[-] DdCno1@beehaw.org 2 points 15 hours ago

... or gulagware.

[-] DdCno1@beehaw.org 12 points 15 hours ago* (last edited 15 hours ago)

In the real world, communism also suffered from the mandated growth problem, as well as a long list of other issues that some people still like to pretend solely exist under capitalism and some serious problems that are exclusive to this system. Yes, it is actually bad, with and without Cold War propaganda making it sound both worse and better than it actually was. It failed everywhere for a reason.

This doesn't mean that there aren't real issues with capitalism as well. So far, the best system we've come up with as a species is heavily regulated capitalism with strong social safety nets. Not perfect, but nothing is on this rock.

[-] DdCno1@beehaw.org 2 points 22 hours ago

Especially if you're fine with the low image quality of streaming services. Equivalent video files aren't particularly big.

[-] DdCno1@beehaw.org 11 points 22 hours ago

Only use torrents if you know what you're doing. In the developed world, this usually ends with a very expensive letter in your mailbox.

[-] DdCno1@beehaw.org 2 points 3 days ago

Yes, exactly! Coming from one of the best-made mindless game series to essentially gaming high art is quite the transformation. There has always been a lot of talent at Kroteam, but I'm glad they have finally found their true calling.

The small handful of nods to Serious Sam in The Talos Principle are quite amusing, by the way. I almost got a heart attack from suddenly hearing the sound of the headless kamikaze...

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submitted 3 days ago by DdCno1@beehaw.org to c/gaming@beehaw.org

Quite a good list, although without any real surprises, except for the cheeky inclusion of a recent fan-made PC port. I'm glad Kerbal Space Program is on it, but a few other personal favorites (and candidates for best game of all time) are absent, like The Talos Principle, BeamNG.drive, NEO Scavenger, World of Goo, Mafia, Machinarium and Gothic II. Jets'n'Guns - a very early Indie masterpiece of a 2D space shooter - as well, but it's a bit too obscure for these kinds of lists. I'll stop here before I accidentally create my own top 100.

Are your favorite PC games well-represented by this list?

[-] DdCno1@beehaw.org 5 points 3 days ago

But…that’s what you’re doing? Streaming the game at 180mbps…

No. Map and weather data is being streamed, cached on your SSD and then the game engine loads it from there into RAM and uses it in combination with other locally stored data and locally performed physics calculation to render the game on your machine. You get an uncompressed, high quality image and low-latency input, freshly baked by your graphics card for your eyes only. At 1080p and 60 fps, that's already 2.98 Gbit/s per second generated by your GPU and sent to the screen as is. At 1440p, we are at 5.31 Gbit/s and at 4K, 11.94 Gbit/s. DisplayPort can handle up to 20 Gbit/s per lane and use up to four lanes, by the way.

Xbox Cloud Streaming only uses up to 20 Mbit/s (and that's very optimistic). At the advertised 1080p, this means that only 6.7% as much data as generated on the server is reaching your screen.

The problem with game streaming is that in order to limit latency, they have to compress the image and send it very quickly, 60 times per second, which means they have just 16.7 milliseconds for each frame - and do this for potentially millions of users at the same time. This cannot physically be done at any decent level of quality. It is far easier to send much larger amounts of map data that is not time critical: It doesn't matter if it's even a few seconds late on your machine, since the game engine will render something with the data it already has. At worst, you get some building or terrain pop-in, whereas if even a single of the 60 frames required for direct game streaming is being dropped, you'll immediately notice it as stuttering.

That sounds like a great reason not to buy this game.

If you don't have the hardware to play this game locally, then I would not recommend it. If you have - and a base Xbox Series S is enough for a reasonable experience, which costs just 300 bucks new or about half as much used - then there is no reason for using the streaming service, unless you absolutely have to play it on your phone at work.

[-] DdCno1@beehaw.org 5 points 3 days ago

FS 2020 had an offline mode. I don't see why this one wouldn't have one as well. It's either using procedurally generated or cached data.

You can not get the same visual fidelity and low latency with game streaming. I've tried nearly every service there is (going as far back as OnLive - remember that one?) and they are all extremely subpar, including Microsoft's own game streaming service.

FS 2020 is available for streaming, by the way, and FS 2024 is likely going to be as well. You're only getting the console version though. Officially, the resolution is "up to" 1080p, but due to extremely heavy compression, it looks far worse than that. It's comparable to 720p at best, which means that nearly all fine detail is lost behind huge compression artifacts. On anything larger than a smartphone screen, it looks horrible. That's on top of connection issues and waiting times that are still plaguing this service.

[-] DdCno1@beehaw.org 6 points 4 days ago

It's mentioned here: https://www.flightsimulator.com/msfs2024-preorder-now-available/

”Microsoft Flight Simulator (2020) already had over two petabytes of data on the cloud. That was the whole world data.

[-] DdCno1@beehaw.org 5 points 4 days ago

That's how big this game world is.

[-] DdCno1@beehaw.org 4 points 4 days ago

How are you going to fit two petabytes of data into a 500 gigabyte install?

[-] DdCno1@beehaw.org 4 points 4 days ago

FS 2020 had an offline mode. You get much lower quality terrain and no live data like weather. I'm assuming it's the same with FS 2024.

[-] DdCno1@beehaw.org 20 points 4 days ago

Apples and oranges. GTA V has a small, entirely hand-built world. It's just 80 square kilometers and was meant to fit onto two DVDs / one Blu Ray Disk. Real-world Los Angeles, which this is based on, is 1,210 square kilometers.

This Flight Simulator on the other hand covers the entire planet. If we are just going by land area, that's 510.1 million square kilometers. It's using a combination of satellite and aerial photography, radar maps, photogrammetry (reconstructing 3D objects - buildings and terrain in this case - from photos), Open Street Map and Bing Maps data, as well as hand-built and procedurally generated detail. There's also information on the climate, live weather data, animal habitats (to spawn the right creatures in each part of the world), etc. pp. We are about two petabytes of data, which is an unfathomable amount outside of a data center.

You can not optimize your way out of this. The developers have the ambition to create the most detailed 1:1 virtual facsimile of this planet. There is no other way of achieving this goal. You can not store two petabytes of data on a consumer PC at the moment, you can not compress two petabytes of data to the point that they are being reduced to a couple hundred gigabytes and if your goal is accuracy, you cannot just reuse textures and objects from one city for another. That's what every prior version of this flight simulator did, but if you remember those, the results were extremely disappointing, even for the time.

By the way, if you don't have an active Internet connection, Flight Simulator 2020 (and 2024, if I'm not mistaken) will still work. They'll just do what you're suggesting, spawn generic procedurally generated buildings and other detail instead (in between a handful of high detail "hero" buildings in major cities), based on low-res satellite photography and OSM data, which is relatively small in size even for the whole planet and tells the program where a building and what its rough outline and height might be - but not what it actually looks like. Here's a video from an earlier version of FS 2020 that shows the drastic difference: https://youtu.be/Z0T-7ggr8Tw

It is worth stressing that you will see this kind of relatively low detail geometry even with an Internet connection any time you're flying in places where the kind of high quality aerial photography required for photogrammetry isn't available of yet. FS 2020 has seen continuous content updates however, with entire regions being updated with higher quality photogrammetry and manually created detail every couple of months - and FS 2024 will receive the same treatment. I am generally not a fan of live-service games, but this is an exception. It makes the most sense here.

The one major downside is that eventually, the servers will be shut down. However, since you can choose to - in theory - cache all of the map data locally, if you have the amount of storage required, it is actually possible to preserve this data. It's far out of reach for most people (we are talking low six figures in terms of cost), but in a few decades, ordinary consumer hardware is likely going to be able to store this amount of data locally. The moment Microsoft announces the shutdown of this service, people with the means will rush to preserve the data. Imagine what kind of amazing treasure this could be for future generations: A snapshot of our planet, of our civilization, with hundreds of cities captured with enough detail to identify individual buildings.

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submitted 1 week ago by DdCno1@beehaw.org to c/gaming@beehaw.org
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submitted 1 week ago by DdCno1@beehaw.org to c/gaming@beehaw.org
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submitted 1 week ago by DdCno1@beehaw.org to c/gaming@beehaw.org

I know LazerPig and his whole persona might be a bit of an acquired taste, but he's making some excellent points here, especially near the end, when he goes on a bit of a deep dive into the corporate culture of gaming's favorite punching bag right now.

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submitted 2 weeks ago by DdCno1@beehaw.org to c/gaming@beehaw.org

I really don't care about MMOs, especially not Korean MMOs, but this is a very entertaining read.

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submitted 2 weeks ago by DdCno1@beehaw.org to c/gaming@beehaw.org
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submitted 3 weeks ago by DdCno1@beehaw.org to c/gaming@beehaw.org

Seems to me like this studio never actually closed. Either way, this is at least as funny as Ubisoft's and Sony's dreadful live-service games flopping hard.

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submitted 3 weeks ago by DdCno1@beehaw.org to c/gaming@beehaw.org

The limited-time demo (link for the lazy) has no DRM, so all you need to do to preserve it beyond its expiration date is copy the folder it's installed to somewhere else. This works with most limited-time demos on Steam.

You can also copy the large number of DRM-free games on the platform to other systems or create backups of them using the same method. Here's a (likely ver incomplete) list:

https://steam.fandom.com/wiki/List_of_DRM-free_games

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submitted 3 weeks ago by DdCno1@beehaw.org to c/politics@beehaw.org
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submitted 6 months ago by DdCno1@beehaw.org to c/gaming@beehaw.org

The cat is out of the bag and despite many years of warning before this and similar technology became widely available, nobody was really prepared for it - and everyone is solely acting in their own best interests (or what they think their best interests to be). I think the biggest failure is that despite there being warnings signs long before, every single country failed to enact legislation that could actually meaningfully protect people, their identity and their work(s) while still leaving enough room for research and the beneficial use of generative AI (or at least finding beneficial use cases).

In a way, this is the flip side of the coin of providing such easy access to cutting edge tech like machine learning to everyone. I don't want technology itself to become the target of censorship, but where it's being used in a way that harms people, like the examples used in the article and many more, there should be mechanisms, legal and otherwise, for victims to effectively fight back.

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submitted 6 months ago by DdCno1@beehaw.org to c/gaming@beehaw.org

I would normally not link to a tweet, but it's from the YouTuber who is behind the global campaign that aims to prevent games companies from killing games people paid for:

https://www.stopkillinggames.com/

It seems that Ubisoft is either doubling down on deleting this game in order to throw a wrench into preservation efforts and activism (even though it'll achieve the polar opposite) - or that this was the plan all along and it's just blindly being carried out, bad optics be damned.

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submitted 8 months ago by DdCno1@beehaw.org to c/gaming@beehaw.org
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DdCno1

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