guspaz
Guspaz
guspaz

Most WMR headsets aren’t exactly a poster child for inside-out tracking done well. On headsets like the Rift S or Quest 2, the inside-out tracking volume is larger than your field-of-view, so while you might occasionally get the sense that maybe something isn’t 100% perfectly tracked when you can’t see it, it doesn’t

Blizzard has been owned by one publicly traded company or another since 1994.

The problem is that DLSS (despite the common perception) is not an upscaling technique. It’s a temporal reconstruction technique. It requires as inputs the ability to do jittered sampling (think of it like DLSS actually renders at the output resolution but skips some pixels, and each frame it skips different pixels)

A 480p projector marketed as a 1080p projector, with zero mention of lumen rating anywhere? No thanks.

A 480p projector marketed as a 1080p projector, with zero mention of lumen rating anywhere? No thanks.

I bought them (at full price in Canada) at the start of the pandemic to listen to podcasts and audiobooks while on daily walks to stay in shape while in quarantine, and to do phone calls and meetings and such. I use them every day, and don’t regret the purchase in the slightest, even though it was a lot of money.

I bought them (at full price in Canada) at the start of the pandemic to listen to podcasts and audiobooks while on

It may not physically fit, but it should still work if you modify the cable.

It’s so that you can scale various different consoles, that have not only different resolutions, but different screen and *pixel* aspect ratios, and still have them look good. If you put a 240x160 screen in there, what are you going to do for a 160x144 GB/GBC screen, just put borders around it, or do a super ugly 11%

Patents only last 20 years from application. Copyright lasts longer, but the “firmware” in those old handhelds, such as they were, are very basic and not hard to clean-room reverse engineer or bypass the need for. You can get away without one at all for the GB/GBC so long as you set the registers to the appropriate

The Supaboy isn’t emulation, it’s a hardware clone (a SNES-on-a-chip), but it’s also a low quality product with a terrible screen. It uses composite video to connect to the internal LCD.

There are plenty of signs that this game spent most of its development as an XB1 title, and was shifted over to the XBSX fairly late in development. Forget about art style, things like the lighting system and asset quality look lifted from the previous generation. Basically what we’re seeing is an enhanced port of an

It’s ultimately a chicken-and-egg problem. Companies don’t want to make high quality content for VR because the customer base is small. The customer base is small because there’s not enough high quality VR content. Valve, as a company that makes and sells a VR headset, and would directly profit from an increase in VR

I would love a Switch port of Link Between Worlds. At this time, it’s the only Zelda game (unless you count Triforce Heroes) that can’t be played on the big screen in an official manner. Every single other proper Zelda game was either on a console with video outputs, on a handheld that had a consolized form (like the

You don’t need to spend $600-800 on a VR headset to play the game, though. The Oculus Rift and Quest both start at $400 US and include everything needed (headset and controllers). There’s a possibility of it being ported to PSVR (valve has said they’re open to it, and if they do, I’d bet they’re waiting for PS5), and

The same can be said for other pieces of computer hardware over the years. There was some controversy when Quake III was one of the first high-profile games to require a 3D accelerator card, and before that, games at some point started requiring that computers have a hard-disk instead of just booting the game directly

There is still a point, however, where the visual sacrifices are so great that the port isn’t worth it and the reduction in visual quality has gone too far. Turning every surface into a featureless blurry mess is probably past that point. But even if you were determined to ignore the quality of the visual

I bought the Switch one, and imported the drum controllers from Japan. I enjoyed it, but it didn’t hold my attention as long as I’d expected. Part of it was the fact that it’s not quite the same, being much smaller and much more sensitive to where you hit it. But the biggest part was probably the amount of time it

Replying to my own comment to say, they tried hard to find the original footage (and documented the attempt) but it’s been lost. They ultimately took the Playstation version of the game (as it had moderately less compressed videos) and used AI upscaling. Not ideal, but it’s the best they can do. They did, however,

No they aren’t, they’re remastering it. Porting it to a new engine to get new visual features and updating textures/models. They’re not redoing it from scratch. It’s even in the name.

It holds up well in terms of visuals because it shipped with what were for the time very high quality assets, and it used a lot of bleeding-edge visual techniques. The problem is that the a lot of those visual techniques were primitive implementations that were very expensive relative to modern approaches to the same