use eye tracking to make the horror better
Imagine a VR game with monsters that always stay in your periphery.
use eye tracking to make the horror better
Imagine a VR game with monsters that always stay in your periphery.
Ready or Not is a thing and quite popular, although I haven’t tried it myself. As far as I know, it’s the closest to the old SWAT games and not exactly a low-budget Indie title. Similarly, covering the military side of things, there’s Six Days in Fallujah, which is considerably more aggressive and action-heavy than the titles of old, but similarly punishing.
There is one crucial difference between image editing software like Photshop and Gimp vs. 3D software suites like Maya and Blender: My hypothesis is (and feel free to pick this apart) that you can totally teach yourself to use the former rather competently without any outside help, not even documentation and tutorials, but I would argue that this is nearly impossible with the latter due to their far greater complexity. This in turn means that people will look up guides and tutorials and learn the idiosyncratic UI patterns that way, which is why Blender with its extremely nonstandard controls managed to gain a foothold far beyond the broke hobbyist sphere.
Thanks for gently letting me down on RISC OS. I guessed that there wasn’t much going on with it, but I wanted to be sure.
Forks to do this have come and gone.
Oh, absolutely. None of them have any momentum and suffer from 1) long-time Gimp users usually not caring 2) former or present Photoshop users (in the case of PS imitations) rarely hearing about them and 3) those that do being hesitant to commit to them due to both their often half-baked nature and what you said (and also no plugin support, which is one of those things that binds people to Adobe, often against their will).
This is part of a thing with open source, it’s not possible to force something on the developers.
Most open source projects are firmly in the hands of rather conservative people who are doing their thing and really don’t care about what people think. I’ve seen it often enough. I’m essentially saying the same thing as you do, but less kindly. It at least partially explains why so many projects are suffering from severely outdated UI designs, both in good and bad ways. Maybe it’s the lack of economic pressure and competition too, especially with programs like Gimp that aren’t actually competing with commercial tools, even though some of them could if there was enough motivation.
I am totally a freak in my software background
You’ve piqued my curiosity though. Risc OS is one of few operating systems of note I’ve never actually tried (and I have tried some freaky stuff - remember BeOS?). Let’s say I wanted to give it a go today (in a VM) would you recommend it and if you do, which of the two (Open or not) should I choose? What can you actually do with it today?
You have to admit though that your background is quite unusual. I would assume that there are far more people looking for a free alternative to Photoshop after having used Photoshop for a long time (especially in the wake of the switch to a subscription model, but even earlier when prices were increased) instead of coming from an OS and using tools written for an OS that even among techies are extremely niche.
Eh, depends. Windows? Sure, it’s highly inconsistent. Their console UIs? Waste of screen space. Office though? It’s so far ahead of Libre Office, it’s not even funny - and I’m saying this as someone who was using Open and Libre Office for decades. Both feel positively ancient by comparison and anything more complex than basic document formatting (which also works far better in MS Office) is a chore.
Coming from Photoshop 6 (which came out in 2000), Gimp is still playing catch up with that ancient program in terms of basic usability.
These kinds of conversions have been around for decades. They usually don’t survive big version jumps.
Haven’t tried it for quite some time, but does it finally have a UI designed by and for human beings instead of Vogons?
Just do what I did with KSP and watch some clever people play it. This will provide you with an idea of what’s possible, which you can build upon.
Thank you for the detailed answer!
Which aspects are less developed?
Eh, I don’t blame the solo developer. Official Linux support would be nice, but it’s still only used by 2% of Steam customers, most of which are on the Steam Deck:
https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
There is a non-trivial amount of work involved in creating and supporting Linux binaries. Based on what other developers have reported, despite the small number of Linux users, they can be responsible for a disproportionate number of support tickets. I think part of the reason for this is has to be the enormous number of Linux distributions out there. While most users are using a small handful of distros and their derivatives, there’s just too much variety within a very small portion of the market (plus the whole issue of poor GPU driver support on top), which can lead to all sorts of unexpected and difficult to replicate compatibility and stability issues.
Not to mention, this game is playable on the Steam Deck. It seems to work just fine on Linux (or at least Arch) through Proton, so why complain?
V Rising. I just started playing and am already hopelessly addicted. Please send help.
For those not familiar, it’s a Diablo-esque (with direct controls) open world hack and slasher with light RPG elements, but a comparatively much stronger crafting, building and upgrade component, so much so in fact that there are barely any character upgrades beyond some unlockable spells. The core gameplay loop revolves around finding resources (by killing enemies - ranging from humans and animals to all sorts of supernatural creatures and beings - opening chests and farming resources in the environment), then refining them and thereby unlocking new items and things to build in your castles. The latter can be built pretty early on, but in the beginning, it’s little more than a few palisade walls (and no roof) protecting a handful of crafting stations and storage chests.
The no roof thing is relevant, because as the V in the game’s title implies, the protagonist is a vampire, which means they can suck blood and assume some of the capabilities of their foes. This also means that they need extra strong sun cream, but since it hasn’t been invented yet and the substitute magic potion isn’t very effective, longer boss fights (which are plentiful and can happen everywhere) that stretch into the day turn into an interesting game of dashing from shadow to shadow while at the same time dodging enemy attacks in order to not get roasted by the fiery ball in the sky. Before I managed to find the necessary resources and crafting stations required for building stone flooring and walls, which automatically create a roof (must be vampire magic), I had to help myself by using braziers that turn bones (a rather plentiful resource, thankfully, given the enormous kill count you rack up in this title) into a mist that blocks out sunlight over a fairly generous area.
Just like other resource-consuming stations, it keeps running even when the game isn’t playing. This has advantages and disadvantages: On one hand, you can just do something else for a couple of hours and return to piles of resources having been crafted, but on the other hand, your castle also consumes another resource in order to even remain standing - although this can be turned off, at least in games you host yourself for singleplayer or co-op. V Rising is very generous in this regard anyway, allowing the player to customize virtually every balancing aspect in excruciating detail.
I’m still not very far in the game, having only just unlocked the ability to turn humans into slaves. Depending on their class (from lowly worker to skilled fighter, at least that’s what I’ve encountered so far) and the quality of their blood, the ability of the servants you create can vary quite widely. Capturing slaves is neatly done: You have to bring their health down to at least 30%, then use a special spell to control them. You cannot cast any other spells as you are doing this. The player then needs to carefully bring the extremely vulnerable human back to their castle and place them in a coffin, which starts the conversion process to a servant. The way back home becomes a tricky obstacle course as you try to avoid any bigger fights in order to keep your almost dead human alive until you reach your destination. It’s also advisable to kill all other enemies the human is with first, being careful not to use any area of effect spells that might inadvertently kill that rogue with 96% blood purity you so desperately want as your loyal servant.
If there’s one thing about this game that is below average, it’s the presentation. The intro is the usual cheap motion graphics with voiceover style doing the absolute bare minimum to establish the scenario (vampires once ruled the world, humans fought them, won, you slept for centuries waiting to take over again - that’s it), sound effects and music as generic as the fantasy scenario, voice lines repeat themselves all the time, objects are low-poly and textures muddy even from the far away default camera perspective. It’s serviceable, but clearly extremely outdated. Nobody would have been impressed by this even 12+ years ago. Effects like magic and explosions are solid though, the day night cycle is well done, the forest is dense and environments have a large number of destructible objects, so at least there’s that.
Overall, I’m impressed. V Rising is addictive, challenging and motivating, with tight controls, frantic combat and excellent crafting. This is a clever, well-made game with what appears to be plenty of staying power, exposing new systems and mechanics to the player at a nice, even pace.
Are you using your Deck only as a portable system or also with a monitor or TV? I’ve done this a few times, but not very often, mostly because I rarely see the need (but I have a PC as well, so my situation isn’t the same).
My worry is that after a few days of playing around with it, it becomes a $200 paperweight. It’s a bit (and by that I mean at least 2x) too expensive for what it is.
A majority appears to be:
62.7% of the Fortnite players are from the age group of 18 to 24.
https://www.demandsage.com/fortnite-statistics/
It’s not just a kids game, has been around for long enough (seven years) and has enough staying power that even many of those who started playing it as kids are now adults. Personally, I never cared about it, but that’s because I stopped playing multiplayer shooters a long time ago, not because I feel like I’m too old for this.
These are talented developers, but the things Paradox management have said and done (in general and in regards to this game) are hardly confidence-inspiring. They’ve already said that there won’t be a part three (at least not with their help), at least heavily implied that they have no confidence in this game’s success and stated that people should tamper their expectations.
I get where you are coming from, but as someone who has been interested in ray tracing since the early 2000s, ever since I saw the amazing ray tracing demo heaven seven rendered in real-time (although not at a particularly high frame rate) by my trusty 1.3 GHz Athlon T-Bird, there has been no denying that this is the future of 3D graphics, just as much as the more recent invention of upscaling technology. It enables not just the biggest generational leap in visuals seen in decades, but also makes it far easier for developers to light their games, removing many of the clunky and labor-intensive workflows that are required to make conventional rasterized graphics look good.
If the above paragraph didn’t bore you to death, try Quake II RTX. It’s fully path-traced, but because it’s essentially a shiny coat of paint on a game from the 1990s, hardware requirements are surprisingly modest (it even ran on my old GTX 1080, albeit it at a very low upscaled resolution). Despite the simple geometric detail and ancient animations, it looks absolutely stunning thanks to realistic lighting and new surfaces. Screenshots are not doing it justice - it almost feels real when you play it, particularly outside sections in direct sunlight.
It’s free on Steam:
https://store.steampowered.com/app/1089130/Quake_II_RTX/
If you don’t own Quake II on Steam, you get the three levels from the old shareware version, which are more than enough to get an idea of the true potential of this technology. If you do, you can play the entire game with ray tracing. Note that this is not the same as the recent extensive remaster of the game by Nightdive Studios, which uses a conventional renderer, but makes far more substantial modifications to assets and level design (and includes lots of bonus features). Both remasters are awesome in their own different ways.
Your card can also handle some newer games with ray tracing. Control is an obvious candidate. It’s old enough to have reasonable hardware requirements even with RT on, but it was also designed from the ground up as a showcase for this technology. Medium RT at 1080p should get you close to 60 fps in this game. The other game you might want to try is Metro Exodus Enhanced Edition, which is both visually stunning and incredibly well-optimized. You should get a locked 60fps at 1080p in this game - and even 1440p is possible. It’s night and day compared to the regular version of the game.
Bioware is well ahead of you. Haven’t most of their romanceable NPCs been bisexual for ages now?