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Optimized Games

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Thread replies: 383
Thread images: 71

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In the wake of shitty console ports and unoptimized games being released on PC lately, let's have a thread dedicated to games that are well optimized.

I'll start with this classic.
>>
>>265561072

DMC4 is like some kind of magic I swear to god
>>
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>>265561072
>>
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Surprisingly, Dark Souls 2 runs great on toasters.

>Tfw downscaled 4k resolution at 45-60FPS on my R9 270X

Fucking magical.
>>
>>265561072

It's not so much well optimized as it developed for PC and then properly ported to consoles instead of being developed for consoles and then lazily ported to PCs like they all are today.
>>
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>>265561072
Any Source engine game
>>
>>265561072
>>265561213
>720p
That's not impressive

>>265561284
That's a bit closer, low-res shadows hold it back but it's pretty, and has a high framerate, in 1080p.
>>
>>265561620
>Using satchels
>Outplayed

At least you got him with a gun in the end, fuck anyone who actually does that shit
>>
>>265561620
i run tf2 at 1200p and cap it at 240fps.. it never drops below the cap ever
>>
>>265561878
the satchel was to disorient the enemy long enough so the Titan would launch me over him to finish him off
>>
>>265561424
this
coming from dark souls 1 to dark souls 2 felt like a massive improvement for what they did with the new game engine.

such a shame that dark souls 2 wasn't as great as the first one though.
>>
>>265561915
>1200p
>TF2
1920x1200 isn't all that much more than 1920x1080 anon

And you're mistaking "well optimized" for "easy to run"
>>
>>265561072

dude is this a ripoff of the smelter demon fight in dark souls 2?
>>
>Shadows of Mordor requires 6GB of VRAM for Ultra textures
>Ultra textures barely look better than high settings
>Meanwhile, older games like FEAR and Left 4 Dead 2 manage to look better and run better

I know that newer games make use of more intense post-effects and other visual tricks, but they don't look or perform as good as some other games.
>>
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Trackmania is nice
>>
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the best game is your tears pirate race
>>
>>
>>265562868
Yeah, look at all those games on next gen consoles that run better than on an equivalent PC. Oh wait.

The only thing either console is better at is that they can use more vram than the average GPU at the moment. Which isn't going to last long.
>>
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Just Cause 2, amazing how an open world game runs fucking great even on toasters.
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>>265562868
>>
>>265563249
Then how fucking come I can't get it to run on my laptop?
>>
>>265562278

lol wut
>>
>>265563457
Your laptop is worse then a toaster
>lel
>>
>>265563457
How old is your laptop?
>>
Any MT Framework game, that engine was fucking magic. Shame there wasn't a good follow up.

>Resident Evil 5
>Lost Planet
>Resident Evil 6 (Super shit game, but still well optimized)
>>
>>265563576

Maybe it's a sandwich maker and he didn't notice
>>
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>>265561213
MT Framework games are magic on PC, it's a damn shame that Dragon's Dogma still hasn't gotten a PC version yet.
>>
>>265561213
That's the power of MT Frameworks, bro.

It's no wonder Ninja Theory wanted to stick to shitty, clunky Unreal Engine. They didn't feel like dabbling in the dark arts to figure out how to get MT to work. Even though Capcom offered to send a team over to England and run a workshop to teach them everything from top to bottom about MT.
>>
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>>
>>265563598
Not that old actually, a year and a half.

The specs aren't that impressive but they're not that either:

dual core i5, nvidia GeForce GT730M with 2 GB of dedicated VRAM and 4GB DDR3
>>
>>265563919
remember, subtle.
>>
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>>265561072
How about console games?

http://www.youtube.com/watch?v=44KZ0neSz7E

>65000 enemies on screen
>silky smooth 60fps
>ps2
>>
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>>265563691
>Any MT Framework game
Not every game.
>>
>>265564008
>GT730M
Holy shit. That's why the game won't run.
>>
>>265564081
To be fair, just about every open world game on PS3/360 runs like ass.

Have you ever tried to play Skyrim on PS3?
>>
>>265563919
You mean Saints Row 3 right?
Saints Row 2 runs like absolute dog shit
>>
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>>265561072
>>
>>265564106
2 gigs of shitty vram.
>>
>>265564441
I was joking, but yeah, SR3 actually was an example of a well-optimized port.
>>
>>265564441
Saints Row 2 is notorious for running like shit even on good machines.
>>
Unreal Engine 3 games run pretty nice
>>
>>265562780
tfw I was going through this level last night
This is one of the few steam games where I overwhelmed by the beauty of the graphics and gameplay. love the max payne series
>>
Call of Duty 4, WaW and MW2 are pretty well optimized
>>
>>265564081

Yeah should have specified on PC.
>>
>>265565716
I didn't really think so. My friend and I did the game-sharing thing on steam, and my 560ti struggled to get 50fps constantly on World at War. Which is bizarre because it really shouldn't be that intensive.
>>
>>265562780
Great game. Just finished second playthrough. Looked and played great in 4K/max settings with 3570K&amd 290
>>
>>265561620
This
The engine may be old as fuck, but it still holds up nicely today.
>>
>>265565716

YES
They really do run well, then again, the engine is quite old. But CoD 4 impressed me by how well it ran even at its release.
>>
Deus ex human revolution ran excellent on my old ATi computer
>>
How well optimized are the Arkham games?
>>
>>265566494
Pretty good, in my experience.
>>
>>265561424
It does run better than the first Dark Souls, that's for sure.
>>
>>265566494
I've only played Asylum and Origins. Origins didn't seem to run all that well. Even with no aa the game frequently dropped below 60 fps maxed out with my 670 and i5 4670k.
>>
>>265566494
Toaster could run Asylum. City and Origins need little more power because bigger playground but still not the heaviest games.
>>
>>265566494

Origins runs a lot worse than Asylum and City, I don't even know why.
>>
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You could actually run Doom 3 on a Voodoo
>>
>>265567090
lolwhat?
>22fps
lel
>>
I once got so much FPS in Quake 3 that my GPU coil whined so loud that I came on my cat and she hissed at me
>>
>>265567090

How is that even possible.
Also
>the wild days of various graphics cards manufacturers are over
>>
>>265567136
Here's a video of a guy who managed to SLI a pair of Voodoo 2's running it at a better framerate and higher resolution.

https://www.youtube.com/watch?v=nUVXAl0dgYY
>>
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>>265567295
I did something like that in Half Life but I didn't hear any coil whine.
>>
>>265561072
I was surprised how well metal gear rising ran on my Toaster PC despite the system requirements on the steam page are asking for an i7 and a high end GTX GPU
>>
>>265567690
Interestingly enough, Platinum's engine is optimized for 4 cores at least. Eurogamer's article about its performance said that MGR is very well multithreaded. The only time the performance will drop is if you cut things into too many pieces.
>>
>>265567090

Some guy managed to get the original doom up and running on his printer.
>>
>>265567690
I ran this on a fucking laptop with solid 60fps.
This game and DMC4 are amazing.
>>
>>265563079
>>265563341
i want to thank you braindead retards for responding to obvious shitposting

you are the reason we have console and PC war threads

keep up the good work
>>
This is for a console, but Mario Galaxy. Solid 60fps is always impressive for consoles.
>>
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>>265567885
>Mfw cutting things into so many pieces that I can hear my fans speeding up
>>
>>265567940

http://itrunsdoom.tumblr.com/

DOOM runs on anything.
>>
>>265561072

all Hitman games
>dem working mirrors
all lego games
>>
>>265568503
Mirrors in late 90s/early 00s games were easy as fuck to implement and didn't really cause any performance hit, so the fact that those games have mirrors in them really doesn't mean anything about how optimized the games are.
>>
>>265568682

sure thing. I just like working mirrors

but nevertheless all hitman games run great on my shitty laptop
>>
>>265568503
>>dem working mirrors
Mirrors in old games don't count, there was fuck all to render.
>>
>>265568848
What about Absolution
>>
Deus Ex 3 was alright
>>
>>265568884

What kind of logic is that? The games back then were using the hardware just as much as current games do. It's just that back then, devs still fucking cared.
>>
>>265568959

that game doesn't exist
>>
>>265568682
Total nonsense.
>>
Does there exist a well optimized MMO? Every MMO I played runs like shit even on top of the line hardware, I can't even get WoW to run at a solid 60FPS on my i5 CPU and GTX 760
>>
>>265568265

Yeah you dumb retards, how dare you correct logical fallacies with facts and logic you brain dead tools!

Fuck off console shill.
>>
>>265569118
>What kind of logic is that?
The retarded kind.
>>
Oh boy, the old "old games have mirrors and new games don't" argument or similar things.
>>
>>265568265

>the reason console vs PC war threads exists is because you don't let people get away with lies
>>
>>265568964
It was a stuttering mess. until they fixed it. And then break it again in DC.
>>
>>265561072
The Sims 4 runs nicely on older computers, granted though since the game isn't large and open like Sims 3.
>>
>>265561072
>Yfw even smartphones can play that game at 60FPS in HD
>>
>>265564771
Ugh, did they really say that?
>>
>>265564008
>not being able to run JC2 on those specs
What are you, a pirate? I couldnt run torrented JC2 from TPB on anything, but when i bought it it never dropped below 24fps even on my 6year old laptop with core2duo and Radeon HD 3470M.
>>
>>265569912
Sadly, yes.
It's on the Empire review page
>>
>>265569590
That's a modern game with functional mirrors, by the way.

Despite this sort of thing being literally impossible due to 3D being more 3D nowadays than it was in the past, rendering such complex concepts as secondary viewports unimplementable. Maybe it runs on magic.
>>
>>265570007
Maybe the pirate copy was missing some optimization update.
>>
>>265569329
From what I've heard, Black Desert is pretty well optimized.
>>
>>265570095
>That's a modern game with functional mirrors, by the way
It's far from the only one. And I've seen a screenshot of its mirrors, where shadows are pretty much nonexistent.
>>
More recent one is Sleeping Dogs.
Runs like a god damn champ even on a toaster.
>>
Trackmania.

I don't know how Nadeo did it, but Nations looks fantastic and will run on any computer you install it on. They're fucking French wizards.
>>
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the source engine has been amazing since the day it was released
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>>265563849
>yet
a-anon!
>>
>>265570362
It's also one of the few games I've played that doesn't have screen tearing with vsync off. I just set the framerate limit (which isn't vsync) in the game to 60 fps and it never drops below and the screen never tears.
>>
>>265561424

i support that, i can play at 720p@30fps on a hd3000
>>
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>People ITT thinking that their 0-2 year old cards getting 120fps on an 8 year old engine is proof that the game is optimised
>>
>>265570292
>And I've seen a screenshot of its mirrors, where shadows are pretty much nonexistent.
Really? That'd be a step back, then. Sims 3 had mirrors with 1:1 reflections.
>>
That shit ran on any fucking pc. Amazing.
>>
>>265568503
Quite often these older mirrors are done by just making a copy of the room behind the "mirror". There wasn't too much in the terms of physics, so there was barely any object behavior that might not match well.

Currently we have two big types of mirrors in recent games. The one type is water surfaces that don't show anything new, think about oblivion type water reflections. These reflections are all post processing. First you render everything, than you take a part, flip it and put a water filter over it. These are pretty cheap but can't be used in situations where reflection will show you something new. For example these will never show your face or the underside of a bridge from a location where you can't see it.

The other way is to have a second camera from which you render the room again. This is very expensive, you will sometimes find these in smaller areas like toilets. Some examples are portals in portal and fear has some very basic such reflections. For portal, I guess they can get away with doing it in bigger rooms because much of their rooms have relatively simple layouts. There are barely any organic shapes most of the time (many items/rooms are pretty square) so the render time is probably pretty low. Although I am not sure, there is a link to how these things are done in portal but I can't find it now.

Mirrors usually have little to do with optimization of the game. But they can show at least some extra attention from the dev side, even if they aren't used often.
>>
>>265561072
DMC 4 running well is more to do with the fact that every single assett is prebaked and the areas have very little actual detail
>>
>>265568884
>Its in the past, so it was way easier.
Yeah try making game for NES in assembly.
>>
>>265570095
>>265570292
What about Portal games? Aren't they basically "enterable" mirrors? What stops devs using similar techniques for other games? The ammount of coding?
I don't even ask for big ones. Just small enough to fit in a bathroom. So many games try to find excuses, why there are no mirrors in bathrooms or anywhere else it's pathetic.
And yet DNF managed to fit one literary in the first minute of the game.
>>
>>265570635
please go away ubisoft
>>
>>265570635
I still have an ATi GPU from 2005 and I'm still surprised that games from today actually still run on it.
>>
>>265562780
wt gm
>>
>>265570824
And yet it still looks and plays better than DmC.
>>
>>265570937
>What stops devs using similar techniques for other games?
Laziness and the fact that people love to excuse said laziness by making shit up about mirrors being too complex to be implemented in modern games.
>>
>>265570362
>>>/tv/
>>
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>>265563249
mah nigga
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>>265570937
Games do have mirrors. And Portal typically takes place in small rooms so perfectly reflecting shit isn't very difficult. It also helps that Portal (and Source in general) doesn't have anywhere near as much stuff going on as in other games, so "reflecting" all of that isn't difficult because the game doesn't have any of it. Lack of mirrors in bathrooms and other small rooms is laziness and/or engine limitations (like in the new Deus Ex game, I think their engine just wasn't designed to allow real time reflections, though I could be wrong).

Not having good real time reflections in Watch Dogs however is most likely because doing that would tank performance for a game that is already struggling to run (because of poor optimization). Having good quality real time reflections on every building and car in an open world game just isn't feasible at the moment without getting poor performance. The best I've seen is Sleeping Dogs and those reflections look pretty shitty.

It's a combination of advanced lighting, post processing, and other effects making reflecting things in modern games a lot more intensive than in older games, but games that just completely lack reflections even in small rooms is just laziness which might be combined with engine limitations, though it's hard to say whether engine limitations exist.
>>
>>265567090
https://www.youtube.com/watch?v=nUVXAl0dgYY
wow, this actually runs better than on my old geforce mx 440
>>
Metal Gear Rising run well even on my old, now dead, laptop, which had a shit cpu and a Radeon 5650m.
Truly a masterpiece in optimization.
>>
>>26557063
This, HL2 isn't optimized well it's fucking old. It's been 10 fucking years now.
>>
>>265565016
>>265564441
>>265563919

It's main problem is actually its lighting engine; CDProjekt handled the port and couldn't into engines. On older cards, if you disable the dynamic lighting the speed increases drastically
Gentlemen of the Row also fixes most of the lighting issues. Interiors still take a performance hit though

Netcode still a shit though

Still, even gimped as it was, SR2 on PC was my first foray into the series and it was fun as fuck
>>
Splinter Cell: Blacklist was perfect
>>
>>265563691
>tfw when MT stands for Megaman Trigger
>>
>>265572120
>MT is meant to stand for "Multi-Thread", "Meta Tools" and "Multi-Target"
>>
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>>265571871
Kojima personally oversaw the betatesting and PC optimization quality
I can only hope the same happens to MGS5
>>
>>265571635
Yeah. I don't expect one to one reflections on water or windows, but mirrorless (is that a word) bathrooms just piss me off.
>>
>>265571049
Max Payne 3
>>
>>265572320
I know...
>>
>>265572324
Really? I don't remember anything about that. All I remember is his tweet that the shadows look good, which they really don't. Fox is designed to be multiplatform though so screwing up the PC version would probably hurt the engine's reputation. On the other hand, this is PC only, who cares
>>
>>265572324
Fox Engine was made with PC in mind so probably

The old MGS1 and MGS2 PC ports ran well too, I wonder if Konami plans to re-release those or release some new collection on the PC in the future.
>>
>>265566494
Pretty good. AC also looks great without any fancy effects like tesselation and PhysX
>>
>>265571915
It ran on my geforce 2 mx 400. It wasn't rock solid 60 FPS of cource. It probably wasn't even 30? but I was still able to finish the game.
On the other hand Unreal Engine 2 games always told me to go fuck myself because they were too good for my PC.
>>
>>265572714
He sent tweets about half a year before it was released for PC, with a pic of himself playing it. He probably asked somebody to take it for him.
>>
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>>265572715
Shame MGS1 was locked at 1024x768 30 fps. And actually it does have framerate drops on my setup. MGS2 runs great though.
>>
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>>265573105
>the fucking controls for MGS2 for PC
I couldn't even know how to modify them without fucking up
>>
>>265562868
Consoles don't run better, devs just make the games with the drivers/settings on the disc.
The game is made FOR the console, then we get the port (in many cases).

Console hardware doesn't do anything better or run anything better, because it just does what the drivers tell it to.

>I wish people would stop posting that fucking picture
>>
>>265573105
How did you get MGS2 to work on a modern PC?
>>
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>>265572324
>>265572715
can't wait
>>
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>tfw still stuck with my Vista powered abacus.

Good thing I've still got such a massive backlog to get through.
>>
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>>265573231
It's best to just delete all of them and start from scratch. I played with a controller though but using the keyboard would probably be fine other than aiming in first person. The PC version even has keys so you can walk and emulate the pressure sensitivity with a keyboard.

>>265573295
For me the only issues were that the textures didn't load and that the prerendered videos didn't play (also an audio issue that I personally didn't have but I used the fix anyway, most of this is on its PCgamingwiki page). Fixing the textures required hex editing the exe file but I never did figure out how to fix the videos. It seems to be similar to the issue Thief 1 and 2 had with their videos before NewDark. Some codec issue or something. The videos play in WMP though. The port isn't anywhere near as bad as people say, at the very least it's not unplayable and just has some issues that need fixed due to modern hardware.

The game even doesn't seem to have a resolution lock. You just have to set up a custom resolution but it'll go as high as you want as far as I can tell.
>>
>>265573647
I really want to turn that motion blur off.
>>
>>265573647
Let's hope they'll let us adjust the drawdistance though
>>
>>265573767
Sounds like a huge pain in the ass. I'd rather try my luck with PCSX2.
>>
>>265573767
I always thought the MGS series was supposed to be realistic. Those missiles would destroy that platform..
>>
>>265574152
The game runs better on PC than on an emulator and with the emulator I imagine you're stuck with the (at least I think) 30 fps locked cutscenes. Also not as easily able to use the pressure sensitive functions, lowering a pistol without shooting especially.

>>265574275
>I always thought the MGS series was supposed to be realistic
You were wrong.
>>
>>265574275
Yes, with bee shitting people, floating ghosts, exoskeletons that let you oppose a walking tank and russian electric wizards.
>>
>>265574408
I didn't know it had all that.
>>
>>265574408
You forgot plothole filling nanomachines.
>>
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>>265574485
It's just like real life!
>>
>>265574614
Aye.
Nanomachines that kill specific people through the air using genetic code to identify as well.
>>
>>265571401
what laptop and what specs ?
>>
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>>265561424
>have decent machine
>downscaling from whatever resolution absolutely kills the framerate
>>
>>265574149
It shouldn't matter that much in an mgs game though, right?
>>
>>265574408
god, watching anime after all these 120 fps webms is like watching a powerpoint presentation
>>
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>>265568465
>>265567940
i was doubtful
i guess it does run on anything
>>
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>>265574873
Well, at least so the popping wouldn't be that jarring. If there's gonna be travel, that shit's gonna stand out.
>>
>>265574760
foxdie wasn't nano
>>
>>265574760
Diseases/nanomachines that can target specific genetic code doesn't really seem all that far-fetched. Some diseases work like that in real life to. Not to target specific people, but certain genetic traits. I don't see any reason targeting specific people wouldn't work.

>>265574873
When the game is open world and the pop in looks awful it really does matter. It doesn't make the game unplayable, but if the game doesn't stress my machine very much I'd like to crank up the draw distance.
>>
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>>265564771
dat kerning
>amasterpiece
>>
>>265575052
>>265575057
My bad.
I sound like Liquid with his "recessive gene" bullshit.
>>
>>265562753
Physics don't work that way!
>>
>>265573239
The thing I don't get is how can game run smooth on Xbox-360 and my specs are listed as worse than minimum. While I think I have much better than X-360. Is there something I don't know ?
>>
>>265575717
He's too fast for physics to catch up.
>>
>>265567690
Rising runs at 60 fps even on PS3 and X360.
>>
>>265561072
I remember getting 60fps with this game while on a Pentium 4 and a shitty AGP graphics card. This game is fucking magic.
>>
>>265575771
Your PC has to run an OS besides the game itself. The game isn't custom built for your specs, so it doesn't utilize them to full potential.
Other tech savvy anons probalby can expand this further.
>>
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>>265575771
For one I don't think PC versions of games often let you go as low as the 360 version of a game would be. Games most likely use a ton of shortcuts in console versions of games too that aren't available on the PC versions.
>>
>>265575771
on a PC, you have the processor and RAM overhead of an OS and the necessity of an all-purpose engine that can run on many different kinds of hardware.
Getting it to run on all hardware is typically a matter of funneling the instructions through a general graphics library such as DirectX or OpenGL, which in turn knows exactly what to send to your video card's drivers which in turn know what to send to the GPU
on console, the game sends info straight to the GPU
>>
>>265576534
>on console, the game sends info straight to the GPU
Of course this isn't true anymore. Both the Xbone and the PS4 use APIs as well as having OS overhead and stuff. And it doesn't help that they're less powerful in comparison to PC hardware at their launch than the 360 was at its launch.
>>
Anything good on linux?
>>
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>>265576785
What would they do if they didn't have their musicTVTVTVmoviesNetflixWaterCooler functions?
>>
>>265576841
Source games seem to run better on Linux than on Windows.
>>
>>265576329
>>265576389
>>265576534
Okay, that makes sense.
So, why isn't there OS specifically designed for gaming ?
Also, if I want to go as low as 360 version of the game, can I do it by editing config files or I have to rewrite the code ?
>>
>>265576841
opengl baby
directx is lagging behind by years
but no one ever bothers to properly use it since its not as easy or comfortable to use as directx
serious sam 3 for example runs amazing on linux
funnily enough the dx implementaton of wine is faster than on windows albait not as compatible
>>
>>265568682
>>265568884
Working mirrors have nothing to do with age. It has everything to do with what engine is being used.
Some engines do mirrors in 2014 without a single frame drop while some engines can't do mirrors and never have had mirrors.
>>
>>265576938
the remaining toasterdeadniggerstoragedoorstoprefridgerators still bogs it down.
>>
>>265577351
>So, why isn't there OS specifically designed for gaming ?
Because nobody seems to be interested in doing it. Well, except Valve, maybe.
>>
GRID 2 runs on basically any toaster
>>
>>265577351
Nobody wants to make one. And PCs typically are bought for doing other things than playing games. A gaming OS to boot into would be cool if it improved performance but I would still want an OS to do other things on. It would be better if one OS could do both but that would be hard to do without requiring killing all unneeded processes, which would still require everything else to be closed before playing games. Valve's SteamOS is supposed to be doing something similar, being a gaming OS.

Some games allow you to go super low through config tweaks but most modern games really don't. In fact graphics options have gotten less and less useful as time has gone on.

>>265577424
People really do need to start using OpenGL. Hopefully when DX12 requires Windows 9 and it sucks and nobody wants to use it there will be more of a spur.
>>
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This turd runs so smoothly i decided to finish it.
>>
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>>265563849
Never ever....;_;
>>
>>265563849
I dream of one day playing Dragon's Dogma on PC in 1080p with mods and such.

I wish there were more games like it.
>>
>>265573647

Yeah I too can't wait for pooping horses and lolsorandom humor with some weird Japanese version of American patriotism thrown in
>>
>>265561424
I love it, DS2 is so much more well optimized than DS1.

Even with grafics mods and running at 1080p it never goes below 60fps.
>>
>>265578693
You mean, like Dark Souls?
>>
>>265577936
Can I alter/optimize code/game (not OS) to improve performance for my specs ? I hear the game source code or something like that are given to NVDIA and AMD to optimize their drivers.
>>
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>>265579036
I screwed with my grafix card settings to cap it at 30 to avoid the dumbass durability bug

Still looks nice though
>>
>>265562780
It's crazy how well Rockstar improved with their ports.
>>
>>265562780
if more games could have the meter that shows how much video memory you're taking up as you up the options, that would be fantastic
>>
>>265570007
I bought it for steam, I dunno what's wrong with my laptop. I read that some people also had trouble with getting it to run, but I don't want to update my nvidia drivers because sometimes it fucks it up even more.
>>
>>265579229
Maybe if you could get access to it, but you're not going to be able to. And even if you could get the source code you would need to know what you were doing.
>>
>>265579229
while not impossible you'd have to either get your hands on the code or be playing a game with high modability (bethesda games often enjoy performance increases along with fanmade bugfix packs)
>>
>>265579101
They aren't really that much alike.
>>
>>265570493

That fucking picture.

I still think this is what HL3 will look like.
>>
>>265579756
The gameplay is meaty and satisfying on both
>>
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>>265563849
I have a dream that one day they will release MTF for free since they have no use for it anymore
>>
>>265564008
>730
never go below x60. x50 might be acceptable on desktops if you are poor slav or br. on laptops 760m should be the lower to go if you are talking gaming and even then it will be double the price for half the power
>>
>>265567940
doom on the enigma when?
>>
>>265565716
>WaW
I call bullshit, literally every Treyarch CoD ran like shit on my ancient PC compared to MW1/2
>>
>>265562868
If that is true, how is it that a fucking 750 TI couldn't be downclocked enough to match consoles on Watch Dogs?
>>
>>265579248
>durability bug
I haven't heard about that. I have noticed a bug with my game in that heavy attacks unlocks my camera from enemies.
>>
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>>265563919
>SR2
>not The Evil Within, Shadow of Mordor, Sims 3
>>
>>265580231
This
>uncapped MW1 316fps without any tweaks
>uncapped MW2 296fps
>uncapped MW3 294fos
>uncapped WaW 89fps
>>
>>265570750
So, why is the method using duplicate scenery gone? It's by far the most efficient for any reflections on planar or almost planar surfaces (you can distort with a shader)
>>
>>265580380
Durability is tied to how many frames your weapon is touching things during a swing

So at 60 FPS your weapon degrades twice as fast compared to 30 FPS.
>>
>>265565716
>WaW

b8. Treyarch are braindead monkey's when it comes to PC releases. I remember running CoD 4 and MW2 near max settings on a 6450 yet Black Ops wouldn't even boot up even when its visuals are dogshit compared to even fucking MW2.
>>
>>265570824
There is still a lot of effects and shit going on.
>>
>>265567056
Warner Bros are shit at programming, same team that made Arkham City port for Wii U made Origins.
>>
shit
>>
>>265575043
That smile <3
>>
>>265580621
It would require rendering the lighting, shaders, post processing, etc twice for every frame where you're looking at the mirror. That's not cheap. Also it doesn't allow you to scale the resolution of the rendering in the mirror while doing it with a separate camera (I'm not sure where cubemaps come into this but I think they play a part) allows you to do this.
>>
>>265580667
If I remember anon's tests correctly, that's half the problem. The other half is that durability loss skyrockets when you hit dead bodies at 60 FPS.
>>
>>265579907
Given with what we know Source2 can do so far, it'll probably look better.
>>
>>265579458
Apparently the same R* studio that worked on the Max Payne 3 port to PC are working on the GTA5 port.

If the Max Payne 3 port is anything to go by, lets hope so.
>>
>ITT: people playing old games or game with no AA and call it good optimisation

How do you even know without checking the game code?
>>
>>265580976
>It would require rendering the lighting, shaders, post processing, etc twice for every frame where you're looking at the mirror
How so? Duplicating geometry means you render all of the shading and lighting in the very same pass. On top of that, you only render it once per screen pixel. While rendering the mirrored view into a new viewport means you render pixels that won't be relevant in the final output

>Also it doesn't allow you to scale the resolution of the rendering in the mirror
Correct, it would be native resolution of the viewport, the best quality you can have.

I'm not convinced yet
>>
>>265581101
MP3 wasn't a port and neither is GTAV going to be.

>>265581120
You can compare games with their graphics and performance and if one game runs like twice as well as the other game with similar graphics quality you can at least assume it's because of optimization.
>>
>>265581018
Yeah, that too. Or just immobile enemies. You can break Santier's Spear in like a minute if you join the Rat covenant and wail on one of the mammoths in the Doors of Pharos
>>
>>265580838
The best part was the team who did the WiiU version of Origins was different again and made by far the least buggy (at launch) and best console version of the game.
>>
>>265581203
>I'm not convinced yet
They're lazy, simple as that.

When was the last game where you entered an ingame bathroom, looked around and thought that the devs really did give a fuck about their game?
>>
>>265581648
not him but just to comment

oddly enough, I think it was Doom 3
>>
>>265575771
There is a lot of overhead on PC, not to mention console games use a SHITTON of shortcuts in development and most PC games won't even have the option for that. For example, most post processing is pre-baked on consoles but on PC its dynamic.
>>
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>>265561072
It was also cool that they included this in a demo.

Why do we never see these kind of benchmarks anymore?
>>
>>265581868
hmm, that bathroom certainly left an impression. Also it used that old double geometry, no render target, crispy clear, no lag, shiny
>>
>>265571635
>like in the new Deus Ex game, I think their engine just wasn't designed to allow real time reflections
player model didn't have proper animations. and they used gamebryo.
>>
>>265581101
GTA V has been in development on PC since 2012, finished in January 2014. The team is literally sitting on the finished product right now.
>>
>>265581203
I'm not a game dev so I'm not 100% sure. Still, if rendering a separate room behind a mirror was the best way of doing things you'd think that it would still be used. Some games still do it (Metro LL for example) but most games use a separate viewport. And being able to scale the resolution does help because perhaps a full quality reflection would be too intensive. They should still have the option though.

Also I think using a separate viewport fixes the character in the mirror not 100% being a correct reflection.

>>265581648
Sleeping Dogs and Max Payne 3 mostly. I'd like to hear what games you're thinking of.
>>
>>265582070
They want people to triple dip into GTA V. And the sad part is people will.
>>
>>265582096
the best method for mirror rendering in the way it was done in Duke Nukem 3D
the problem is this method was too good; you could place two mirrors across from eachother and it would crash even today's machines
>>
>>265581917
>1280x1024
>nvidia GeForce 8800
>32 bit
>DX9

WHAT THE FUCK?!?!
>>
>>265581917
>those specs
holy shit, my toaster could run that. I should buy it.
>>
>>265572917
>mx
>pixel shader
yeah. they were too good. i had the same problem with GeForce 4 mx
>>
>>265562780
What am I doing wrong. This game runs at 30 fps or lower. Running a 7970 and 3770k
>>
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>>265582070
Heres to hoping someone on the team gets disgruntled and leaks the PC version.
>>
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>>265582280
calm down not everyone can be a richfag like you
>>
>>265582279
I keep hearing that it was ray tracing but I still don't believe a game in whatever year DN3D came out had ray traced reflections. And if it could be done back then it doesn't seem like it would be too difficult to do today.

Also setting a maximum ray bounce depth (I think Brigade uses 8) would solve the crashing caused by too many reflections.

>>265582309
Turn off msaa and use fxaa or no aa. The msaa in the game is awful and 4x msaa will more than halve your framerate while eliminating less aliasing than fxaa will.
>>
>>265582279
That was because it was basically a 2d engine and what you were looking at weren't walls or polygons, but stretched out rectangles. It would be impossible to do this with a fulyl 3d engine.
>>
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>>265582603
>use fxaa

>using FXAA on PC

FXAA is consoleshit.
>>
>>265582096
Well, there are drawbacks to the duplicate geometry method. It only works if the mirror surface is planar, or close to it. Even worse, it only works if the mirror surface does not ever move. Because dynamic level geometry would be a real bitch to handle. Also, duplicate geometry requires a bit of extra game logic, because when the player is in that room, any physics and player movements in the original room must be replicated in the mirrored room. If the physics engine does not account for that, you're in trouble.

>And being able to scale the resolution does help because perhaps a full quality reflection would be too intensive. They should still have the option though.
Just so it's clear: When duplicated geometry is involved, the mirror surface is nothing but a transparent polygon, or a hole. There is NO difference between rendering a cityscape in front of the player, or rendering a room through a mirror.

>fixes the character in the mirror not 100% being a correct reflection.
That ties into the mirrored geometry mentioned above. Most first person games do not have any player geometry, or very little. So it can not be just duplicated in the mirror room. Instead new geometry needs to be added for that "NPC" that reacts to all player input. It would be possible to get a 100% correct reflection if you were to really just duplicate the meshes and hook them up to the same transforms. That needs support from the engine though, which means work for the developer. Meanwhile rendering a mirror through a render target requires no additional work from the engine, because all the work happens in shaders. It's lazier for sure
>>
>>265581917
>>265582280

The GeForce 8800 line, especially the single-slot GTs, was incredible. I mean, seriously, they were fantastic. What happened to powerful single-slot cards, man?
>>
>Building games and engines on PC rather than console devkits will never be standard despite consoles using PC architecture
>Engines will never properly utilize all that CPU power for realistic AI and physics in modern PCs
>Publishers will never stop bloating the specs in favor of pleasing Sony and Nvidia suits
>Microsoft will never stop being retarded about shitty overhead
There's so many things wrong.

For OP, LoS2 runs like a fucking dream on PC. Looks great too.
>>
>>265582698

>not wanting Full eXperience Anti-Aliasing
>>
>>265561620
DOTA 2 uses the CPU a little too much.
>>
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>>265582698
>MSAA
>Deferred rendering
>has never seen FXAA used correctly

Arma 2.
>>
>>265582857

What's that game? LoS 2? What does it stand for? Lots of Scares?
>>
>>265582698
Well you only have fxaa or msaa unless you downsample. In any case the msaa in the game shouldn't be used. So if you'd rather have aliasing than use fxaa just turn off the msaa. The fxaa in MP3 is pretty good though. It gets rid of more aliasing than the msaa and while it does cause some blurring it's not too bad.

Downsampling works fine but I find that the cutscenes for some reason run pretty badly at higher resolutions than the gameplay does.
>>
>>265582306
Well, they could have the option of not using them. Morrowind had. Half-Life 2 had.
Prince of Persia: SoT and Silent hill 3 demanded shader support, but I think there were fan patches to disable that.
>>
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Resident Evil 5.

RE6 runs well too, but it has PS2 textures so it's not surprising.
>>
>>265583161
My 9400gt is witness of that
>>
>looks like shit so it runs 400 fps
>WOW SO OPTIMIZED AMAZING
>>
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>>265583063
It's Castlevania: Lords of Shadow 2

runs like a charm and has very nice texture work overall, though some shit is a little bit too low poly, but it was made for last gen, so what can you do
>>
>>265582857
Some games are starting to do it. I'm not sure if it's entirely what you're talking about but there are games that on PC are not ports of the console versions.
>>
>>265583123
>fan patches to disable that
enjoying 10 fps and white textures? those patches rearly fixed anything.
>>
>>265583063
Lord of Shadows 2, i think.

It runs smooth as butter. Most recent hack 'n slash games seem to run pretty well on most machines.
>>
>>265583161
RE5 is getting "ported" to Steamworks.
I hope it runs better now that it won't use GFWL
>>
>>265583063
Lords of Shadows 2. Game is so-so though.
>>
>>265582603
>I keep hearing that it was ray tracing but I still don't believe a game in whatever year DN3D came out had ray traced reflections.
It was raycasting. The difference in naming is subtle, but the difference in what actually happens is huge. For raycasting you basically act on a flat 2D map of a level. You do the same ray-into-scenery thing, and reflect it on mirrors. Eventually the mirrored ray may hit a wall. When it does, you compute the distance from camera to that wall. Now here's the trick: That wall that the ray hit, has an upper and lower height declared (floor and ceiling). From the length of the ray and the elevation of floor and ceiling you can compute two points on the screen, which match the ceiling and floor of that segment of wall at that distance. Then you fill the column of pixels in between with the texture of that wall. That is, very simplified, the rayCASTING mechanism that Doom, Duke 3D and many others used. In the worst case you case one ray for each column of pixels on screen. So, 640 rays for a single frame of Duke Nukem 3D. That's not bad at all. Much less math than raytracing.
By the way, because of the column thing I casually mentioned, tilting your head up and down or to the side was extremely limited, since wall segments always had to be perfectly vertical.
>>
>>265583450
I just hope they give us the DLC.
>>
>>265582698
fxaa and msaa are poor man's AA, and they're both pretty good at what they're doing.
FXAA will cost you almost no performance, and msaa will get you a sharper image

Cheapest way to AA is just use 17-19" 1080p monitor
>>
I was wondering how porting works ? Does anybody who knows how to code can do it or you need to have source codes and shit.
Some guy ported The Dishwasher: Vampire Smile to PC. it works but it's very buggy.
>>
>>265583446
>>265583452
>>265583385

Well now I feel like a silly goat.
I heard it's supposedly better than the first one, I haven't played either. Do I need to play all Castlevania games to get the story or does it only share the name with the old games?
>>
>>265570493
GoldSrc is even more impressive if you compare them in retrospect.

Seriously, that shit is legit magic, its one part Carmack, one part Valve, and 10 parts magic.

Valve are kings with optimization and there engine, Portal 2 is fucking god damn amazing.

People dont realize theres A LOT of in map optimization with Source as with most games, but its very prevalent in source.

So you could make the exact same area, 1:1 down the the smallest details, and it would be worse than Valves.
>>
>>265582698
MSAA is dogshit now days due to deferred rendering. FSAA or post process AA's are your best friends now. SMAA is pretty fucking great, wish more games used it. MLAA is dogshit.
>>
>>265563849
It would be amazing to play that in 60fps 1440p on ultra.
>>
>>265583720
i think bluepoint games talked about that in some interview. i don't remember every detail, but i remember them saying that using the source code may not be the best way to go about porting. what they are doing is literally rebuilding the code for the game or something like that. i wish i could find the article
>>
>>265582698
>doesn't know how to counteract FXAA blurring

Crysis 3 called, said to learn how to sharpen.
>>
>>265583720
Ideally you would need the source code. It's conceivable that with enough time someone could completely build a game from the bottom up on another platform without having the source code but it would take forever and most likely not 100% replicate the code so it could have some issues and other things different than the version that was trying to be replicated.

The game that that guy ported to PC was a pretty simple 2D game so it probably wasn't as difficult as other games. If you wanted to completely build Dragon's Dogma up from the ground that would be much much more difficult. Most likely possible give enough time while probably not 100% replicating the code but it's not out of the realm of possibility.
>>
>>265583775
The Lords of Shadow is a reboot, so you're fine playing the 1st one.
>>
>>265583814
it would be amazing to play it just at 30fps
>>
>>265584115

Cool, thanks! I'm not good at this type of games but I guess on lower difficulties I'll do alright
>>
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>>265583775
lords of shadow is independent story wise. it has some namedropping of noteable npcs from the other games but nothing important really. and last i checked, the first LoS was considered a better game overall. LoS 2 will make you feel with the soundtrack and the castle though

story in both games is pretty shitty. to top it off, LoS 2 is based on the dlc ending in LoS 1, where gabriel earns his demonic powers which make him dracula etc.
>>
>>265570750
Im almost positive the actual tech behind Portal and its portal optimization are locked down and secret.

But there are these

https://developer.valvesoftware.com/wiki/Areaportal

Portals are based off that tech in Source to an extent, theres some other really fucking insane shit you can do with Areaportals

Also remember how in those SUPER detailed parts in Portal 2 you always had to use your portal in specific places?

That was a cute little trick to avoid people finding spots in those areas where a portal would lag like ass.
>>
>>265563341
This becomes less of an issue with Mantle and DX12. Also very fast PC CPUs are usually enough to compensate the driver overhead issues
>>
>>265582603
it actually was ray tracing but it did it by pixel and didn't try to shade anything.
>>
>>265583913
http://www.gamedev.ru/flame/forum/?id=176869
I don't think the guy who ported Dish Washer rebuild the code for the game and neither did he had access to source code. He explains what he did but I don't understand anything
>>
>>265583443
Well, maybe I'm dumb, but why would Silent Hill 3 run much worse than 2? Why would textures depend on shaders? Also, as far as I remember PS2 didn't even use shaders. Why would PC ports of it's games require them? Used as a bonus, sure, but not require.
Also, I never actually seen those patches. Maybe they don't even exist.
>>
>>265584418
>Im almost positive the actual tech behind Portal and its portal optimization are locked down and secret.
Documented and white paper'd. Valve is quite open about their research
>>
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>>265584249
>spoils the story in his review
>>
>>265570937
Portal 1 and 2 are super simple, and portal 2 doesnt let you make portals everywhere in those super detailed areas.

Also its based off existing technology in Source , Valve is godly at optimization, and was the FOCUS OF THE ENTIRE GAME.

When something like that is the full on focus then yes, it better be optimized and work.

Not 1 mirror in the bathroom to sate your lust for mirrors.
>>
>>265583450
>i hope it runs better
Ultra street fighter IV, i'll just leave you with that.
>>
>>265561072
>PC runs 10 year old game at 360p 120fps
OH MY GOD
>>
>>265563341
A standard gaming CPU is already several times more powerful than that underclocked Jaguar APU in a PS4. So even if he's statement is true, a medium rig is still ahead of a PS4.
>>
MT Framework was designed by performing a blood ritual and offering up the souls of multiple Capcom IPs to a dark god, hence why it's so magical.
>>
>>265584502
Sounds like he figured out how the container files worked (stuff that holds information or whatever) and was able to code stuff that would decompile them, edited the code to make them more friendly to Windows, then recompiled them. He did this for the containers, the exe, shaders, etc. So he was somewhat working with the actual game files (not sure about source code).
>>
>>265584818
And then they ditched it.
>>
>>265583720

to break it down to an extremely simplistic view, games exist in 3 big portions
you have the graphical/audio resources (whose function is obvious), the behavior code resources (which control events and gameplay), and the engine

the engine is built to interpret the behavior code and feed the graphical/audio resources to the target hardware in such a way that that hardware can interpret it correctly
when porting, you rewrite the engine so that it can be read by and feed data to the new target hardware. Sometimes this doesn't go so well
>>
>>265584635
only the dlc fuckery
>>
>>265584779
To be fair it was because of their stupidity while porting it.

>Hey guys you know what would be great?
>If every time a player tried to use matchmaking it'd make the other players DDOS him!
>>
>>265584818
Shame it's been discontinued. It was one of the best. Lost planet on the 360 in 2006 blew me away.
>>
>>265584968
You also spoilt the actual LoS1 twist ending.
>>
>>265584567
Really? Where is it at I really wanna read that.

I was saying that because you cannot make a standalone mod of portal 1 and portal 2(you cannot do the create a mod thing in the tools as you can for others)

You instead have to be creative and generally are locked down to mapping and some third party stuff you can do. But you dont have nearly the control you would if you could do the standalone mod shit. Thats why I figured the tech behind it was so locked down, they dont even give it to you so you can fuck around with it. L4D falls in the same category, you cannot use it as a base for a mod(as in actually control the stuff like the Director AI and etc...)

Instead it once again comes to a makeover with maps/textures/models/etc... but never able to really mod it.
>>
>>265584818
In MT Framework everything is static and anything that moves is shiny like a diamond, also almost nonexistent shadow effects. That's how they achieve good performance.
>>
>tfw hardly any games let you cap the FPS freely without engaging v-sync
Hate that shit.
>>
>>265585052
maybe if the twist was good and not phoned in dlc shit that should've been in the game i would care about not spoiling that shit. anyway, he isn't losing much by knowing that
>>
>>265585146
You can do it with Precision X and I imagine Afterburner too.
>>
>>265584818
it was commissioned by Inafune for the purpose of making Legends 3
he gave them his spare decanter of crushed gamer souls for use in the engine
>>
>>265584858
Dishwasher is small and less intensive game. I could imagine how much work would it take to port game like Destiny without official support and it would probably run at 10fps
>>
>>265585052
The game's story is pretty shit anyway. All this vampire Gothic crap is ridiculous.

LoS2 is fun in the beginning but turns into shit once you buy all the moves.
>>
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>>265585146
Why though?

>tfw seeing framerate hit 400
>>
>>265561072
>started playing this yesterday
>fun but feels hard to get combo points
Am I just not meant to feel incredible until further into the game when I have more moves and abilities unlocked, and then replay levels for style and score?
>>
>>265583913
Bluepoint essentially reversed engineered the game, and poked/injected/translated relevant shit to make it work on the new target platforms.
>>
>>265561072
Gamecube modelisation.
>>
>>265585413
>screen tearing
>>
>>265584952
I read so many articles on porting and I couldn't understand anything.
you explained it perfectly.

Thank you.
>>
>>265585413
Annoying playing older games and seeing my video card getting hot over nothing, and v-sync always has that annoying input lag.
>>
>>265585146
>mfw 1000 fps
>computer starts clicking
I'm so glad CSGO lets you cap your framerate with an autoexec file.
>>
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>>265561072
>>
>>265585146
use d3doverrider. Nvidia has FPS capping on driver settings for 2 years already.
>>
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>Optimized Games thread
>Zero mention of this
>>
>>265585532
no prob
>>
>>265585620
I heard the driver setting doesn't work very well though. Have you tried using it?

>>265585705
That was coded entirely in Assembly right? There was a 3DS game that did that too and managed to run at 60 fps while looking like a late gen PS2/Xbox game.
>>
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>>265585793
>I heard the driver setting doesn't work very well though. Have you tried using it?

My vga is AMD actually.
>>
>>265585620
Got more info? Google keeps pointing to RivaTuner and shit. Not seeing anything about FPS settings in the nVidia control panel either besides console-style v-sync.
>>
>>265585793
Ironfall for 3DS
http://www.youtube.com/watch?v=x_HqBYL2Ne0
>>
>>265585719
Can we use the same engine on PS4 and PC ?
>>
>>265585921
To use Nvidia's limiting thing you need to use Inspector. And as far as I know, D3DOverrider only uses vsync/triple buffering, no just play framerate limitations.

>>265585979
Yep, The Youtube video doesn't do it justice though. Should really download the 60 fps video on their site.
>>
>>265586019
it's getting easier, yes, because the hardware is closer to identical
the engine has to be rewritten for the individual OSs though
>>
>>265583720
It greatly depends on the platforms being ported from and to. Usually the source code is what they will start with, and optimise from there. If you read some of the interviews with Naughty Dog about porting TLOU to PS4, turns out they had to do a lot of work just to get it running.
>>
>>265585979
>All those engine 'features'
>Still looks like shit
Nothing is going to save you from 240p unfortunately. Can't use detailed textures at all or else shit will shimmer horribly, and mip-map will turn it to soup five feet away.
>>
>>265586094
>And as far as I know, D3DOverrider only uses vsync/triple buffering, no just play framerate limitations.

D3DOverrider doesn't limit FPS, but it gives you all the benefits of V-sync without giving input lag or weird performance.
>>
>>265586241
>turns out they had to do a lot of work just to get it running.
That's mostly because TLoU had a shitload of code that was specific to the Cell architecture that needed rewriting for the traditional X64 processor.
>>
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>>265585979

Cool
>>
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All Dead Space game
>>
>>265586401
Isn't that the case for every PS3 to PC port ?
>>
>>265584534
>but why would Silent Hill 3 run much worse than 2?
Old SH games are notorious for being lazy ports
>PS2 didn't even use shaders
OG Xbox used shaders. And I'm pretty sure PS2 had some other techology similar to pixel shaders.
>Why would PC ports of it's games require them?
ported using DirectX 8&9? Also PS support was standard at the time(only nvidia went full retard and sold cards without it)
>>
>>265586625
That would be Unreal engine working its usual stuff.
>>
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>newfag generation cant comprehend next gen games requiring next gen hardware
>>
Since we're talking about optimization, what is it with multiplat ports on Ps3? Take Bayonetta for example. it runs 60 on the 360/WiiU but around 20 on ps3? Is this because of the split memory the Ps3 uses?
>>
Threads like this make me wonder how the fuck indies make 2d platformers that run worse than most 3d titles.
>>
>>265586806
>newfag generation cant comprehend next gen games requiring next gen hardware
Define Nexgen games.
>>
>>265586848
Rushed port job on a console that hardly any developers had real time devoted to figuring out how to get performance from it.

That and Platinum outsourced the PS3 port to SEGA to handle, who was publishing both console version anyhow.
>>
>>265563849
I forgot how much fun sorcs where
>>
>>265586806
man fuck you for reminding me of its existence
>it
>>
>>265580767
There really isn't. Most of DMC's particles are very simple, and the texture count s really low.
>>
>>265586631
How many PS3 exclusives have been ported to PC that you know off?
>>
>>265586806
>an Xbone game that runs at 720p 30 fps with drops can't run much better on a fucking Titan
That's poor optimization. I'm not sure if the shitload of vram these games use is poor optimization or not but DR3 is a game with poor optimization. As is Watch Dogs and other Ubisoft games.
>>
>>265586736
It's their own engine
>>
>>265587153
whatever happened to Rose?
>>
>>265586848
Programming for PS3 is pain.

Cell's architeture is alien. The PS3 emulator doesn't even run any games because emulating the Cell behavior still impossible, if things don't change the PS3 emulator might never be able to run any legit PS3 game.
>>
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>>265563917
>mfw capcom decided to ditch MTFramework
>>
>>265587430
>an Xbone game that runs at 720p 30 fps with drops can't run much better on a fucking Titan
>That's poor optimization.
Or it's an engine hardcoded for 30fps, not uncommon. In that case, the amount of hardware you throw at it is secondary
>>
>>265586625
The first one has a shitty 30 fps cap unless you disable v sinc
>>
>>265587005
They did a much better job with Vanquish and MGR - PS3 and 360 versions almost identical. http://www.eurogamer.net/articles/digitalfoundry-vanquish-face-off

http://www.eurogamer.net/articles/digitalfoundry-metal-gear-rising-face-off
>>
>>265575851
thats actually a thing in unity 3d
>>
>>265562868
>clinging to this tweet enough to save it to your hard drive to post later, knowing that its so out of context that it doesnt mean what you're trying to say it means

Behold the face of mental illness.
>>
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I don't get. Shouldn't optimization be number 1 priority for big publishers when making a PC game? People with high-end cards are very few. By optimizing your games, you're making sure the potential consumer base multiplies by a vast margin.Then why are big publishers the absolute worst when it comes to optimization? It seems so detrimental to their own business. Yet indie devs like those that made Vanishing of Ethan Carter are doing a hell of a nice job actually making sure their games are playable on a wide range of machines.
>>
>>265567690
I got it running on an i3 and a 710m at 1366x768. I was extremely surprised.
>>
>>265587625
>Or it's an engine hardcoded for 30fps
Which I would consider poor optimization. It's poorly optimized for framerates above 30 fps. Also the cutscenes for some reason run really shitty, like half the framerate of the actual game.
>>
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Kojipro has god-tier programmers, can't wait to see what they can do with Fox Engine on PC.
>>
>>265561620

your satchel fucking failed and you still chose to save that?

I remember when being clutch meant something.
>>
>>265587932
You can either use extra performance to add more things the game can do or you can take it up with poor optimization. Guess which one takes less effort? People keep saying high end PC games aren't made anymore because lower end computers need to run games too while AAA devs are doing essentially the same thing a high end game would do except they're not using that performance for anything.

>>265588065
GZ PC fucking when
>>
>>265580231
Funny, it's been the opposite for me. CoD4 ran fucking great, same with WaW. With MW2, it started to run like shit. With MW3, I didn't notice anymore since I had some better hardware.
I tried Ghosts once or twice though but it had some crazy stuttering going on which I couldn't fucking explain.
>>
>>265588065
>implying
More than 1 month since news about PC version.
We'll get GZ in February, if much.
For 40 bucks.
>>
>>265586625
Not Dead Space 1, but yes 2 and 3 work very very well.
>>
My shitty laptop can get consistent 25 fps (which is shit but whatever) when it can't even play TF2 at a consistent 15

This shit is magic
>>
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>>265561620
>>
>>265587965
hardcoding for a framerate has nothing to do with optimization, or at least not in ways you expect it to be
>>
>>265588202
see
>>265562004
>>
>>265587932
>People with high-end cards are very few.
And they are the ones who actually buy games. Because they can afford them.
>>
>>265588238
How late a game is has nothing to do with the quality of the game itself.

>>265588310
What exactly do you mean by hardcoding? The game will run above 30 fps with pretty much no issue. It's only that the game runs so awfully on pretty much anything.
>>
>>265588297
Meant to say on DMC4
>>
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>>265575057
>Some diseases work like that in real life to. Not to target specific people, but certain genetic traits. I don't see any reason targeting specific people wouldn't work.
Like ebola?
>>
>>265569329
WoW was surprisingly the best optimized MMO I've ever played. Although I didn't manage to get constant 60+FPS everywhere, either, but that's probably improbable for any mmo anyway.
Other than that, I'd say FFXIV was one of the better ones optimization-wise, but that may be due to the small as fuck areas.
>>
You know you guys could actually make KOTHO with Byond
>>
>>265588407

yea, that's called an excuse. He could have just shot the guy, but he thought his satchel was going to kill him.

aka he goofed
>>
>>265588415
Arguments like this are used in contradiction a lot of the time. People don't make high end PC games because then only a few people would be able to play them well, but poorly optimized console ports aren't an issue because people with high end hardware are the only ones that buy the game?
>>
>>265561072
>Well optimized shit games
Mustard race wins again.
>>
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>>265588649
>He could have just shot the guy
but then that would make for a boring webm, wouldn't it?
>>
>>265587932
They simply focus on high-end hardware and there is nothing wrong with that.
>>
I don't think some of you PC users realize just how powerful current-gen is. When consoles are twice as powerful as equal PC hardware, they are very close to high-end PCs. With cloud for Xbone and further optimization for PS4, consoles will be at an equal level as high PCs for the next 3-4 years, minimum.

The real test I guess will be The Witcher 3. If the PC version looks years ahead of PS4, then we'll see.

I get theres 4k for PC as well, but it doesn't look that much better than 1080p. Its hard to tell any difference
>>
>>265588830
>When consoles are twice as powerful as equal PC hardware

Are you drunk?
>>
>>265588830
"quality bait right here my friend" - some warcraft 3 character
>>
>>265588818
see
>>265588732
They're not focusing on high end hardware, they're using their performance budget poorly. There is an issue with doing that if the same reason is used for why high end PC games aren't made anymore. Hardware is used to counteract developer laziness and not to do more things with the game.
>>
>>265562868
This tweet is about direct X, dont forget.
>>
>>265588732
Don't hate me. That's the actual reason why not many publishers/studios don't care about the PC ports. Also bulk of the money is made on consoles. PC sales (year one and steam sales) are just side money to them.
>>
>>265561620

>Still can't maintain 60fps on Xbone
>>
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>>265563849
Its happening anon
>>
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quake 3 cpma
>>
>>265561620
I read an interview where Respawn said that Source actually wasn't very well optimised and the re-wrote most of it.
>>
>>265589368
>Also bulk of the money is made on consoles
Lately it's seeming that a lot of games need as much money as they can get and so PC is helping a bit. It's still retarded to use that double standard that we won't actually make use of high end PC hardware because lower end cards need to run the game too while doing the exact same thing with poor optimization so lower end cards can't run the game.
>>
>>265588818
There is something wrong with that when the performance demands are way, way higher than the game's visual output.
>>
>>265589616
I think you read it wrong, they had to modify the engine in order to remove certain features like Steamworks (game is Origin exclusive), dedicated server support (game runs on Azure cloud servers powered by Microsoft), and among other things. They also added DX11 support manually since the engine doesn't support it by itself.
>>
>>265588830
Either you are a troll, drunk, or have the most severe form of mental retardation I have ever and the displeasure of witnessing. Please become an hero.
>>
>>265588301

At least it doesn't crash when it can't find resources. GUESS THAT'S WHY IT'S CALLED THE SOURCE ENGINE
>>
>>265589632
A person that can't afford hardware would probably pirate the game anyway. So they don't care. Video card producers don't care because if you have to buy their flagship card to run a game they're profiting already and Nvidia programmers are famous for finding a way around ports's bad programming, so they use it as part of their marketing tactics.
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