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Where do all these positive reviews come from?
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Issues
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Nsado
Forumda "Off Topic"
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What has ♥♥♥♥♥♥ you banned by the new mods?
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Re-rolling Discussion
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Steigen Preise nach Early Access an?
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Baron
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Crash after loading save
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Treason Update #10 (22.08.2025)
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dijabola003
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[H] TF2 KEYS, GEMS [W] ANY STEAM CARDS
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Optimisation rating
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nullable
İlk olarak Johnny Torpedo tarafından gönderildi:
İlk olarak nullable tarafından gönderildi:
Optimization is a catch-all buzzword. It really doesn't mean anything from a technical standpoint. Whether a game is optimized or not comes down to whether a user approve of the performance or not. Or whatever ill-defined, not based on anything but opinion, consensus. Lots of ways users may not understand why a game performs different than random users expect. And now the game is "unoptimized" because it should perform differently because reasons. Not a great system.

So are you pretending all gamers when talking about optimization are referring to algorithmic complexity and and FPS lows? You made no attempt to differentiate how you're defining what optimized is, and who did that? You did.

Also since games aren't universal the FPS lows in one game, may not correlate to another. I'm skeptical you can score games on anything like a standardized rating for optimization. Seems like the only way that works is if you grossly oversimplify the subject, and wade into the fuzzy world of know-nothings appraising optimization based on whether they approve of the performance or not. Which is why as far as games go, it's still a catch-all buzzword that doesn't mean anything from a technical standpoint because people aren't using it to describe anything concrete using established criteria. They just don't like the game is more demanding and less performative than they expect or compared to some other different game.

İlk olarak Johnny Torpedo tarafından gönderildi:
İlk olarak nullable tarafından gönderildi:
Well there's too much hardware to expect developers to generate data for every possible configuration or even the most common ones. How many of the most common configurations? Top ten? Top twenty five? What percentage of users does that represent? Might be less than 10 or 25%.

Do you REALLY think I'm expecting developers to test EVERY single hardware configuration? I even said, "user generated" in my original post.

Clearly I don't, maybe you should ready what you quoted. And mentioning user generated data doesn't negate that you also asked for/wished for developer generated data. So, again, maybe read what you quoted.

İlk olarak Johnny Torpedo tarafından gönderildi:
İlk olarak nullable tarafından gönderildi:
At any rate there's plenty of ways to preview performance if that's a concern for you. People make that content all the time on platforms like youtube. And not every aspect of gaming needs to be managed or implemented by Valve on Steam.

Why should customers have to go searching for this? It should be on the store page, and you are contradicting yourself straight away, if the information is possible to find. Then it is possible to compile this information on the store page in a digestible way.

Looking up objective, unbiased 3rd party resources isn't some new concept. Pretending it's suddenly a burden because it's an option to use already existing resources is just sad. Is your idea so fragile we have to pretend there's no other options?

İlk olarak Johnny Torpedo tarafından gönderildi:
İlk olarak nullable tarafından gönderildi:
Lots of games don't use a particular engine, or the engine was only used once. So that value is going to be hit or miss. Plus the number of users who actually care or have opinions on game engines is maybe more niche than you'd like to admit.

Yeah, like the vast majority of games made today aren't made with UE5, Unity, Game Maker, etc. Even with the rare choices like Decima or Gamebyro. People tend to use the same engine a lot. The rare exceptions doesn't mean that having that information openly available isn't valuable in most cases.

So you say, you don't provide any evidence for your claims. I'm not saying there aren't popular engines, or widely used engines. But I am saying that user interest in the game's engine is niche, and any time a custom engine is used kinda limits the usefulness even more.

If it's such a slam dunk feature one wonders why it hasn't been bothered with by anyone? Did you have an original idea? Or does no one else think the appeal is as grand as you seem to be arguing now.

İlk olarak Johnny Torpedo tarafından gönderildi:
İlk olarak nullable tarafından gönderildi:
Nothing quite like, "Here's an idea I don't understand how it can work, you figure it out. You're welcome for the idea." Usually not a recipe for a great idea or even an informed idea. Maybe there's reasons why what you're asking for doesn't already exist, and you would understand that if you didn't lay the responsibility of solving problems your idea creates on someone else.

Have you considered that maybe you don't actually understand the idea that I'm proposing?

No. I've read your idea dozens of times by dozens of different users. It's not unique or special.

Optimization scores are a silly idea. Fussing over game engines has extremely limited appeal. Wanting to "hold developers accountable" is as old as "water is wet". You just wish I wasn't able to address your posts in detail because who wants to face a dozen points of criticism when they think their idea is solid gold?

İlk olarak Johnny Torpedo tarafından gönderildi:
The ideas already exist. Emulator compatibility across systems is measured using a similar system. You can find benchmarks for pretty much any game on almost any configuration (except for mismatched combinations of components, at which point you just search by the component that is bottlenecking the system) on youtube. There are so many users on Steam that it is so easy to collect this data. You haven't read my post properly and have said things that demonstrate this, and you have the gall to tell me that I don't understand what I'm proposing?

If those resources already exist and people use them, why are you whining about them? "Why should customers have to go searching for this?"

Not agreeing with your half baked ideas isn't the same as misreading your post. You want an echo chamber, sorry I'm not obliged to provide it.

İlk olarak Johnny Torpedo tarafından gönderildi:
İlk olarak nullable tarafından gönderildi:
That's not what the seal meant. The Nintendo Seal of Approval was 100% marketing. Plenty of awful and buggy games had that seal. All that seal meant was the game was properly licensed through Nintendo and that's no guarantee of quality. It was meant to undermine the likes of Tengen and Wisdom Tree.

That's just flat out incorrect, you can find the documentation online of what Nintendo expected from developers. Things like the game having to run for a certain period of time without crashing, stuff like that. It wasn't a literal seal of quality, it just meant that it passed very simple stability tests and other basic standards that Nintendo expected as a minimum. It wasn't even a high bar to pass, and we STILL have modern games from AAA developers that wouldn't pass it.

I'm not saying Nintendo didn't have processes. Although another problem is with your comparison is getting a game to barely run on one unified set of hardware, and getting it to run on all possible combinations of supported hardware, OS'es, where the user is the admin and responsible for the health of the system and is sometimes adverse to ever updating anything... kinda makes your claim read like hyperbole.

When do you count a AAA game as not crashing? When it doesn't crash on your system? Or on what percentage of systems? Because it's never gonna be 100%, not on PC.

It was a great tool for Nintendo to boost consumer confidence, which is marketing.

İlk olarak Johnny Torpedo tarafından gönderildi:
İlk olarak nullable tarafından gönderildi:
I think you have a lot of half-baked ideas.

I also think reviews and revenue already keep developers accountable. Pretending like they're not accountable, but your idea is going to, is ego run amok.

I think you're being unnecessarily rude, insulting, and patronising. You want to talk about ego? How about you consider the fact that you assume you know everything and I don't after reading a single post? How about that.

I am being fairly harsh, but it's hard not to be when faced with the 700th variation of this mishmash. And clearly you're very sensitive about your ideas and didn't expect there to be serious criticism, regardless of how fair or reasonable you think it is.

I'm also not responsible for the tone you've invented to read my posts. My advice is to take it in stride. Clearly your idea needs some clarifications, refinement and less reliance on decades old systems that had questionable benefits.

İlk olarak Johnny Torpedo tarafından gönderildi:
İlk olarak nullable tarafından gönderildi:
What do you imagine, a developer will spend another thousand hours hacking away at a game to squeeze another percentage point of performance on some hardware? And users have been kicking up fuss over stuff like this for decades. You think putting it into HTML, on the store page, changes much? I'm gonna say no.

No. I imagine that consumers should have access to this information easily rather than having to go searching for it.

Nothing wrong with searching for things. We've been doing it for decades. Pretending it's a burden suddenly is a piss poor argument. It was a few paragraphs ago, it still is now.

İlk olarak Johnny Torpedo tarafından gönderildi:
I imagine that developers won't use features that bloat performance for very little improvement in visual fidelity like nanite and lumen. I imagine that developers put in the bare minimum and make sure that certain rendering passes don't take up 90% of the frame time unnecessarily. This was stuff that developers used to HAVE to do. And now that we've all got hardware that can brute force it, they don't bother anymore.

Sounds great. Although I have to say users are often very happy when games are delayed for any reason. Or when content is cut because there wasn't time for it in and the optimization work you think your idea force. Grass is always greener on the other side of the fence.

And the reality is, unless that work actually ends up generating revenue, well, time is money friend. And I "imagine" if the optimization work you dream about really generated revenue then you wouldn't have a topic. You'd have to really believe you represent Joe Everygamer and they're all clamoring for what you're proposing. I'd be curious to know from where do you get that belief.

İlk olarak Johnny Torpedo tarafından gönderildi:
Consider the fact that games today don't really look that much better than games from 5 years ago, and yet you're lucky to get a fifth of the performance.

Some of it I would chalk up to diminishing returns. What I mean is a tree made up up of ten thousand polygons might look great. A tree with twenty thousand polygons might not look anywhere close to twice as good. But it's still twice as many polygons, so that much more work to render. So... "doesn't look that much better, but so much more demanding!!! Why?"

I'm not saying that's the only detail. Plus I'd argue the homogenization of PC and consoles, their hardware being very similar, has impacts on how games are developed. And even beyond that, the reality is, from a practical standpoint, having gobs of resources to works with means you can focus on making something rather than micromanaging resources and trying to work around limitations.

For example Roller Coaster Tycoon, hand written assembly, one guy. It's a classic story. But it's also a little insane. And different people are going to have different values on what's important in a game. I think we just land on much different conclusions.

Maybe you should play some old games to remember how rough things actually used to be. It's not like we haven't ♥♥♥♥♥♥ heaps of benefits with modern hardware and games, even if you can quibble about optimization until you pass out.
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Bravado Gauntlet interceptor livery. But cant find the car?
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Silamon
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