https://www.reddit.com/r/DeathStranding/comments/hr3wbf
DF is a wealth of misinformation about PC hardware, they are quick to place the blame on Ryzen as they have multiple times in past.
You can see people with intel are having issues. It's not an AMD bad thing.
Please stop arguing about performance issues and move on. If you need to discuss a specific game and how to best to work around the hardware problems, please, do so in a new thread.
Finished The Last of Us 2 and then the 1st one too and it's DLC. The series as a whole is in my top 5. Game 2 improves the stealth tactics and combat. The graphics are amazing seeing that it's played on very old hardware. The story?.....It's not just a story of revenge. Unless your numb, this game will be an emotional roller coaster. The first one had a good story to it too. Both has some of the best acting in voice and direction in a video game. The 2nd one pissed me off so bad at one point i wanted to suicide the character or just quit playing all together. The game play prevailed and i kelp playing. Then started to understand and even like the character. It's just a story that's deeper and one can learn to look at all 3 sides of a coin if you let it. After i finished the 1st i started two again as a new game plus that's how good it is IMHO. I've already uncovered new ways of doing combat. I wiped out 10 enemies with one brick. I stirred up a nest of infected and they attacked the humans...good fun. I've also found that oh, sht run room and other things.
I gots me a participation trophy.
Not to be glib about it or is that gib?...oh well.
Cure for a pandemic. Everybody gets a months supply, a case of tater chips and then sit back and play video games for that month.
As we all are gamers, we know how to make it to the next level and wearing a mask might just help you, your family and mine make it to the next level.
Picked Control back up to try out the DLC... STILL just getting to it. I keep doing more playthroughs because I've realized that this game's world is endlessly fascinating to me. I keep finding new secret areas and figuring new things out. The Jungian stuff runs deeper than it seems, and the whole universe runs on non-euclidean logic. There's a certain satisfaction when what presents as incomprehensible starts making sense. You feel like you're going crazy, but it feels right. The way all of these bizarre things line up is a real treat. There is so much depth to the world... things seem arbitrary but if you go in thinking everything has meaning, but maybe you can't grasp it yet, it's insanely intricate and thoughtfully constructed. It's a world wherein there is another side to literally everything and an untold story, manifesting through your own thoughts... which ties in great to Jung's work, which often delved into matters of a separate unconscious reality that can mix with the conscious, observable one. Reality itself changes by what you choose to observe in Control's world. It's fucking nuts to think about so many of the little things in this game, I'm telling you. I want to write about it, but the more I learn, the harder it gets to break down.
I think if I played all of the remedy games I could write a book about thier universe... but it draws on so much that's also a scholastic research project requiring real citations. At first I thought it was just a bunch of stuff designed to confuse like "Oooo, so mystical." but I've realized that it actually wants to and can be understood. It just gets your mind going in different ways than is normal.
The entire universe of the game is about logic. In our world, we use binary logic in order to hash out an objective reality. The logic we use in order figure literally everything out has only two states: true and false. Ones and zeros. Even more complex logic is fundamentally built this way. But Control's logic is different, with dozens of potential logical states. This makes it appear completely illogical, but it's actually just a completely alien logic to modern humans, that can be somewhat understood with repeated exposure. It's a mashup between matters of science and the arcane. Happily treading where traditional human logic fails to elicit any sense of reliable comprehension. Rubbing up against the hard limits of our physical senses and cognitive perception... of what we can perceive and consolidate. Sort of like how you can't see the true form of a 4d geometric figure, but also more than that... down to the conception of what the figure is and the logic that makes it so. Just realizing this changes how you make sense of everything in the game, and suddenly there are an overwhelming number of possibilities to explore... and the crazy thing is, they actually go somewhere?
I'm also totally enamored with the level design and art direction. The layouts and use of brutalist and surrealist architectural principles is very studied, so that the whole of the oldest house encapsulates every school of those styles. It's just such a great mix of satisfying geometry... all of these pillars, monoliths, and impossibly tall ceilings. Big spaces going into illogically small spaces. Rooms that shouldn't connect. Elevators that actually move sideways, or diagonally. It all follows the ethos of the world to a T. I especially appreciate the choices in color and lighting. That alone makes every area distinct and navigable... the way the section things off is seamless, but keeps it properly grand and sprawling. The Oldest House is alive and by design it feels that way. Now, when I say it is alive... it's not alive like you or I, but rather more like a tree. Anybody familiar with Yggdrasil? That's The Oldest House. Like, literally.
The material work and the meshes that go along is probably my favorite. They have at least a couple dozen forms of concrete and they all just feel right. There's a lot of art in the mixing of different materials and textures. No matter where you look, it is very appealing and compositionally sound. All of these creative marriages of different metals, papers, plastics, textiles, stone, woods, paints... a lot of studying buildings was involved in that. It's meticulous work and it shows. Not a single one is just there. They all look very plausible and realistic, but also a bit realer than real... like an impressionist rendering with real-life detail interpolated back in. Like how your mind would fill in the blanks for a cartoon image. So the concrete looks soo much like actual concrete that it's both more and less. Everything appears as the essence of what it is. It's something so hard to pin down in art, but you know it when you feel it. These materials just make the whole game look like a painting. This is what you get when you know the limitations of realism with your rendering engine and start getting creative. Even the shimmer artifacts can be considered as part of the material... or at least they seem to have been designed with that limitation in mind. Rather than avoiding it, they try to work it in. And for the most part I think it works!
Not to mention, the RT reflections are actually worth seeing. They work them into the materials and art design down to thier core. These materials need them to look how they're supposed to. This is a game that was made for RT GI and reflections, and it really shows. I cannot play with any of them turned off now. I was one of those people who thought it was just a gimmick at first, but Control makes a good case for how what RT can do actually broadens artistic horizons when it comes to the sorts of imagery that can be created. There are so many points where it makes the whole scene better than most things I've seen. Reflections aren't just for windows and puddles. No. Everything you see is reflective to some degree, and Remedy applies RT reflections that way. So it often drastically alters the appearances of nearly every material. I love what they did with it.
I've figured out a good way to run all of the RT effects on a 2060 at 1080p, too. What I've done is turn down most of the graphical settings, save for LODs and texture quality. Global reflections for instance, does nothing with surface reflections turned on. The shadow and volumetric settings have little visual impact, but significant performance penalties. The RT effects make a much more dramatic difference. All of them. Any regular thing you can turn down for an RT effect tends to be worth it.
I do not use DLSS. I just find that it looks cartoony and certain materials get weird. It gives that poster art look to all of the edges. It just has this black, pop-out grit that I can't stand. The game already has temporal-itis. Don't need anything adding more artifacts. I know that shimmer turns people off already. I actually just drop the render res to 768p and let the 4x MSAA take care of the jaggies. I don't know what's in the sauce (it has a couple FPS hit on average too,) but tossing very gentle ReShade lumasharpening on top results in an image that barely looks different from native 1080p. And it holds 60fps everywhere. Wholly superior to DLSS IMO. The fidelity obviously takes a hit, but the visual art itself fully comes through. 3rd person games just get away with upscaling more easily, I think. The right post processing can make it work well.
A small sample. Which is which?
Figure A
Figure B
Figure A: 768p upscaled w MSAA 4x and lumasharpen
Figure B: Native 1080; w MSAA 4x
Edges generally don't suffer. Very fine edges like fences take a hit with upscaling. But the main difference is in the shadows and anything brought by RT or screen space tricks looking a little grainier, because obviously they are calculating fewer pixels. In gameplay, it's almost impossible to spot... as again, the game is full of temporal shimmer anyway. You see it in screenshots, but with movement it blends into the artifacts already brought in by the engine.
I'll put it this way... I play at 768, but when I screenshot I tend to bump back up to 1080 native. But half of the time I forget to switch up, so I've got probably 100 768 screenshots mixed in. And I can't for the life of me tell which are 768 and which are 1080
You got it. That's pretty much the most noticeable part with the scaling. Much easier to see in darker areas. In the few places where godrays are used you will also pixelation, same reason as shadows... lower resolution means fewer pixels and thus lower relative accuracy. This is pretty rare to spot - they don't use those types of light or shadows often, and they look terrible even with settings maxed, so no huge loss.
Still images show it more clearly, but when you're looking around with the camera it becomes a lot tougher to spot - because of how the engine handles screen space stuff (even without the RT) and perhaps some sort of TAA, you've always got a lot of shimmer going on where luminance shifts. Color information gets lost at the extremes, too. There's a subtle, shifting banding, like the beginning of slight JPEG degradation. The other thing you will notice is jagginess in sequences of small straight lines running towards the horizon. Even normally, they jumble further off in the distance, but it's a bit more noticeable as you move... it forms bigger compound lines as details distort. Just something the engine already does badly, done a little worse.
To me it actually looks a bit like a camera running at an ISO close to what it can handle and still hold details. But that's where the difference is. You really only see that shimmer for what it is when the game is running. Each frame is a decent approximation of what should be there, but the individual frames make separate misses from one another, the artifacts alternate and so even though you still see grain, it tricks your brain into thinking its more cohesive... like, you don't perceive those holes in shadows and such.
Can't avoid that at all with this game, it's how it renders. Both GI and contact shadows also worsen it. The SSR and SSIL used by default are still less accurate than the RT options... they just hide it better by rendering less. But it also so happens that the accuracy loss from lower-res up-scaling of RT-rendered shadows and illumination gets sort of hidden under the game's natural temporal artifacts. Compared to what the engine already does to distort the images, the added distortion from RT and scaling is minor. When you're moving the camera, you can't really see that clear grain like in those screenshots, because the 'open' spots in the grain not only keep shifting but also get smeared across frames. You sense kind of a vague harshness, but it's hard to acquiesce. I'd describe it as ethereal crawling. Certain shadows and light sources just wind up looking just a little blotchier than normal. The important thing to me is that there aren't obvious pixelated edges to them, which there typically aren't. If anything the whole image winds up slightly blurry with the RT artifacts, even at 1080 native. Bit of an 'electron cloud' effect. It still looks like a gradient, but you know there are particles moving really fast across it. You just can't see them.
Even though color/light graduations wind up looking slightly grainier, I still think it's worth it to have an image with the added drama and depth their RT suite adds. It adds a ton of ambiance, even where there aren't obvious reflections surfaces still pick up light from everything, shadows appear in new places and blend perfectly into corners and other perpendicular spots, making everything look cohesive in ways I've never seen in a game. The fact that its not uniform kind of makes it much more convincing. You go back and things just look starkly video-gamey. Maybe I'm sensitive but it's really jarring and dramatic to see the difference after you've been playing with it on. In practice, the RT effects make the whole image look fuzzier no matter what. It's unavoidable. But if we're talking realism and plausibility, I'd say that both A and B take it much further than it goes without those effects. The game already looks fuzzy anyway. The difference between those two and the difference between either one and nothing are worlds apart. The upscaling is a minor downtick compared to no RT at all, though native res does look cleaner overall. I simply take option A because option B means steady 45fps with motion blur
It's playable but kind of headache-inducing. If next gen brings even this level of visual performance up to something like 1440/60 I'd be a happy camper. It already looks great with this game, even with the base engine's flaws. It just needs to run better to look and feel its best. It's like 90%. This is still the game I would reccomend to people who've bought RTX cards but never bothered much with the RT. It shows everything that RT can offer in a consistent and artistic way... and with some caveats can be run at 1080p on the lowest-tier RTX card without looking like garbage. Maybe not at it's best in general fidelity, but you still get significant improvements to the image. Perfect smoothness isn't the end-all be-all of a rendering that feels real. It feels realer with grain and fuzz than squeaky clean with less accurate/dynamic lighting behavior. I wouldn't bother taking the hits otherwise!
I shoulda captured native 1080 with no RT, too. Maybe I can go back and do that, though that area doesn't show what really most shines. It's places where the hiss has corrupted, or places with dramatic lighting and lots of different materials that really show it. But a lot of it is in the dynamic across frames. The way that light behaves as you traverse with ever changing angles. It's like a magic illusion. When you see it in motion the impact is undeniable and for me, surprisingly hard to walk away from. I played the whole game at 45 FPS once just to have it, and 45 FPS actually sort of hurts me
been playing alot of games,
mostly mobile, one PC game i play is Dragon Nest, SEA server.
mobile games I'm focused now is Girls Frontline, and Arknights.
lots of events on all three games, almost no time to play
That is my eternal problem with older FF games... though for me the worst one is SNES FF3. Though when I say 'worst' I mean, I love that game. There are a million different ways to kick ass in those games... and in classic RPG fashion, it all starts with grinding. Gotta do it before you progress at a lot of points or you lose out on using the strats that open up! It always gets me with that creeping feeling of missing out if I don't put in the work. Other times it's just vital to progressing at all, and you... don't really get a warning. Developers just weren't nice like that, I guess. I remember the collective wisdom with all of those traditional 2D FF games always being "Grind more than you think you need to."
That is my eternal problem with older FF games... though for me the worst one is SNES FF3. Though when I say 'worst' I mean, I love that game. There are a million different ways to kick ass in those games... and in classic RPG fashion, it all starts with grinding. Gotta do it before you progress at a lot of points or you lose out on using the strats that open up! It always gets me with that creeping feeling of missing out if I don't put in the work. Other times it's just vital to progressing at all, and you... don't really get a warning. Developers just weren't nice like that, I guess. I remember the collective wisdom with all of those traditional 2D FF games always being "Grind more than you think you need to."
Exactly. FF VI was hella hard like you said, we Europeans just say it as FF VI like it is, weird how they named FFIV as II and VI as III for US. Probably because they were the second and third FFs released there... VII was the first international one.
I also started VIII remastered on PC few days ago, and this time, NO grinding! I think I've never played it that way..
I'm putting you on ignore next time.... seriously. Its not like they're good screens either or anything, but most certainly annoying af. That's fine if its one pic. But not TEN.
Picked Control back up to try out the DLC... STILL just getting to it. I keep doing more playthroughs because I've realized that this game's world is endlessly fascinating to me. I keep finding new secret areas and figuring new things out. The Jungian stuff runs deeper than it seems, and the whole universe runs on non-euclidean logic. There's a certain satisfaction when what presents as incomprehensible starts making sense. You feel like you're going crazy, but it feels right. The way all of these bizarre things line up is a real treat. There is so much depth to the world... things seem arbitrary but if you go in thinking everything has meaning, but maybe you can't grasp it yet, it's insanely intricate and thoughtfully constructed. It's a world wherein there is another side to literally everything and an untold story, manifesting through your own thoughts... which ties in great to Jung's work, which often delved into matters of a separate unconscious reality that can mix with the conscious, observable one. Reality itself changes by what you choose to observe in Control's world. It's fucking nuts to think about so many of the little things in this game, I'm telling you. I want to write about it, but the more I learn, the harder it gets to break down.
I think if I played all of the remedy games I could write a book about thier universe... but it draws on so much that's also a scholastic research project requiring real citations. At first I thought it was just a bunch of stuff designed to confuse like "Oooo, so mystical." but I've realized that it actually wants to and can be understood. It just gets your mind going in different ways than is normal.
The entire universe of the game is about logic. In our world, we use binary logic in order to hash out an objective reality. The logic we use in order figure literally everything out has only two states: true and false. Ones and zeros. Even more complex logic is fundamentally built this way. But Control's logic is different, with dozens of potential logical states. This makes it appear completely illogical, but it's actually just a completely alien logic to modern humans, that can be somewhat understood with repeated exposure. It's a mashup between matters of science and the arcane. Happily treading where traditional human logic fails to elicit any sense of reliable comprehension. Rubbing up against the hard limits of our physical senses and cognitive perception... of what we can perceive and consolidate. Sort of like how you can't see the true form of a 4d geometric figure, but also more than that... down to the conception of what the figure is and the logic that makes it so. Just realizing this changes how you make sense of everything in the game, and suddenly there are an overwhelming number of possibilities to explore... and the crazy thing is, they actually go somewhere?
I'm also totally enamored with the level design and art direction. The layouts and use of brutalist and surrealist architectural principles is very studied, so that the whole of the oldest house encapsulates every school of those styles. It's just such a great mix of satisfying geometry... all of these pillars, monoliths, and impossibly tall ceilings. Big spaces going into illogically small spaces. Rooms that shouldn't connect. Elevators that actually move sideways, or diagonally. It all follows the ethos of the world to a T. I especially appreciate the choices in color and lighting. That alone makes every area distinct and navigable... the way the section things off is seamless, but keeps it properly grand and sprawling. The Oldest House is alive and by design it feels that way. Now, when I say it is alive... it's not alive like you or I, but rather more like a tree. Anybody familiar with Yggdrasil? That's The Oldest House. Like, literally.
The material work and the meshes that go along is probably my favorite. They have at least a couple dozen forms of concrete and they all just feel right. There's a lot of art in the mixing of different materials and textures. No matter where you look, it is very appealing and compositionally sound. All of these creative marriages of different metals, papers, plastics, textiles, stone, woods, paints... a lot of studying buildings was involved in that. It's meticulous work and it shows. Not a single one is just there. They all look very plausible and realistic, but also a bit realer than real... like an impressionist rendering with real-life detail interpolated back in. Like how your mind would fill in the blanks for a cartoon image. So the concrete looks soo much like actual concrete that it's both more and less. Everything appears as the essence of what it is. It's something so hard to pin down in art, but you know it when you feel it. These materials just make the whole game look like a painting. This is what you get when you know the limitations of realism with your rendering engine and start getting creative. Even the shimmer artifacts can be considered as part of the material... or at least they seem to have been designed with that limitation in mind. Rather than avoiding it, they try to work it in. And for the most part I think it works!
Not to mention, the RT reflections are actually worth seeing. They work them into the materials and art design down to thier core. These materials need them to look how they're supposed to. This is a game that was made for RT GI and reflections, and it really shows. I cannot play with any of them turned off now. I was one of those people who thought it was just a gimmick at first, but Control makes a good case for how what RT can do actually broadens artistic horizons when it comes to the sorts of imagery that can be created. There are so many points where it makes the whole scene better than most things I've seen. Reflections aren't just for windows and puddles. No. Everything you see is reflective to some degree, and Remedy applies RT reflections that way. So it often drastically alters the appearances of nearly every material. I love what they did with it.
I've figured out a good way to run all of the RT effects on a 2060 at 1080p, too. What I've done is turn down most of the graphical settings, save for LODs and texture quality. Global reflections for instance, does nothing with surface reflections turned on. The shadow and volumetric settings have little visual impact, but significant performance penalties. The RT effects make a much more dramatic difference. All of them. Any regular thing you can turn down for an RT effect tends to be worth it.
I do not use DLSS. I just find that it looks cartoony and certain materials get weird. It gives that poster art look to all of the edges. It just has this black, pop-out grit that I can't stand. The game already has temporal-itis. Don't need anything adding more artifacts. I know that shimmer turns people off already. I actually just drop the render res to 768p and let the 4x MSAA take care of the jaggies. I don't know what's in the sauce (it has a couple FPS hit on average too,) but tossing very gentle ReShade lumasharpening on top results in an image that barely looks different from native 1080p. And it holds 60fps everywhere. Wholly superior to DLSS IMO. The fidelity obviously takes a hit, but the visual art itself fully comes through. 3rd person games just get away with upscaling more easily, I think. The right post processing can make it work well.
Figure A: 768p upscaled w MSAA 4x and lumasharpen
Figure B: Native 1080; w MSAA 4x
Edges generally don't suffer. Very fine edges like fences take a hit with upscaling. But the main difference is in the shadows and anything brought by RT or screen space tricks looking a little grainier, because obviously they are calculating fewer pixels. In gameplay, it's almost impossible to spot... as again, the game is full of temporal shimmer anyway. You see it in screenshots, but with movement it blends into the artifacts already brought in by the engine.
I'll put it this way... I play at 768, but when I screenshot I tend to bump back up to 1080 native. But half of the time I forget to switch up, so I've got probably 100 768 screenshots mixed in. And I can't for the life of me tell which are 768 and which are 1080
Definitely, but A runs at 60FPS at all times while B runs at... eh, 35-55? Good eye though! That's exactly what I was seeing, too. That's the global illumination. It also seems to be the most taxing, and will probably be the most challenging to get more accuracy from. It's pretty much just at the point of being viable. It's really inaccurate compared to the reflections. Many times you can see the lack of depth outright. Other times it only really comes out with upscaling from lower res. So they got it doing *juuuust* enough.
Honestly, there is a ton of info lost with the RT turned on. I'd wager that you lose much more visual information by turning it on at native res than you lose by then bumping the res down. It varies from scene to scene. But I find in gameplay I'm much more likely to notice when lighting and shadows behave more naturally than some jaggy edges or poor color depth in shadows and transition regions. The former is something you can still plainly see while you play. There are some spots where it becomes really obvious... it looks bedazzled. But all in all the detail loss is still worth it to me. The deeper, more natural image with grain leaves a strong impression than the cleaner, more detailed one with less believable lighting behavior.
I've developed a different attitude towards it. At first I would see stuff like that and eventually think "This stuff looks crazy but I can't do those artifacts anymore." And then I'd turn it off and wind up seeing similar stuff elsewhere, from the traditional screen space effects. And I would go back and forth between RT and not until eventually it clicked and I started thinking of it like I do music. I don't care how perfect the mix is if the song is lacking feeling. I'd take the more heartfelt song on cassette any day. The one where every note counts and nothing is just slapped on. Ideally maybe one day you get the song on the cassette as a FLAC taken straight from the original master. But until then I'm stuck with option A.
It's not nearly as good as it needs to be yet, but for now it's a happy compromise.
This, in a nutshell is the very difference between games with soul and those lacking. The latter might tick all the boxes and still be a completely horrible experience. Example? Any Ubisoft open world game... Shameless Tetris copies. Yet another survival-building Minecraft-y copy with EVEN MORE OPTIONS. In fact... most copied concepts apply. Smart devs make a shameless copy and then add their own twist. They know what's up, you can never be totally original, but you can certainly add some personal sauce.
But as you might have also noticed... a song is also about the time and place of hearing it. Even the scent of the air while listening to it. They all get engraved in your memory and anytime you hear that again, you also get all those associations.
An example... World of Warcraft. I played vanilla when I was much younger and I very much remember playing Alliance in the 10-20 level region around Stormwind. It was Spring, with those perfect, beautiful, chilly yet warm mornings it can have. Window open, skipping school... farming... those were the days Unconsciously, anytime I play any sort of level grind, I sort of remember that very feeling and that perfect marriage between a super fun pastime and perfect weather. Its really weird how that works, but somehow a part of me keeps looking around to repeat that sort of experience, with something super grindy yet totally refreshing and new. Haven't found it.
BTW... I'm saving Control for whenever I can put that RT to work on it. Don't want to spoil it yet for myself... I did learn you only get one shot at that 'first' experience.
I'm tempted to get back into Control which I abandoned for The Division 1 and 2. I probably will when I finally acquire a weapon powerful enough to get through a mission on 'challenging' difficulty.
These two games are a marvel of intricate design, with Div 2's Washington being a green and very different place to snowy New York.
Hello to everyone! I'm new here and I'm glad to be here. I am old gamer. Can't stop playing games like Dead Space, Dead Space 2, Alien: Isolation, Silent Hill 2, Cry of Fear, Medal of Honor Allied Assault, Call of Duty 2, Colin McRae serial, F1 serial, Left 4 Dead, Left 4 Dead 2 and many more.
Hello to everyone! I'm new here and I'm glad to be here. I am old gamer. Can't stop playing games like Dead Space, Dead Space 2, Alien: Isolation, Silent Hill 2, Cry of Fear, Medal of Honor Allied Assault, Call of Duty 2, Colin McRae serial, F1 serial, Left 4 Dead, Left 4 Dead 2 and many more.
Dead Space really gave me the creeps and Alien Isolation? I spent most of the three years in and out of the game spent under my desk. Still one of the best games ever made though.
Hello to everyone! I'm new here and I'm glad to be here. I am old gamer. Can't stop playing games like Dead Space, Dead Space 2, Alien: Isolation, Silent Hill 2, Cry of Fear, Medal of Honor Allied Assault, Call of Duty 2, Colin McRae serial, F1 serial, Left 4 Dead, Left 4 Dead 2 and many more.