Looks fine to me. The compression i see here is due to the res.
Here’s the comment in question and the area he points out:
Yeah, just a resolution issue. Can easily happen depending on the scaling algorithm.
Heck, if someone faked it, why compress it like that.
Hopefully there’s performance gains in rasterization too… I’m all for Ray Tracing finally approaching interactive framerates, but I have real games I want to play from time to time too and need a performance boost in them too to justify an upgrade
I’m just hoping to see Jensen with his leather jacket again
In all seriousness though, i’m just interested in watching how this all plays out over the next few months - including overall comp with AMD’s offerings, and how next gen consoles stack up. I’m more than content with the 1080 ti, so i’ll just grab a few bags of popcorn in the meantime.
This live editing feature, i wonder how many times someone sees me constantly correcting and elaborating in my posts
The Download link at the top of the site has also been updated to include 0.11.0.46; now I need to go and re-word a bunch of stuff in the thread I created for Control
This game have received extremely well reviews across the board, and is included in Xbox Game Pass
I know what I’m going to test out later tomorrow!
Probably should have included this in the CHANGELOG, but it slipped my mind that I needed to explain “EffectiveMS (/EffectiveFPS)”
EffectiveFPSmeasures how much work your CPU is actually being asked to do without requiring you to turn off the framerate limiter, VSYNC, etc. to try and guage this.
If we eliminated the GPU from the equation, this would be your framerate. Benchmarks often refer to this number as “CPU Framerate,” though these “frames” would all be pitch black
( Lifted from the revised release notes page, re-posted for anyone who has already read the original note and downloaded 0.11.0.46 )
If I ever overhaul the text OSD, this will be an available statistic for you to display on screen. Most of the framerate limiter debug stats are useless unless you are me, this is about the only one that I think users might actually want to read
Looking at it again, idk what the deal is with the kerning and overall layout. - It’s way too big and bold, though maybe that’s the point?
Wolfenstein’s title almost touches the card names
Edit: Yeah this looks far neater, and i think this is an official slide from their RTX reveal keynote
vs the leaked new slide you shared
Perhaps an employee tried to recreate that Rtx 3090 slide by memory in an attempt to leak it?
Ooh that’s pretty cool
Should prove useful for Denuvo vs. non-Denuvo debates
Games are GPU-bound, so normally there is no difference. If you want to measure a difference in performance after Denuvo is removed and you actually care about repeatable results like Digital Foundry, you have to run games at 640x480 to even register a statistically significant change.
Now, if there is a difference, seeing it shouldn’t require finding the lowest graphical settings a game has.
And of course, if there isn’t a difference, it’s because I invented new math to ■■■■■ for Denuvo
Probably not worth getting into those arguments
Denuvo debates are toxic, mainly fueled by that YouTuber who cashes in on stirring drama with their unrealiable testing, and many gamers needs to believe pc gamers are being mistreated.
I’ve even had someone I consider a friend call me straight up illogical for not believing “factual” videos (from the mentioned YouTuber).
Edit: Example video
This is a terrible test, no matter how you put it. It’s easy to steer performance results in your favour when you’re not being like for like. But uh, people are so certain denuvo is toxic because videos from this guy clearly proves it. Meanwhile properly conducted DF tests and even the Arkham Knight non-denuvo release for EGS haven’t shown any notable performance differences.
I’m no denuvo supporter, and I’m for faster loading times always, I just find it tiring how often people claim performance is always held back because of denuvo without clear and concise evidence.
Yeah… I’m not wasting my time in those discussions anymore, I said that jokingly.
Framerate limiter performs like it’s from another planet now
It saddens me I cannot reproduce results that good in D3D9, GL or Vulkan. The magic is all in the stuff Microsoft created for DXGI (D3D10,11,12 and D2D), used properly it’s incredible what you can do.
Limiter’s still pretty good in the older APIs and Vulkan, but it’s delivering perfection in DXGI.
I suspect this will be a welcome addition whenever I release 0.11.0.47:
Instead of just toggling a widget on/off, you can setup a key that temporarily shows the widget (for a customizable length of time) and then hides it again. I have found myself wanting this for a long time, and I finally decided to do something about it
Default duration is 1.5 seconds, but it’s configurable for up to 15.
Version checking is sort of working again… don’t worry, I’m going to be moving that out of Special K and into SKIF as soon as I finish restoring the code I neglected while Special K was drinking the Steam KoolAid.
I’ve just gone through and set up the backend changes on PCGW required to track the EA Play subscription on Steam and… damn, it’s a shame…
Steam: 46 titles right now (might be more due to obfuscated collection).
Origin: 217 games right now.
The same price on both platforms – Origin grants you almost 5 times as many games for free.
The Steam subscription also have at least two exclusive titles: Peggle Nights and Medal of Honor (2010).
God, this is turning into a confusing subscription mess…
Wouldn’t users just buy it on Origin since you’d still need the EA Origin client anyway?
It’s nice that they are bringing it over but it needs to be synced up a bit more.
Would expect this is also how Ubisoft will return to Steam in the not too distant future with their Ubisoft Plus model though aside from a handful of newer releases most of their works should already be mostly well integrated into Steam.
(Though same as EA and Origin there’s limited updates on older titles so earlier variants of Orbit and whatever Origin’s API is called might have some limits and also older Steam API .dll versions and features.)
Will be interesting to see what Microsoft does with GamePass PC too I like the current version though it’s obviously a test and way to attract users since you give that 1 US Dollar / Euro (~10 SEK.) and then finish the game before the monthly period is up and can immediately refund and re-use it whenever some other game of interest comes out.
(Or don’t refund the 1$ and retain the remaining time testing some other titles too.)
Will be interesting to see how that changes plus Microsoft syncing more of their upcoming games across both PC and XBox with some exceptions I’d assume but more parity going forward now.
Plus actual pricing tiers for this and potential variants for access levels or the full editions like EA’s and Ubisoft’s premium subscriptions.
EDIT: Actually that’s dumb it’s the same linked account in there so it should sync across both services when you buy EA Access although having users buy two subscriptions might be a bit more of a publisher/investor idea on this and how that’d work out.
~Now throw the rest of EA/Ubi backend into the Steam code of all the subfolders ever and get the double client requirement out entirely while at it. ← Not like it should be impossible to sync the user data through the account anyway.
But that’d require patching old code and anything like six months or so is way past best before date unless it’s on the “Make me money!” program or GAAS as it’s called which almost ensures at least twelve months of support.
Kinda, I could totally imagine seasons being quarterly instead of yearly or bi-yearly plus in-game cash shops and of course the annoyance of FOMO / Fear of Missing Out and events of limited exclusivity and availability and what not plus multiple premium editions, pre order incentives and the usual deals and how this works.
(Codes on fast food things of kinda qualifies as edible / drinkable and all that too.)
EDIT: Think EA’s done with bringing over some of their former exclusive Origin games too but maybe there’s a few other titles they didn’t put up on Steam. Still quite a disparity there between Steam EA Play and Origin EA Play though. Put mildly.
(Somewhat like 50 games against 220)
You only need Origin for those titles that requires Origin to work.
Older titles that was already available on Steam does not require Origin.
But otherwise, yes, some form of linking of accounts is really needed so that users subscribed to the service through Steam still gets access to the much larger catalogue of titles on Origin.
But it’s possible it’s some contractual limitation or whatever as the Steam service currently only focuses on EA’s own published titles and doesn’t include any third-party titles at all (which the subscription service on Origin does).
Haven’t they only stuck with bringing latest franchise entries to Steam? At least from what i’ve noticed, Titanfall 1, GW 1 & 2 are missing etc. - They would rather all focus was on the latest releases.
That, combined with the intention to promote EA Play because it’s a thing, yeah it’s weird but i think that’s all it’s down to.
(Kal how do you even add a line between texts)
It would be like Microsoft trying to bring gamepass to Steam. Not all gamepass titles would be available, but there would be many more users interested in the subscription.
You’d at least expect them to lower the cost of EA Play on Steam to compensate, or allow linking accounts so that users could access the full library that’s otherwise available to EA Play subscribers on Origin…
Not have them manage what is essentially two entirely different subscription services with the same name.