You could say the same thing about consoles limiting PC, etc. It’s a silly arguement. And you could see the full quality with compressed assets anyway. Unless youre loading those textures and models into some program and pixel peeping, you probably wouldn’t notice the difference at all. I’m almost certain that 99% of…
There is no reason for it though. For a console game, why the hell do we need 16K textures (thinking of DOOM), why do we need uncompressed lossless video and audio? It is just a waste of space 99% of the time. They could compress assets or at the very least format everything in a lossy, more compressed format. It…
Haha!
I think the issue is lossless and uncompressed a/v files. A few ports to pc made this evident. When putting those same assets in a lossy format (there is no need for lossless everything in a game) or a format that compressed the audio or video for a smaller file size, the game size shrunk considerably.
I don’t think its compression that was being done (with the games I referenced in my comments) but A/V assets being put into a more lossy format, there is no need for lossless, uncompressed audio and video in games. It’s just a waste of space.
I think thats where the issue arose originally with file sizes. I don’t think its compression that was being done but A/V assets being put into a more lossy format, there is no need for lossless, uncompressed audio and video in games. It’s just a waste of space.
I guess I should’be specified A/V assets. A couple of “pirates” for pc games compressed the A/V assets (Titanfall 1 come to mind. Don’t know if it was file compression or converting the A/V to a lossy format) and it resulted in a game that was considerably smaller with no performance impact.
Art assets (which I probably should’ve specified) probably wouldn’t need to be decompressed on the fly though. There have been a few pc games where A/V assets were compressed (or probably put in some lossy format, dont remember); Titanfall 1 comes to mind Uncompressed game was 40gb and compressed game was 12gb and no…
Devs need to start compressing their games and stop putting uncompressed assets everywhere. It’s kind of annoying.
minimaps are ok as long as I could turn them off or the HUD isn’t cluttered by a bunch of other shit.
Theres a very simple explanation as to why this will work. Its Gamestop’s stock, not the stock of games they get from the publishers. Publishers need to get out of this double dipping bullshit.
As I mentioned before, it is not software, its hardware that can emulate xinput. I highly doubt they’ll know
How? It just shows up as a regular xinput controller. Its not software, its a hardware device that takes the input device and outputs it as a controller for another console. To my knowledge, theres no way to detect it
Probably isolated
I have a feeling people are going to start using something like a XIM4 to get aim assist with kb/m set up. I think its why a few other pc games opted to remove aim assist from controllers.
I wonder if this is going to be like For Honor where, yeah, you could unlock everything playing the game, but it would take a couple hundred hours to do so.
Problem with this is theres already veen talk of companies mismanaging their funds. The bs that happens in the game industry doesnt happen elsewhere.
I dont know why people are up in arms over this. I think people forget that this is running on a mobile processor.
When I initially looked for the CForce, I couldn’t find it anywhere. When I did find some, The only places where I found them were more expensive than the SFANS and other units (including intl shipping). I said screw it and bit the bullet.