They should really just double or triple the time limit for any game based on Unity You need that additional time to determine whether the game’s hopelessly broken or not.
Yeah but then there’s all these barely 2 hour games from indie developers and those would complain again though 4 hours would be a better time limit since there’s limited PC demos (This current Autumn festival is changing it a bit though but again more for indie titles it seems.) and you’re not allowed to use the refund process as a way to demo games.
Although Valve is kinda just verbally telling users not to it’s very unlikely to see any action taken unless abused heavily.
(Might put the account in a “restricted” state but all this seemingly does is limit card drops to after two hours of playtime passes for a year or so and new accounts start at this state anyway.)
EDIT: There are good short games too just to clear that.
Pausing the timer while on the main menu would be nice too or when input isn’t actively registering though that’s also used for the timer and counter for card drops I believe.
Yeah there goes 30 minutes from unskippable introduction sequences and logo videos and maybe early credits or the settings need adjusting or there’s a limited mandatory tutorial segment that’s incredibly over designed and treats the player as being completely incompetent.
EDIT: While it’s a in-game cutscene I think it’s about an hour or so for Okami with lengthy cutscenes before you get out of the starter village and actually experience at least a bit of the game proper in-between more tutorial segments.
(Good game though, really lengthy however at almost three games in a single one the way it’s paced.)
EDIT: Which Capcom hasn’t really forgotten but they did stick it in a gacha game as DLC.
Guess god tier wolf on RE Engine isn’t happening just yet.
Probably, but what if i told you moving left and right also moves the camera? On top of having dedicated camera controls No option in the menu to disable the camera tracking.
I thought the limit was 3 hours? Or at least it was here in the UK at some point. I actually just labelled the game as “not fun” in my refund request here’s hoping that works, lol.
They’re very lenient, I don’t think I’ve ever had a refund request denied despite the red-text-of-death suggesting I am ineligible for a refund on a number of occasions. If you take the time to write even a single sentence, they will probably approve you
GOG’s refund policy is the craziest I have ever seen for consumable digital content. Alas, you do run the risk of buying a license for a version of a game that’s never going to get any patches if you buy from GOG :-\ So it balances out, I guess. You can theoretically refund the GOG version after a month and buy it on Steam if the developer’s not bothering to deliver patches on any platform but Steam.
Ugh
Ended up requesting again, but this time with an actual sentence written.
Well that sucks
What game are we discussing, BTW?
I don’t even wanna mention it, it’s that much of an embarrassment, lol.
I don’t think Steam has ever had 3 hours refund window – it has been 2 hours since its introduction back in 2015.
I’m not sure if it was the 2 hour claim that lead to me believing you just have to avoid hitting the 3 hour mark in order to qualify for a refund. I’ve definitely refunded a game with more than 2 hours of play-time before.
I am really considering an RTX 3080 20GB just for Special K.
Oh… actually, I think the way you get around these limits is by issuing the refund to your ‘Steam Wallet’ rather than the original source of funding. They’re more likely to approve your request if it’s just a credit.
I don’t think that’s a good investment. For the foreseeable future, no game-related workloads are going demand (or even have the capability of filling) that much VRAM. I think around 12 GiB is more practical, but for some reason not offered.
I’ve had GPUs with 11 GiB of VRAM for 2 entire architecture cycles now and never once encountered a game using more than 8 GiB. It will probably play out the same way with the 20 and 24 GiB GPUs, by the time that much VRAM is useful for games we’ll be up to RTX 5080
10 - 12 perhaps later into the console cycle but we’re at BC7 DDS texture data at 2048x2048 with a 4096x4096 through texture packs and even with that and current large sized games it’s still around a 8 GB usage.
Newer hardware and less worry on console memory and more use for caching or keeping texture data and other assets loaded could be useful though, using a few more gigs for less pop-in and fading in and out of data and this storage API stuff perhaps and maybe it’ll grow a bit but smart usage of available hardware and being efficient rather than wasteful could also see usage capping out instead of ballooning even more.
Guess it could go either way, some games engines will be good at it others well less so I suppose ha ha.
EDIT: Well come to think of it once these incredibly limited LOD’s are pushed out with the new console hardware that would increase memory usage.
(1 - 5 meters from the player/camera high-fidelity visuals, above that 2D sprites and PS1 era polygon count.)
Developers are getting better at masking obvious transitions though allowing more aggressive LOD’s and in turn better performance with less noticeable transitions of assets and texture data and such loading and swapping around from low to high detail.
I got lucky XD
Whenever I choose Rec709 for HDR in Games it turns most stuff with purple tint. How would you pick profile. Just use CIE XYZ?
CIE XYZ is the correct colorspace for the majority of games. It just corrects for gamma and leaves colors unaltered.
The Rec 709 option is actually there to fix games that do post-process color correction. It will shift colors slightly toward the blue end of the spectrum.
Ah nice I am glad though my monitor has Local Dimming Zones but not very good based on this site: Samsung CHG70 Review (C27HG70, C32HG70) - RTINGS.com
But does much better than most HDR monitors lol. Most likely. The only 1440p monitor besides latest Samsung G6 monitor I think that does 1440p HDR 600 as well.
I just wish that Nvidia gave us 12GB of VRAM instead of 10. I feel like I am near VRAM limits with some games, especially modded ones. 3080s should have been priced lower imo with 20GB being the 10GB’s MSRP.
Yeah the price increase is a thing with hardware now it seems, AMD raised some of the CPU’s from their Zen3 lineup too with the 5900 as the best positioned though it’s not like the 5600 or 5800 are bad they’re just a bit higher than would be optimal.
Still going to sell though, 3080 from NVIDIA is meant to be around 200$ over the 3070 but depending on country for here in Europe it’s at or even over the double of MSRP of the 3070 with the 3090 positioned similar.
Store date for the 3070’s coming up in a bit over two weeks though with the final pricing also varying somewhat.
Expecting the memory boosted GPU variants to have a similar premium price, question is just how much this will end up being.
EDIT: Wonder what AMD’s GPU pricing will be, 400 Euro or thereabouts for the 5700 XT roughly so maybe a 100 - 150 EUR up for the 6800 and then what the 6700 could land at below this followed by the 6900 above.
Might be optimistic though, US Dollars it could try to close in on the 700 MSRP for the 3080 NVIDIA set so EUR well 900 - 1000’s certainly possible taking the 20 - 30% VAT into account depending on country.
(Think the actual is something like 19% - 27%)
They’d need to match it’s performance for that though, 5700’s other than some third party models was fairly aggressively priced for how it could perform.
6700 was rumored to be some 6 GB variant too with the 6800 having the usual 8 GB and then the 6900 had the 16 I think?
Misinformation and partial data from driver bits.
EDIT:
Sigh well hopefully it’s better than stuff like OEM laptops banking on putting a lot of extra memory as a main selling point hah.
(But that could just work for AMD’s 6000 RDNA2 GPU’s and NVIDIA’s 3000 Ampere “Double VRAM.” variants.)