Topic-Free Mega Thread - v 1.11.2020

Yeah I got the strix OC edition to replace my Reference card since its been a bit finicky recently. Had to do all sorts of stuff to get it to fit in case. lol. But totally worth it.

One thing I love is fan is almost silent even at 87% speed. Which is pretty damn impressive. I don’t even hear it right now.

My last purchase, one of my worries was the model fitting on my tower. The Asus Strix models was a big no no for me because of that.

Yeah the bigger fans both push around more air and you also get good results even at lower RPM.
Pulse model gets a bit noisy around 60% as a result of smaller fans and higher speeds but also because both fans are different and alternates in speed so there’s some vibration as a result.

Stock model has zero fan tech but the later drivers mostly keep the bios default (~20% maybe, possibly less.) and only spin up during active 3D workloads though depending on clock speeds and stuff like browsing or video playback but not enough to where the GPU’s clocking up enough or registers enough of a workload the temps can be a little bit higher instead but it’s usually a non-issue. :slight_smile:
(To avoid the up-down-up-down fan speed I prefer a static higher minimum speed but it’s a minor complaint.)

EDIT: Think the Nitro model has a smaller mid fan come to think of it but it also avoids the oscillation from the vibrations resulting of having the alternating speeds that the Pulse variant does, guessing this is a non issue for the Strix and Red Devil too or other three fan designs.

From:

September 18th on PC, 8k textures (A first in video games?) and some extras, also Epic Games Store exclusive.

Kind of weird to answer that. Some video-game characters are made up of multiple sets of textures. For example, Batman in Asylum and City has one set of textures for the cowl and legs, another set for the rest of the body. Each are 2k groups of textures, though i’m working on updating the diffuse and normals to full 4k. Depending on how you see it, it could be considered an 8k character texture when i’m done, although it’s 2x the res of 1:1 4k textures (8192x4096). There is his cape texture as well, which adds to the overall texture res of the model. Hmm don’t know if i’m steering off topic.

Speaking of the trailer, i actually think it looks good. I’m just curious to see character models, and more importantly i hope they fix the AI. That’s the one thing that stopped me from ever truly enjoying any Crysis game. I want to actually be able to hide in bushes, and not be noticed randomly.

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I thought the AI in the first Crysis was pretty good but using the console it’s a ton of parameters although unlike Far Cry 1 it should be less broken though I’d imagine the Hard and Delta difficulties do stack some advantages in addition to the immersion toggle for having the radio in Korean for enemy chatter.

…Should have provided a option for a ham radio too ala Far Cry 1 with the less-lethal provocative enemy chatter including stuff like “How do you like this apple!” on a grenade throw or something like that.

Gameplay wise going by the Switch version it’s the Xbox port of the game (So no VTOL level.) with the modernized suit power system from Crysis 2 but then I don’t have much in the way of concrete details besides tech and visual stuff like the game getting indirect lighting as a big upgrade visually.
(Which is neat but says little on the AI behavior or gameplay tweaks that have probably been done too.)

EDIT: Forgot about the multiple texture maps too, kinda used to there being a larger 2048 or occasionally 4096 texture but a singular or maybe a main one for the body and a secondary one for the head at most so that’s a interesting detail. :slight_smile:

Suppose there’s also multiple maps for the suit state or at least the main suit as the extras from memory at least don’t suffer wear & tear during mandatory plot progression where Batman has to show some skin but not get injured or hampered in any way otherwise. :stuck_out_tongue:

The stubble and fatigue in Arkham Asylum was a neat touch, City tries it’s best to outright shred the suit and Origins has Batman using the padded beginner suit so it resists a lot more.

(Knight kinda goes to real lengths to point out weaknesses but it doesn’t really do too much overall gameplay wise, even the car gets in on the wear & tear a bit ha ha.)

EDIT: As to Crysis I do hope Warhead can be brought over too actually all of them and why not modernize Ryse too but I suppose Crysis 1 now and then Warhead are the most likely assuming Crysis 1 here works out well sales wise.

Yeah i’ve noticed it in more modern games i’ve played. 2B in N:A separates the head textures from the body. I think her hair was separate too. Though her body texture contains both destructed and regular state in one. There’s even some environment meshes split into two sets of textures, despite still being low res.

Funny to think the supposed new arkham game (prequel?) is getting revealed tomorrow, along with Rocksteady’s game.

Knight is stuck with the usual UE3 2k texture res limit Rocksteady seemingly never found a way to bypass. Their solution was just to split meshes and models into even more sets of textures. There’s like three different sets of 2k textures for Joker’s body alone iirc, while Asylum only had one for him.

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Yeah Suicide Squad and how that will end up as a game and the rumors about it and then what was it again err Gotham Knights I think. (Bat-Men?)

Will be fun to see what they have been working on.
Also looks like I learned that UE3 had a limit although the material and render changes they added over time really helped even if the texture maps needed some workarounds.

Might explain some of the data issues perhaps if it’s not just swapping due to cache issues or the various zones and streaming changes post-patch but also from having a lot of separate texture maps loaded in and out at least for the hardware back then.

For Asylum, we managed to find a way to fix that 2k texture limit but just for character models. Unfortunately, environments have to stick to the vanilla 2k limit so i don’t have much freedom in updating environment textures. Many vanilla textures are already 2k :confused: And if you raise the limit, some areas of the game crashes. I’m scared to find out how City is.

Yeah Asylum is a more regular Unreal Engine 3 game even having this familiar red/orange tint before I believe it was Lightmass around Gears of War 2 getting this included (There’s a tech video from Epic showing much of the engine advancements done using Gears 2 as a showcase for it.) and then City just expanded on the game on a newer engine build with D3D11 and several visual enhancements and one of the heaviest uses of tessellation as well. (Wireframe comparisons shows it’s used almost everywhere as I recall.)

Think that got scaled back in Origins to just the snow deformation and as a extra the cape animations though that game has problems with needing maybe one or two more patches that never happened and can be unstable in general. (And the map was expanded again with the not always fondly remembered bridge between the areas although fast travel was also included this time.)

Heard someone say Knight is customized enough to where it’s closer to the Rocksteady Engine at that point, wonder what they can do now on a version of I assume Unreal Engine 4 here for the upcoming games and then Unreal Engine 5 (It might work but unless development is still in the early stages a mid progress engine switch is usually not easy to do.)

Oh? I tested through City’s config files recently, including tessellation edits. There’s only one common use of tessellation i found, that being the ice puddles (whatever they’re called) around the map. Took a ton of screenshots as well, didn’t check anything in wireframe mode though. I found something like seven overall objects using tessellation throughout the world, none of them being common excluding the ice puddles. For example, the T-Rex in the museum, the trees outside the church, only a few of Ivy’s vines (i think just the sewer ones) and that one lion statue. If any character models had tessellation, like Origins did for batman’s cape, i’m not aware and would love to know. We did find a way to enhance the tessellation quality of the game which is nice, and have it prepared for the next mod update.

I actually had comparison screenshots made too:


High and Very High don’t exist as options for tessellation, we plan to add them with a custom launcher.

And these are the common ice puddles i mentioned:

Yeah it’s hard to find good comparisons besides the vines as those really stand out but it’s on a lot of objects all over the game but I can’t find the more thorough comparisons I had of just how common it is although I believe they do also mix in parallax occlusion mapping for terrain displacement like cobblestones. https://i.ytimg.com/vi/n7zVPPKE_OA/maxresdefault.jpg

Hmm this is the only other (sort of) common texture i can think of:

No one has actually covered what’s tessellated online. I used to believe it was just Ivy’s vines and that lion statue, was surprised when i started digging in the game and found out there was more areas.

I remember various street props like the trash bins and various gargoyles and other objects plus ground displacement via POM but I’m having a hard time finding the article now and instead it’s Origins and it’s cape or just the visual enhancements in Knight.

Yeah i checked through all the gargoyles and never found anything. I think i might have found a black bag with tessellation but i’d have to check again. The ground displacement was just POM, nothing to do with tessellation. I took many screenshots and did a lot of comparing just a few weeks ago :smiley:

I actually preferred Origins implementation of the technique overall, just because you always see the cape haha. It’s still super detailed and nice to look at.

I don’t know if Knight even did tessellation, thought it just increased the polycount everywhere because it could, and used POM where suitable. But i haven’t properly tested Knight.

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On another note, I find the inclusion of this section on the Steam Community FAQ for developers to be interesting:

Q: Can I use the Steam community to let customers know of non-Steam versions of my game?
A: In the game you ship via Steam, and in communications on Steam, you may only promote the Steam version and its availability via Steam, and not other distribution outlets. This applies both to full versions of your game and to content patches that change the existing version.

Source: Valve forbids developers to promote other platforms on Steam | GamesIndustry.biz

As well as its clarification:

“Regarding the updated language on the Steamworks Community FAQ; the general spirit of this update was to remind content creators that their Steam pages should not be used for certain activities such as for the promotion of a game’s exclusive availability on a competing platform, the promotion of an external download that circumvents Steam content policies, or the promotion of other activity that conflicts with the Steam Distribution Agreement,” a Valve representative said in a statement.

“The new language on the FAQ was not really the introduction of any new policy or policing that should concern the majority of those publishing on Steam, but more of a reminder of existing rules for a small number of developers exploring the boundaries of the existing policies.”

Source: Valve clarifies policy against using Steam to promote other versions of games | VG247

On the PCGW Discord two examples was mentioned that supposedly promoted the availability of a game on another platform, that being Chivalry 2 (which did it through the community hub of Chivalry 1, apparently), as well as Manifold Garden (which went Epic exclusive and created a forum thread to tell users about it).

The former I find more questionable (it’s another game entirely, after all) than the latter, however both are really good examples for discussion.

The clarification and everything though does further showcase how Steam is and wants to remain a closed platform where developers aren’t allowed to mention non-Steam versions.

This by itself is not necessarily a problem, and in fact is easily understandable, but it becomes slightly problematic from the perspective of a developer when community oriented features such as the discussion boards are (as I think they are) enforced, and not optional for the developers.

As a consumer and end user, the enforced nature of them is value added. But as a developer and/or publisher, the enforced nature means you have an uphill battle in trying to build an actual community elsewhere that doesn’t apply a gag order on the dev/pubs, as Valve doesn’t provide any actual options from what I can tell to easily link to external services or discussion boards.

So if you want to build your own community elsewhere you basically have to “compete” with the Steam discussion boards and their easily accessible nature through the client, I guess. And if you intend to engage with your users on the Steam discussion boards you have to remember that you always have a gag order preventing you from ever promoting a non-Steam version of the game (or a sequel of a game, I guess)…

It’s interesting food for thought.

@Kaldaien, you think we might technically be breaking that policy with the announcement of how Special K have moved elsewhere on Steam? :rofl: It’s not as if Valve really cares, I guess, but still funny in hindsight :upside_down_face:

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Soo this actually seems like a fun game, hopefully polished on release

They also clarified though in Chinese that the project is still a long ways off and they were surprised by the incredible positive feedback and response to the video but they are taking their time with the game and the post also included a list of a lot of things that needed improving and what sounded like a notice that it would be a while before any further info would be available.

That’s interesting too from what Aemony posted, I was under the impression from when I read it earlier this week that it was aimed mostly against 18+ visual novels linking non-approved patches/dlc/game versions directly from their community hubs or news updates but this expands or clears it up a bit more but while also indicating that it does aim for also being used to get at circumventing some of that type of cross-platform promotions and content distribution.

EDIT: Whatever said standards actually are at the moment I guess since some games pass by uncensored or get patches and others are halted for various reasons despite being much tamer or in some cases all-ages even without cutting the adult stuff because it didn’t exist in the first place. ~

Think this has improved or at least gotten a bit clearer at least even if it looks a bit odd with some of the titles that did pass through and that then didn’t need to be updated or risk getting removed after Valve adjusted some of this stuff.

EDIT: Plus the cross platform promotions or doing news or discussions on the Steam forums and such, think most of that does still pass but they can’t actively link to the other store fronts and such directly in news updates or discussions as I understand it.

Surprised we have had no discussion about the 3090.

Edit: How do I get pictures to show up from web links? I don’t see an option to insert images. I had to download then upload the files myself

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3090 :melogold::melogold::melogold:

If all the rumors are true (though I doubt it), the it’s just… amazing…

Just paste the direct link to the image on its own line. Discourse will automatically attempt to fetch the image and display it.