Currently studying CS and some other stuff. Best known for previously being top 50 (OCE) in LoL, expert RoN modder, and creator of RoN:EE’s community patch (CBP).
(header photo by Brian Maffitt)
I can get behind the general idea, but in this implementation specifically it seems like the low modulation example isn’t distinct enough from simply lower-quality audio, but the higher modulation example (where the effect is more distinct as an intentional effect), is just not nice to listen to. Maybe there are other ways to distort the voice that don’t have as much of that downside?
Interesting, it wasn’t age-restricted a few days ago!
The linked listings seem to have already been taken down, RIP
Once in a blue moon, something that seemed impossible does become reality!
Yeah I’m also confused about its current state / status in currently-released games. It looks like a significant enough of a feature that I would naively assume that if it was implemented in a currently-released game that the devs would boast about it, so I guess it’s not there yet?
Different people also have different sensitivity to different types of artifacts. No doubt a degree of the complaints is overblown due to a big of tribal / mob mentality going on, but a few of the people complaining might just be more sensitive to it.
With TAA specifically there’s probably also implementation differences going on, where someone has a bad experience with it once or twice and then generalizes that experience to all implementations of it.
Someone mentioned Neural Radiance Caching to me recently, which Nvidia’s been working on for a while. They presented about it at an event in 2023 (disclaimer: account-gated and I haven’t watched - but a 6-minute “teaser” is available: YouTube).
I don’t really understand how it works after having skimmed through some stuff about it, but it sounds like it could be one of several ways to improve this specific problem?
Haha, opposite experience for me! I don’t play it but know some people that do, and I only ever heard about them playing it on their PCs, so it was their comment that made me realize it was also available on phones :P
Might be talking within the context of PC gaming, where even a relative potato will beat the performance of a flagship phone.
The process described and shown by the screenshots does seem a bit much for a cancellation. Suing feels disproportionate when I first hear it, but are there many other recourses to force it to become more user friendly?
Is it a legal liability thing to avoid using specific words? It’s hard to imagine it being bad PR to “properly” apologize (at least compared to releasing a non-apology apology statement).
Fair point, but I guess I would hope that the person being paid to write the copy would check it, since getting that right seems like it’s part of their job description ¯\_(ツ)_/¯
Or 53.6 degrees Fahrenheit if you believe whoever wrote the page for Nissan lmao. I guess they just typed it into a converter with no context, and the converter spat out an answer amounting to “if your thermometer says it’s 12 degrees C, that would be 53.6 degrees F”… but without that context.
Thanks for so politely and cordially sharing that information
edit: I would be even more appreciative if it were true: https://www.rockpapershotgun.com/rocket-league-ending-mac-and-linux-support-because-they-represent-less-than-0-3-of-active-players
Quoting their statement:
Regarding our decision to end support for macOS and Linux:
Rocket League is an evolving game, and part of that evolution is keeping our game client up to date with modern features. As part of that evolution, we’ll be updating our Windows version from 32-bit to 64-bit later this year, as well as updating to DirectX 11 from DirectX 9.
There are multiple reasons for this change, but the primary one is that there are new types of content and features we’d like to develop, but cannot support on DirectX 9. This means when we fully release DX11 on Windows, we’ll no longer support DX9 as it will be incompatible with future content.
Unfortunately, our macOS and Linux native clients depend on our DX9 implementation for their OpenGL renderer to function. When we stop supporting DX9, those clients stop working. To keep these versions functional, we would need to invest significant additional time and resources in a replacement rendering pipeline such as Metal on macOS or Vulkan/OpenGL4 on Linux. We’d also need to invest perpetual support to ensure new content and releases work as intended on those replacement pipelines.
The number of active players on macOS and Linux combined represents less than 0.3% of our active player base. Given that, we cannot justify the additional and ongoing investment in developing native clients for those platforms, especially when viable workarounds exist like Bootcamp or Wine to keep those users playing.
Fair enough! I barely use its social side since most of the games I’ve played on there are singleplayer titles - honestly didn’t even know that wasn’t there yet!
I kinda understand it not being a priority; even if they dedicated the resources to both create and adequately maintain Linux support, I imagine very few of the games on the platform have native support anyway. Sure, many would work (to varying degrees) with the various bags of tricks available, but it’s still an extra step of compatibility that’s sort of beyond their immediate control.
I guess our opinions differ, because I don’t consider either of those to be “basics”. They’re nice features for e.g., Steam to have, sure, but they’re not “game launcher 101” imo.
What do you consider basic that it’s still missing? To be honest I’ve felt content with it as a game launcher for a while now, but I admittedly don’t use it that often either.
Yeah, I think it’s not unreasonable to be restricted given the contents - just wanted to note the change