xilefian
xilefian
xilefian

The value I see in these consoles are their status as official, collectable items. This poor implementation on the software side of things is quite disheartening - the collectable quality of these things extends beyond the plastic shell (which looks rather okay).

I don’t think the current DLC is “good” but I am sad about this as the extra content gave me reason to go back to the game. I really enjoyed FFXV, I did every single side-quest available and absolutely min-maxed the crap out of my party and that’s what I personally enjoy most out of FF games and it was something that

Yes I alluded to all this type of problems in the end of my post with (or software in general). I’ve been shown a few instances of apps, software, hardware, etc that fails entirely for dark skin tones.

This is slightly unrelated, but I’ve never had an article fitting enough to mention this.

The monsters are sprites, however the Brutal Doom paper-thin is because of how the engine renders the sprites with a hardware renderer.

Yeah if they’re okay with incorrect lighting in the Chinese version then just swapping out the artwork should be possible. Bake the maps with the original assets, swap out the assets for the Chinese versions for China, leave the original baked map data (even if it is now incorrect - is quality really going to be

This is definitely a money saving initiative, having two versions of each map will be a pain to deal with (any changes made on one map needs to be replicated on the Chinese version’s map).

API doesn’t really change anything here, unfortunately. It’s a side effect of PC graphics architecture.

Yes in theory Dolphin’s “Uber Shader” solution could work for other emulators, however the GameCube/Wii are fixed function so those fixed functions (TEVs are the thing to look at) can be written as a massive uber shader.

I repeated this information in another comment a moment before I found yours. Yes 100% you’ve got it right.

It takes time, money and skill to build this kind of software. Just because people did it for free out of interest and fun doesn’t devalue the skill and technical expertise involved here.

The ONLY legal angle Nintendo can have against an emulator is “unfair competition” - which is something they’ll have to sort out in a region-by-region basis with a collection of publishers and developers backing them up.

A lot of emulation work takes place in a legal minefield, but can generally be tolerated by most folks because the games and systems they’re emulating are old and tough (or even impossible) to find digitally.

I’m of the opinion that it shouldn’t have been announced until the moment the game is launched. Let the game speak for itself, the hardcore fans will see it as a silly spin-off and the gaming audience in China will enjoy putting their money into it.

Roto13 I wrote a bit about this on another community. I feel he was being a dick putting the developers on the spot like that, it is a dick thing to do, however I must say that it is the only chance Blizzard’s audience had to make their voices heard there and then when it cannot be ignored.

GZDoom is handling all this in its polygon renderer. It is feasible to modify the original Doom’s source code to do anything you want (that is what GZDoom is, after all) - but within the constraints of the original Doom engine you’re not going to get polygons “things” (what Doom calls entities) like this (so yep,

You are correct DOOM2 is indeed 2D, lookup raycasting.