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Everything posted by Aemony

  1. In general, rather minimal amount of information. The few times we mention physical stuff it's typically under the Version differences section and only in passing to cover all differences between that edition and others. See for example Borderlands 3 (all digital editions), Ion Fury (one retail edition), or Doom Eternal (mixes digital editions with one physical collector's edition with extra goodies).
  2. Changed the article: https://www.pcgamingwiki.com/w/index.php?title=Counter-Strike%3A_Source&type=revision&diff=980594&oldid=966541
  3. Differences between editions themselves are usually listed under the "Version differences" header below the Availability category, see e.g. https://www.pcgamingwiki.com/wiki/Doom_Eternal#Version_differences. The reason why availability rows list editions are to highlight the different ones available for purchase on each storefront. Beyond that, game code-wise PCGW does not really keep track of versions of the game per se (v1.0, v1.1, v1.2 etc) as the article is meant to (unless stated otherwise) target the latest available version of each game.
  4. You're out in uncharted waters with too many unknown factors -- there's almost no guarantees that can be made. The general gist of it though, if even possible, is to convert the Win7 iso to a USB stick (Google for instructions on how to do so) and then boot using the USB stick and install Windows 7 on a separate partition/drive through there.
  5. Well, my strongest recommendation would be to, well, not install Windows 7 at all. But if you really have to, I imagine installing it after Windows 10 should hopefully do the trick. Although be mindful that something might go wrong and you might have to reinstall both OSes to fix it in the worst case scenario.
  6. https://social.technet.microsoft.com/wiki/contents/articles/14286.converting-windows-bios-installation-to-uefi.aspx But it's not something I'd recommend undertaking -- especially not before your new system arrives as the action can (and most likely will) make the disk unbootable on your existing system.
  7. Because of the lack of that row, I'm assuming the OS is installed in legacy BIOS mode.
  8. Is there no more rows below that? That row you've highlighted is the "SMBIOS Version" shown on the page I linked to. The actual row "BIOS Mode" you need to look for is two (or possibly more) rows below that one.
  9. Not necessarily as it could very well be that your motherboard is configured to use legacy/BIOS/compatible boot and not UEFI boot. The legacy option was often the default on older machines as well as on components sold separately. It was mostly only pre-built machines that had UEFI boot enabled by default. See this for how you can determine whether Windows 7 is booting in UEFI or legacy BIOS mode: https://docs.microsoft.com/en-us/archive/blogs/home_is_where_i_lay_my_head/how-to-check-in-windows-if-you-are-using-uefi
  10. According to the FAQ, at least 3 edits to existing pages and an account life of at least 6 hours is required before a new page or file can be created.
  11. Please clarify whether this file is from the unpatched, original ToCA2 from the CD-ROM or the patched 4.1 version.
  12. Not necessarily -- it all depends on which boot manager is being invoked, and whether that boot manager recognizes the other OS automatically or not. If it does not, you should be able to create the missing entry from the booting OS by using bootrec. There's also a possibility that your new OS is configured to use UEFI to boot, while your Windows 7 is configured and installed as legacy/"BIOS". If that's the case you might not be able to boot Windows 7 until you put the BIOS/UEFI in legacy/compatibility mode, and might or might not have to once again recreate the boot entry using https://neosmart.net/wiki/fix-uefi-boot/. So... it depends? 😄 Windows 8.x and newer uses a new boot manager (blue interface with mouse support) while Windows 7 uses the legacy boot manager (black interface without mouse support). The two can function alongside one another but I've never done so with a migrated Windows 7 install. When I dual-booted Windows 7 and 10 (as well as 8.x) I always did so by first installing Windows 7 in UEFI mode and then after that installing Windows 10 (8.x). This ensured that both OSes had full boot support while my system was running in UEFI mode and not the legacy "BIOS"/compatibility mode.
  13. We have a tiny search bar on the front page? I never use that one.
  14. This only applies to games running in classic exclusive fullscreen mode, where the fullscreen optimizations of Windows 10 aren't being used nor is the game running in (borderless) window mode. This is, to be honest, a bit of a hit or miss. HDR support is still in its infancy with various alternative methods available which affects how or whether a game will enter HDR mode automatically or not. For example, Nvidia exposes HDR through their NVAPI that some games utilizes, yet there's also the native built-in support in Windows as well. I still haven't really fully grasped which method automatically swaps the monitor to HDR mode or not, but... meh... it's too cumbersome at the moment where some games requires you to manually enable HDR in Windows before the in-game HDR option is made available. None, whatsoever. Windows 10 has, since v1803, a built-in tonemapper that basically maps the SDR signal of the game over to a HDR appropriate range. You can control the brightness of this under Display Settings > Windows HD Color settings > HDR/SDR brightness balance. You'll find that SDR games running in SDR while HDR is enabled and active will have their brightness adjusted in real-time when/if you play around with that slider with the game running in the background. On another entirely separate note, the modding utility Special K allows for HDR "retrofits" into DirectX 11 titles. It isn't perfect, but for SDR titles that already does their lighting calculations in the higher range (the "old" type of HDR -- aka "HDR rendering") the difference can be worth the hassle of using Special K. If you want a beta key for Special K, you only need to request one in this thread: Beta Invite Correspondence
  15. We actually had a SwiftShader page back in 2012 but it was removed due to lack of content, and honestly I sorta don't see it go any different this time around. From the looks of things, SwiftShader is essentially turning graphics APIs and calls into software rendering -- that is, being rendered and executed on a CPU and not the GPU. It is intended for enabling 3D rendering on systems that otherwise can't fully support hardware-accelerated rendering, and was developed by Google to allow 3D web content to be available even to those users without proper GPU capabilities. It makes it... I mean... Its use-cases becomes extremely specific. For example, the Crysis video highlights the fact that even with the game running at the lowest settings in 720p, on a Ryzen 2700x (8 cores, 16 threads) released in 2018, it is a stuttering mess and barely playable. And the game would almost certainly perform much faster on any integrated GPU of any CPU -- something that is the standard, I think(?), for CPUs nowadays. We can still create the page, of course, to allow new users to add information to it, but unless someone really steps in and takes responsibility of filling the page out I would imagine any page would essentially just be a few sentences at most.
  16. After extensive discussion, I think we're close to finalize the details of how we would cover it best. The way I see right now is a multi-parameter approach like the DualShock 4 parameters under input, where we both track support (native, hackable, etc) separately from the mode supported itself (DirectSound3D, Windows Spatial, etc). Inputting e.g. "EAX" into the mode field would interpret it as DirectSound3D and show it as such.
  17. As for FF8, I was about to say that it looks to be the Steam version but the support page mentions how up to 3 machines can be activated simultenously: https://support.jp.square-enix.com/faqarticle.php?kid=70429&id=9221&la=0&ret=faq&pv=20&page=0&c=0&sc=0&so=0 Basically it sounds as a non-Steam SecuROM PA protected title, same as Square Enix had available for FF7.
  18. The non-Steam version of FF7 is already covered on the article: https://www.pcgamingwiki.com/wiki/Final_Fantasy_VII_(2012) It's the "Retail" row in the availability table as well as the note below the table.
  19. From: https://techraptor.net/gaming/news/doom-eternals-latest-update-breaks-game So based on the sounds of it, hopefully a fix for Proton will be implemented soon.
  20. Aemony

    CD audio tracks

    Ah yes, so should our "XInput-compatible controllers" rows (pertains to the XInput API for controllers), and the DualShock 4 rows (pertains to DirectInput / DS4 HID APIs), as well as the "Generic/other controllers" rows as well (pertains to, well DirectInput as well, I guess). After all, you can't interface with a controller without using some form of API... The "Steam Input API Support" row should definitely not solely go in the API section since it pertains to Steam Input support as a whole, which is covered by it as well as the rest of the rows under the Input header. I ain't going to ask our readers to scroll up and down all over the place just to properly get an understanding of how the game interfaces with Steam Input. Also sorry if my tone of voice was a bit aggressive -- just got done after an hour and more editing extravaganza that involved five browser windows, over 30 different tabs, countless edit previews, 10+ actual committed changes, and god knows what other random changes and searches while performing those. I'm friggin' exhausted.
  21. An hour later and I've finally, hopefully, mostly, finished consolidated the information and replaced the Editing Guide sections on the infobox game and infobox non-game with their underlying respective documentations. Casualty of war was details pertaining to Infobox game/row/date as that is just too much to properly showcase in the table in either docs, and so details are now placed on its own documentation instead. Note to future self on this particular subject: Replace infobox non-game with infobox software entirely? Infobox controller, company, and console needs to be updated to the same documentation format. Move Cover section further up the editing guide page? Evaluate need to move to per-template docs for the rest of the rows such as Infobox game/row/engine, Infobox game/row/developer, etc. Pro: Everything standardized using what is arguably MediaWiki basics. Makes it easier to expand each template docs as deemed necessary. Con: Nothing easily consolidated in one place -- new editors would have to visit multiple subpages to properly get all the gists of the templates.
  22. This is simply because I lost track of it after having spent a couple of days reworking the template documentation among other things. I have, for a while now, intended to essentially move/replace/merge the Editing Guide with the actual template documentations so the same stuff is present on both places. This is easier said than done though, as I need to go through all existing information on both pages and consolidate them as they have had a few years to drift away from one another in terms of what they document or the degree of information they provide. While also doing that, especially when dealing with new stuff, there's often cases that I notice that other surrounding elements such as the Sample article or the Game or Game (multiplayer) templates, or even the JavaScript WYSIWYG editor, needs to be updated to reflect changes I make in one place. This all means that occasionally minor stuff gets overlooked or isn't fully updated in one place when a larger change is pending that will overwrite it anyway. So while such things might occur, they are not because of a lack of engagement from the staff.
  23. Wasn't that what broke the old plugin to begin with? It had a very simple parserfunction-style call that somehow was enough to break stuff that weren't even supposed to run at the same time.
  24. I don’t see why we shouldn’t try it out. I never did understand why we used a custom extension when there were multiple ones available. But perhaps it was a different time back in the day.
  25. That was primarily to prevent the section from taking up huge space on top of the article while still allowing it to grow to whatever space is deemed necessary by editors to properly document the various alternative methods available. I sorta fail to see the relevance of having an entirely new section dedicated to that right now. Does anyone actually choose what game to (re)play based on whether the cutscenes of the game are skippable or not? Right now the mention of that new sections and tracking the cutscenes sounds more like an attempt to validate moving the skip intro section away from the top of the article. I don't personally see, at this time, any gain for PCGW or our visitors of attempting to track cutscene skippable/pausable of games.
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