Getting Over It - the controls themselves are your enemy. A different take on the same concept: Octodad / Manual Samuel.
Getting Over It - the controls themselves are your enemy. A different take on the same concept: Octodad / Manual Samuel.
One game series that is not known for being especially humorous actually can be: The Halo games. More specifically the enemy grunts. If you sneak up on them and listen to their dialogue, their mix of faux bravado, cowardice and delusion of grandeur can be really funny. Especially because Master Chief is “The Demon” to them. A near-mythical monster. Just choosing the right time to reveal your presence to the grunts can result in comedy gold.
It varies quite a bit. I have an i5 with a 740M (2013) that is just barely supported. For reference that will run 360-era games fine given drivers. My 320M (2010) gets no love at all.
When you buy Nvidia for Linux, you’re buying obsolescence. It will work fine for a while and then they’ll hard-drop driver support at a certain kernel version. Your 3d acceleration will last as long as you can run an LTS kernel compatible with it. You may have moved on by then, but I currently have 3 Nvidia laptops that have between limited and zero 3D support in Linux. If I cared to run Windows or MacOS, 3D would still work. MacOS would also be outdated, though. In the future, I’m going AMD only.
Oh, no. The Wii U connection was far, far more responsive.
It’s unified RAM on Xbox. And medium settings are 2165MB on PC.
Very funny. Just saying that textures don’t seem to be the issue. Any number of other things might be from rendering methods to whatever.
I went back and had a look. It’s between 2165MB and 3720 MB based on settings. Doesn’t really seem problematic on the low end.
There’s a difference between targeting 3-4 console SKUs and targeting 2. If you know what’s going to be your baseline from day 1, you test against that and scale up rather than the other way around. With a first party studio, this is a given.
Today’s Digital Foundry video suggests that this is far from the issue. Even the highest texture settings fit comfortably in 6 GB. IIRC it was around 4,5 - and consoles typically go for high rather than ultra settings.
Remember that one of the few positives the DMCA included was exceptions for interoperability. Also, these pieces of hardware are generally analyzed and reimplemented rather than copied - which steps outside of patents in general, as far as I know (IANAL). Many ship with roms and games included, though, which is generally not allowed in most countries.
You can still play cheaply on Xbox with Game Pass, though, if you want to dual wield Starfield.
My own limited testing was actually more positive than expected. The real limiting factor is games that never received a 64 bit update. It turns out that - at least among many of the games I gave a shot - many have received that 64 bit version and run just fine under Rosetta. I think many Mac porting houses / developers just don’t rush out in the same way app devs do to support the latest versions, but they tend to get around to it eventually if they still have the rights and are in business. I hope Mac will eventually see a compatibility layer, so games will stay functional while Apple monkeys around with system stuff.
You can use the client just fine. It’s just some games that won’t work. We’ll see what GamePortingToolkit makes in term of difference. Heroic Games Launcher has apparently made it fairly simple to add it on Mac ala Proton. (I haven’t had time to dig into it yet, so I’m just going from what I read in updates/release notes)
Just use the fantastic Heroic Games Launcher.
Thanks for the heads-up on this. I was entirely oblivious to the existence of custom content.