent. Currently it's neither.

  8. I looked in graphics options in Alan Wake but didn't see any settings for multi monitor support. Would I need to have hydravision or eyefinity enabled to see if the game supports it? Would it look like an extra-wide widescreen resolution in the graphics settings?

     

    Btw, looking at the list of steam games with closed captions, it seems that Steam does not distinguish between subtitles and closed captions and calls everything closed captions. The two games I just looked at, Outlast and Amnesia: A Machine for Pigs have subtitles but not closed captions.

  9.  - For the video settings template, what does "true" for Multi-monitor mean? Very few games allow you to choose which monitor the game is on. Is that the only way the value can be "true"?

     - In the video settings template, what does "widescreen" mean? If you can select a widescreen resolution but get black bars, is that considered "true"? What if there are no black bars on 16:9 but black bars on 16:10?

     - The mouse acceleration page says that mouse smoothing is a type of mouse acceleration. From what I understand, mouse smoothing is averaging temporally averaging input over several values, which has nothing to do with mouse acceleration.

     - What is the difference between subtitles and closed captions?

     - How do I tell if vsync is on? (other than looking for tearing, which is unreliable)

     

    Thanks!

  10. I think it makes sense for the user to reach the most popular game first, which most of the time will be the newer one. Option 2 is the closest approximation to this.

     

    If a new game like Tomb Raider comes out and users consistently end up on the page for the 1996 version, it would detract from the user experience as that's not the game they were looking for.

  11. I'm not sure of the extent of testing you can do without a higher refresh screen. In Skyrim I believe you get physics glitches if you turn off vsync and exceed 60fps regardless of your refresh rate. On the other hand I just tried Super Meatboy and it runs at 120fps on my 120hz monitor set to 60hz and I can't get it to run at 60fps in full screen mode (I've verified that my monitor is actually running at 60hz). This breaks in-game physics as they assume 60fps.  Most games cap framerate to 60 to avoid these types of problems.

  12. One feature I'd like to see is whether a game supports higher than 60fps framerates. A lot of games (such as 2d games) lock the framerate at 60fps and those that don't lock it have problems at higher framerates (skyrim and super meat boy have physics tied to framerate. Both games break at 120fps). Yet other games have problems going above 60 fps, such as Saints Row III due to the game being highly CPU dependent. And other games might have a way to uncap the framerate. There are also games like Rogue Legacy which are exemplary and support silky smooth 120fps in a 2D sidescroller game.

     

    As more and more people get 120hz monitors you will see a demand for this feature. Why not add it now?

×
×
  • Create New...