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Aemony

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Posts posted by Aemony

  1. Probably due to the costs involved in not only porting a game to the PC but setting up the whole pipeline that allows it to happen (be it to vet and contract outsourcing studios to do the job for them). And without a current presence, or insight, into the PC platform, it's ultimately a risky choice to take.

    That's one of the reasons why I see a lot of potential benefits in stuff like Epic's exclusivity for a guaranteed payout -- cautious developers/publishers whom haven't released on PC yet don't have to worry about possible losses and gets guaranteed revenue regardless of how the game actually ends up selling.

    Imagine if Valve implemented something similar a decade or so ago when they really started to rake in the money -- it's possible some studios might've invested in the PC platform a bit earlier. Though ultimately this is just a "what-if".

  2. 39 minutes ago, Garrett said:

    Some clarification in this area will inevitably be required in the near future with Android apps coming to Windows 11 through the Microsoft Store (these apps will run directly and function just as you'd expect a real native app would)--especially if there end up being weird cases where there is (or was) both a native version for some OS and also the Android version in the store.

    Tell me about it 😩 The moment Microsoft announced support for Android apps on Windows, I faceplanted because of the potential implications for PCGamingWiki and AppleGamingWiki...

  3. On 5/31/2021 at 1:46 AM, tyl0413 said:

    Does architecture matter?

    Does OS matter?

    Does the physical form factor of the device matter?

    Does the type of gameplay features of a game designed for the platform matter since we are talking about games after all?

    What does "designed for the platform" mean, is a multiplatform game designed for any platform in particular, which one and if so why or why not?

    Here some examples i guess:

    Is the iPad Pro a PC?

    Is a PS3/4 running Linux a PC?

    Is a Windows Phone modded to run Windows 10 on ARM a PC, does it matter if it can be docked?

    Is a Linux Phone (Librem 5/Pinephone) a PC? Does it matter if it's docked?

    Is an Xbox One/Series (x86 CPU/Windows based OS) a PC? If it ran full Windows would that make it more of a PC?

    Is a tablet a PC, does it matter if it can be docked, does architecture matter, does OS matter?

    Is the Commodore a PC?

    Are pre-Mac Apple devices PCs?

    Is a streamed session of an OS a PC (Shadow)?

     

    From the perspective of PCGW, and what we cover, basically the answer to all of those questions are "No."

    This whole thing is a slippery slope -- if we start covering GeForce Now just because it streams a PC-game from a virtual Windows computer somewhere then we would have to cover Stadia as well, which technically is "Linux" but isn't otherwise much of a similar platform the same way regular Linux is. Further on, covering GeForce Now and Stadia would make it questionable why we don't cover Playstation Now or the upcoming Xbox Cloud Gaming services -- from an end user's perspective there's literally no difference between GeForce Now, Stadia, Playstation Now, or Xbox Cloud Gaming; they're all the same sort of streaming services with the same locked down platform/interface that the user cannot interact with beyond the limited options available through the game itself.

    This is actually why I recommended Andy to set up AppleGamingWiki as a separate wiki from PCGW, because if PCGW started to cover sideloaded iOS/iPadOS games running on macOS then it wouldn't make sense to not cover Android games either as they can equally be able to run on PCs through the use of emulators or such. Again a slippery slope with the end result of "PCGW" now covering Windows, Linux, macOS, Xbox, Playstation, Stadia, iPhone, iPad, Android devices and games... AppleGamingWiki sidesteps that whole issue by stating that it covers Apple silicon devices and generally doesn't concern itself with handling legacy stuff. The most that wiki goes to is document a short table regarding how macOS compatibility of a non-native game might run through some form of compatibility layer like Rosetta 2, sideloading, CrossOver, Wine, or through virtualization. Beyond that, however, the site doesn't view Windows/Linux games as "Apple Silicon" games and so doesn't provide a way to list release dates for those sorts of things nor availability of non-Apple copies (it refers users to PCGW instead for that information).

  4. I've added support for it for now.

     

    On 5/4/2021 at 2:14 AM, Nico 0 said:

    The inversion is relative. Some games state to be "standard" what you mean by inverted.

    This remains a really good point though, and we probably need to define a "default" state in the PCGW editing guide etc so that it's clear that when we mean "Y-axis inversion" we mean inverting up==up (you move the analog stick up to look/aim up) to mean up==down (you move the analog stick up to look/aim down).

    So "default" is FPS-style. Inversed is flight stick style.

  5. {{Audio
    |separate volume           = 
    |separate volume notes     = 
    |surround sound            = 
    |surround sound notes      = 
    |subtitles                 = 
    |subtitles notes           = 
    |closed captions           = 
    |closed captions notes     = 
    |mute on focus lost        = 
    |mute on focus lost notes  = 
    |eax support               = 
    |eax support notes         = 
    |red book cd audio         = 
    |red book cd audio notes   = 
    |general midi audio        = 
    |general midi audio notes  = 
    }}

    General MIDI row/parameters has now been added to the Audio template.

  6. 😩

    What muddies this whole situation is that the game is not easily accessible any longer and so cannot be easily confirmed either, and because it's from a time where games often had regional distributors it's entirely possible that one or more distributors across the world had compressed audio to keep the game unto a single disc instead of two (this is pure hypothetical here from me).

    And just because it is possible to connect an issue to a certain pirated release does not mean that release itself is the origin of that particular issue, and warrants a removal.

    Hence, mud everywhere...

     

    Regardless though I don't think this sort of thing belongs in the key point at all. I'd much rather we see it moved into "Issues fixed" section and expanded a bit upon -- mention the uncertainty of the situation basically with a note that retail CDs (from what region?) is known to have high-res audio. Anything that gets it out of the key point, basically.

  7. Use an frame rate limiter.

    Without a frame rate limiter some older games will run unrestricted on the graphics card upwards of hundreds if not thousands of frames per seconds (FPS). This results in the fans on the card spinning up to keep the temperature down, and it can also result in what is known as "coil whine", where the components of the card "whines."

    Coil whine differs between various models of cards, but it's not generally seen as something that indicates a broken card -- just one not manufactured with the best components.

     

    Anyway, set a Max Frame Rate limit in Nvidia or AMD's control panel (depending on your card). The max frame rate should preferably be 60 FPS or whatever is the refresh rate of your monitor (for example 144 FPS). This will go a long way of minimizing noise caused by games running unrestricted.

     

     

  8. Seems to only be in early stages. Going to what I assume is TObject's official website has the expansion packs at 0.03 and 0.05 completion atm...

    http://tobject.web.fc2.com/

    From the looks of things the Morrowind Code Patch mod basically allows the use of 2-bytes fonts/characters in dialogues and was meant to allow for proper fan-made Japanese localization... One which apparently never got finalized if I understand what I've found correctly.

  9. Hi,

    Sorry for the delay. It's normal -- it can sometimes take a couple of days if our moderators/editors are busy elsewhere.

    I saw that you have uploaded three different files:

    • Call of Duty traducción oficial
    • Call of Duty United Offensive traducción oficial
    • Call of Duty & United Offensive Spanish translation

    As I understand it the third file it basically just the two other files combined into one, so I am going to approve that one and removed the other two.

    The other two also suffer from a misnamed file: LEEME!!!.txt. The backend CDN we're using can't handle some special characters, of which ! is one of those. So attempting to download that file from the site currently just throws an error.

    Anyway, I'll go ahead and approve Call of Duty & United Offensive Spanish translation 👍

  10. GOG's store page does mention the following at the bottom of it:

    Quote

    Crysis Warhead and Crysis Wars are available only as a 64-bit version.

    Is this not correct? Does the game actually include the 32-bit executables as well?

    Also, what form of DRM are we talking about here? Various Crysis entries have been found to include the anti-tamper component of SecuROM still active and enabled, but with the DRM functionalities disabled. Typically speaking PCGamingWiki doesn't per se treat the anti-tamper component of SecuROM as DRM, as it only rears its head when attempting to do stuff like inject third-party DLL files, and otherwise don't enforce any form of copy protection (which differs from Denuvo Anti-Tamper, for example, which has its occasional online connectivity requirement).

  11. In terms of leveraging PCGW, a couple of questions comes to mind:

    • How would this sort of game-specific information be covered? In the game articles themselves or on a separate page?
    • How would we ensure that users are aware that things might've changed after an update and these sorts of arguably more volatile changes might break their game?
    • What would the benefit be of leveraging PCGW's backend? Even if we were to cover this through the web API query endpoint, something have to be run locally to actually perform said queries.
    • If it was decided to leverage PCGW's backend, which one of our various solutions would be best for this sort of things?

     

    Typically PCGW actually doesn't really care about the disk space usage of a game all that much because it is prone to differ between users, DLCs, localizations, etc, which means any potential shown "savings" will not be applicable to everyone. Today we, for the most part, merely avoids this headache by merely stating the system requirements, and in the few cases where the system requirements are way wrong we state an approximation of the real value, and then a note about how the system req is wrong.

     

     

    In regards to the third one, it wouldn't really necessarily result in much. An arguably easier solution would be to have whatever local program/script that was thrown together automatically download the latest copy of a GitHub hosted INI file that included all detection algorithms (if any were set up) along with all file/folder rules that were to be removed.

    In fact, did you know that the 'cleaning tool' CCleaner makes use of an easily configurable "database" of that exact kind? And that an insane custom INI file can be downloaded straight of a GitHub repository that allows users of CCleaner to extend its "cleaning process" to also include a whole ****ton of applications and even games? Take for example its entry on A Hat in Time:

    [A Hat in Time *]
    Section=Games
    Detect=HKCU\Software\Valve\Steam\Apps\253230
    FileKey1=%ProgramFiles%\Steam\steamapps\common\HatinTime\HatinTimeGame\Logs|*.*

    Detect A Hat in Time by checking for the presence of the registry key HKCU\Software\Valve\Steam\Apps\253230. If it is detected, allow the cleaning of all files below %ProgramFiles%\Steam\steamapps\common\HatinTime\HatinTimeGame\Logs.

     

    In regards to the fourth bullet point, if one were to leverage the PCGW backend one would have to avoid Semantic MediaWiki entirely. I once set up e.g. the Windows config paths test property in Semantic MediaWiki in an attempt to store and track entered data/save paths and make them queryable and one issue that I never was able to fix was SMW's inability to handle forward slashes (/) properly. 😖 That's why there's only properties for Windows paths -- Linux and macOS paths uses forward slashes which just broke the whole thing because (Semantic) MediaWiki thought they were HTML code or something... 😐

     

    Anyway, a separate program using a separate INI-based database akin to CCleaner currently looks like the better alternative in my eyes.

  12. Currently there is none, but we did bring the discussion up on the Discord a few hours ago though without any conclusion as of now.

    My own preferred way of doing it is to direct link to the content as much as possible. One example that was linked on the Discord was a link to a Patreon blog post that had the content as the "primary focus" of the linked page, with the donation being a secondary focus of the page (it was only present in the sidebar). This is fine by me, but the latest Coffee-links however is the other way around -- the primary focus is to drive donations with the secondary focus being the patch itself (currently with a broken link). A donation "gateway", if you will, that the user must pass before they're able to get to the content proper.

    We'll have to wait and see what the discussion brings us to, and after that write a proper policy about these sorts of things.

  13. Performance is much more determined by sheer compute performance of the GPU and not the amount of VRAM it has, so basically no answer that involved VRAM would be relevant for such a question — especially for lower end cards.

    The amount of VRAM is only relevant in a few edge cases where /technically/ the GPU has enough compute power to deliver a higher performance, but it’s being bottlenecks by the lack of VRAM and the constant need to move data in and out of the VRAM. But even proving such a thing is ridiculously hard since it would basically require an identical card but with more VRAM to compare to, with the rest of the system being entirely unchanged.

    In regards to game benchmark sites, I don’t thinks there’s any worth evaluating. Game performance is heavily affected by basically all major components of a system, from the GPU and CPU and even sometimes down to the PCIe lanes used for the GPU. A “perfect” game benchmark site would basically have to test an insane amount of permutations to cover all bases, which is impossibly expensive. Even more so when factoring in various video quality settings of the game. Most game benchmark sites just seem to (if even that) test minimum and recommended system requirements and then guess whether a certain config might get a better experience or not compared to those.

  14. Also, if this was an actual suggestion to add additional VRAM rows to track actual usage, then sadly, that's basically impossible due to the previously touched upon topics -- most tools nowadays lies to your face about actual VRAM being used by a game, and other games (or tools) might not even have a proper way to look up actual real VRAM usage of a game (for example, Vulkan doesn't have a built-in way of tracking VRAM usage if I remember it correctly, forcing developers to use DirectX's DXGI memory budgets instead to track 'em).

  15. You mean the VRAM usage number in the system requirement section? It's just mirroring the official system requirements, which is based on the QA testing of the developers.

    It's less about the number itself, and more about whatever amount of VRAM the "minimum" and "recommended" GPU has.

     

    Beyond that, most games use _much_ less VRAM than people might assume. Tools such as GPU-Z, RTSS, etc all reports _requested_ VRAM -- not actually used VRAM. And games might request way more VRAM on GPUs with more VRAM than they actually use. For example, a ton of games I've played have barely used more than 3-4 GB of VRAM even in 4K -- I think Watch Dogs 2 and Monster Hunter World were examples of this. That basically means that even going forward, the amount of VRAM that is actually necessary to play a game is vastly less than what many might assume.

     

    See the below thread for a good overview of it all:

    https://www.resetera.com/threads/vram-in-2020-2024-why-10gb-is-enough.280976/

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