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No, no. He's complaining that it's too high, and want the GPU usage lowered of all things...
>____________<
The guy actually seemed to view a high GPU usage as a sign of a badly optimized game...
Origins is one thing, but I wouldn't want a 2D Unity game to behave like this.
Also, depending on the state of your cooling solution, you can easily fry your system with performance metrics like these.
(I like when games I play don't engage my GPU fan)
Of course when the framerate is locked, let's say, to 60fps, GPU usage wouldn't be that high (depending on the game and GPU, of course).
I remember when GPUs/CPUs had none or extremely lackluster thermal throttling protections. It made OC'ing components a lot more advanced than it is today. Nowadays all GPUs include automatic "OC'ing" up until the card hits the specified thermal threshold where the throttling begins. Most you might have to do is to change the upper power limit of the card from 100% to 120% in Afterburner, and the card will take care of the rest.
AMD's Extended Frequency Range on their Ryzen CPUs sounds like the first step towards a similar automatic "OC'ing" solution for CPUs.
If they don't hit 98-100% without framerate limiting, then there's an artificial framerate limit in place and that is a bottleneck in the engine :) It could be using the API the wrong way, it could be polling a controller that's not connected, it could be anything, but if you're not able to saturate that much of your GPU, your game's borked.
"Vaunted Guardian" this, "The Guardian you can't shut up about" that, "Our favorite Guardian" etc.
It's annoying, especially when they pretty much do it directly in your face and all your Guardian can do is silently stare at them, maybe nod once or twice. I understand the reasoning behind the decision, but I can't help but wonder if a better solution doesn't exist.
They're obviously trying to reference the player directly in an attempt to make him or her feel important in the story, but the way they're "indirectly directly" referencing the player is just weird and annoying after the first few times.
Bungie should've thrown in a few lines of text that players could choose between to "say" to the other characters. They didn't even have to be voiced, just something to "give voice" to the character of the player and allow them to actually interact with the other characters of the story. Throw in the typical BioWare illusion of choice[i.imgur.com] and you have a more immersive storyline where the player can interact more than just point and shoot, with the only caveats a few additional voiced lines from the voice actors of the other characters.
You never give much thought to this, but the Steam overlay bends over backwards to try and be the very, very last thing drawn to screen (thus on top of everything else). It's pretty important for it to function correctly. With this change, the Steam overlay is blocking input to Special K, but Special K is drawn over top the overlay. That never stops being confusing :)
I'm planning a new release sometime soon:
Hopefully I'll roll whatever fix is necessary for that game into 0.8.50.
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Oh, wow...... yeah, you weren't kidding. That is some obnoxious flicker :)
I was going crazy trying to fix upside down issues with the depth buffer in MXAO and SMAA. I'm well aware there's a feature to do this. I wasn't aware that feature only applies to the MXAO shader :P So I had correctly oriented MXAO and upside down SMAA for the longest time and couldn't figure out what the hell was going on. I found if I triggered ReShade earlier in the frame, I could get a correct upside depth buffer, thereby fixing SMAA but breaking MXAO, lol.
The shader just needed a good fixing.
I assume this is only for games that normally don't respond to Alt+F4 ? When I hit Alt+F4 I expect my games to quit immediately. I don't expect nor want a confirmation dialog myself :)
EDIT: Phew I'm glad I wasn't the only one affected by whatever the game does, some effects are probably a bit low-res owing to the games age but I don't think it's related to the OSD issue here (And while there's not too many shaders it seems a lot is reliant on vertex instead of pixel, per-vertex perhaps as a faster method in older titles?) Anyways it made using the SpecialK OSD a bit difficult and it made using shader selection and such a bit harder too ha ha.
Zwei-2 just to clarify for those reading this posts, game uses DX8 and DX9 similar to some of Nihom Falcom's earlier games and SpecialK while compatible has some flicker artifacts when used with the game. :)
EDIT:
These older RPG's have a certain charm and while XSeed's localization isn't always perfect they put in a lot of work and effort plus the support these games receive whenever possible.
Smaller team though, can't fix every game and they only license games they have a interest in. (And within budget, at least initially though recently they've expanded a bit it would appear.)
I think one of their blog posts also mentioned the game being one of the last before Nihom Falcom moved to bigger budget and full 3D games with more extensive voice acting though it's still a pretty big game even for a dungeon delver with a lot of unique characters.
Yes, this is only for games that normally prevent that key combo from working. There's an option now (per-game) of having Special K trigger the exit procedure in these games with that key combo. It's basically File | Exit, but faster.
Since said game's behavior is normally to prevent Alt+F4, the only sensible way to approach this is to make an optional confirmation dialog. If you opt-in to this feature, you get a confirmation the first time you do it and you can decide whether to confirm future exits the same way.