this post was submitted on 05 Dec 2024
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[–] ruk_n_rul@monyet.cc 247 points 2 weeks ago (4 children)

It's impressive how many times Valve goes "fine, I'll do it myself":

  • This
  • FPS becoming stale and called murder hallways
  • Video games having piss poor support in Linux

to list but very few

[–] OutlierBlue@lemmy.ca 121 points 2 weeks ago (38 children)
  • A controller designed for PCs
  • Handheld PC-based portable console.
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[–] CrabAndBroom@lemmy.ml 84 points 2 weeks ago

Also Wayland in Linux wasn't improving as fast as they'd like so they're creating their own development protocol for that too lol

[–] Benjaben@lemmy.world 33 points 2 weeks ago

The whole "don't reinvent the wheel" mantra in software development is strong, and for very good reason. When a company basically does so, repeatedly, and are repeatedly successful at it, that truly is notable.

I guess that's just your comment though, with more words and no examples lol

[–] punseye@lemmy.world 7 points 2 weeks ago
  • steam input
[–] sylver_dragon@lemmy.world 99 points 2 weeks ago (6 children)

Now, can we fix flashlights in games such that we don't get a well defined circle of lit area surrounded by completely a black environment? Light doesn't work that way, it bounces and scatters, meaning that a room with a light in it should almost never be completely dark. I always end up ignoring the "adjust the gamma until some wiggle is just visible" setup pages and just blow the gamma out until I can actually see a reasonable amount in the dark areas.

Yes, really dark places should be really dark. But, once you add a light to the situation, they should be a lot less dark.

[–] moody@lemmings.world 116 points 2 weeks ago (1 children)

Now, can we fix flashlights in games such that we don’t get a well defined circle of lit area surrounded by completely a black environment?

Sure, we can do that, but we won't because of the narrative and functional in-game purpose of the flashlight. It's not meant to be realistic, it's meant to make the game feel a specific way.

[–] Draegur@lemm.ee 33 points 2 weeks ago (2 children)

It's also why a flashlight may be able to run for dozens of hours straight on a single battery but in video games it'll die in minutes if not seconds. Realism is unfair. Also the same reason why nuclear reactors in video games are always dangerous. Because representing them realistically would be boring to the average adrenaline junkie "gamer".

[–] uriel238@lemmy.blahaj.zone 12 points 2 weeks ago

We are now in the age of the continuous flashlight (though Subnautica has operational long-running, replaceable batteries). L4D in 2007 had permanent flashlights that worked pretty well and felt right.

[–] qarbone@lemmy.world 9 points 2 weeks ago (2 children)

Feels unnecessarily hyperbolic to call the average gamer an "adrenaline junkie". Games need gameplay and fixing things that aren't working, be it a dying flashlight or an erupting reactor, is easy and extensible gameplay.

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[–] IrateAnteater@sh.itjust.works 36 points 2 weeks ago (2 children)

You just described ray tracing. The problem is, it's incredibly computationally expensive. That's why DLSS and FSR were created to try and make up for the slow framerates.

[–] baguettefish@discuss.tchncs.de 24 points 2 weeks ago (1 children)

there’s more to dynamic global illumination than just ray tracing

[–] IrateAnteater@sh.itjust.works 12 points 2 weeks ago (1 children)

Not in an ideal world. Ray tracing is how light actually works in real life. Everything we do with global illumination right now is a compromised workaround, since doing a lifelike amount of ray tracing in real time, at reasonable framerates, is still to much for our hardware.

[–] krashmo@lemmy.world 13 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

Nothing about 3D animation is ideal. It's all about reasonable approximations. Needing to build better GPUs to support tracing individual photons is insane when you could just slightly increase ambient lighting in the area of a light source.

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[–] Draegur@lemm.ee 8 points 2 weeks ago (3 children)

I've seen an awesome "kludge" method where, instead of simulating billions of photons bouncing in billions of directions off every surface in the entire world, they are taking extremely low resolution cube map snapshots from the perspective of surfaces on a "one per square(area)" basis once every couple frames and blending between them over distance to inform the diffuse lighting of a scene as if it were ambient light mapping rather than direct light. Which is cool because not only can it represent the brightness of emissive textures, but it also makes it less necessary to manually fill scenes with manually placed key lights, fill lights, and backlights.

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[–] Appoxo@lemmy.dbzer0.com 8 points 2 weeks ago (2 children)

Shouldnt ray tracing fix that?

[–] Blackmist@feddit.uk 11 points 2 weeks ago (3 children)

Yes, but it's exponentially expensive compared to cheating.

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[–] leftytighty@slrpnk.net 9 points 2 weeks ago

yes and no, ray tracing still requires decisions about fidelity, the same poor decisions can be made in either rendering system

[–] finitebanjo@lemmy.world 7 points 2 weeks ago

That's exactly the sort of thing his work improved. He figured out that graphics hardware assumed all lighting intensities were linear when in fact it scaled dramatically as the RGB value increased.

Example: Red value is 128 out of 255 should be 50% of the maximum brightness, that's what the graphics cards and likely the programmers assumed, but the actual output was 22% brightness.

So you would have areas that were extremely bright immediately cut off into areas that were extremely dark.

[–] lemmyrob@feddit.org 6 points 2 weeks ago

Unreal Engine 5.5 Lumen supposedly does it well with the light scattering.

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[–] finitebanjo@lemmy.world 66 points 2 weeks ago (2 children)

"It's a bit technical," begins Birdwell, "but the simple version is that graphics cards at the time always stored RGB textures and even displayed everything as non linear intensities, meaning that an 8 bit RGB value of 128 encodes a pixel that's about 22% as bright as a value of 255, but the graphics hardware was doing lighting calculations as though everything was linear.

"The net result was that lighting always looked off. If you were trying to shade something that was curved, the dimming due to the surface angle aiming away from the light source would get darker way too quickly. Just like the example above, something that was supposed to end up looking 50% as bright as full intensity ended up looking only 22% as bright on the display. It looked very unnatural, instead of a nice curve everything was shaded way too extreme, rounded shapes looked oddly exaggerated and there wasn’t any way to get things to work in the general case."

[–] gazter@aussie.zone 21 points 2 weeks ago (1 children)

Made harder by brightness being perceived non - linearly. We can detect a change in brightness much easier in a dark area than a light- if the RGB value is 10%, and shifts to 15%, we'll notice it. But if it's 80% and shifts to 85%, we probably won't.

[–] kyle@lemm.ee 9 points 2 weeks ago

Reminds me of a video I watched where they tested human perception of 60/90/120 FPS. They had an all white screen and flashed a single frame of black at various frame rates, and participants would press a button if they saw the change. Then repeated for an all black screen and a single frame of white would flash.

At 60 and 90 FPS, most participants saw the flash. At 120 FPS, they only saw the change going from black to white.

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[–] phoneymouse@lemmy.world 65 points 2 weeks ago (2 children)

The guy was a fine arts major too. Bunch of stem majors couldn’t figure it out for themselves.

[–] GreyEyedGhost@lemmy.ca 47 points 2 weeks ago (1 children)

As a person who tends to come from the technical side, this doesn't surprise me. Without a deep understanding of the subject, how would you come up with an accurate formula or algorithm to meet your needs? And with lighting in a physical space, that would be an arts major, not a math or computing major.

Most of my best work (which I'll grant is limited) came from working with experts in their field and producing systems that matched their perspectives. I don't think this diminishes his accomplishments, bit rather emphasizes the importance of seeking out those experts and gaining an understanding of the subject matter you're working with to produce better results.

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[–] DavidGarcia@feddit.nl 64 points 2 weeks ago (6 children)

Fixing anything in industry is like fighting a very big, very lazy elephant seal bull

[–] Anticorp@lemmy.world 18 points 2 weeks ago (1 children)

"Just code around it. This is the way it has always been done, and the way it always will be done."

[–] tempest@lemmy.ca 22 points 2 weeks ago

Hardware takes a long time to change.

A temporary patch while we wait for hardware is the way to go.

Nothing is more permanent than a temporary fix.

They already fixed it in software we don't need to prioritize the hardware fix.

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[–] Boozilla@lemmy.world 54 points 2 weeks ago (2 children)

Interesting read.

Now can somebody please fix the horrible volume sliders on everything.

[–] borari@lemmy.dbzer0.com 7 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

I just max all the volume sliders and use voicemeeter to control the volume levels of the different audio sinks. Although I guess that doesn’t help if you’re trying to leave game sfx audio at max volume but lower in game music or something.

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[–] PanArab@lemm.ee 18 points 2 weeks ago* (last edited 2 weeks ago) (2 children)

I’m impressed by how well my Steam Deck plays even unsupported games like Estival Versus.

I just wish they bundled it with a browser. Any browser even Internet Explorer would have been better than an “Install Firefox” icon that takes me to a broken store. I had to search for and enter cryptic commands to get started. I’m familiar with Debian distros and APT, what the hell is a Flatpak? Imagine coming from Windows or macOS and your first experience of Linux is the store bring broken. It was frustrating for me because even with 20 years of using and installing Linux, at least the base installation always comes with some functioning browser even if the repos are out of sync or dead.

[–] prole@lemmy.blahaj.zone 9 points 2 weeks ago* (last edited 2 weeks ago)

The most recent version of Steam on the Deck addresses this if you go to the "Non-Steam Game" page. It gives you the option to install Chrome and add it as a non-steam shortcut with one click. It also has a short note about how you can easily do it with any app in Desktop Mode, and that they're working on a way to do that within the Gaming Mode interface.

Not ideal, but they're working on it. Also, would prefer Firefox obv.

What store was broken?

Edit: I ask which store, because while I prefer CLI for updating and maintaining packages on my main device, the Discover store has always worked perfectly fine for me. And if you're using it on the Steam Deck level (SteamOS is immutable), then you don't really need to understand what a Flatpak is any more than you understand what an .exe is. Think if them as literally the same thing for your purposes.

And if anything, maintaining and updating programs is way easier than Windows as it does it all automatically.

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[–] uriel238@lemmy.blahaj.zone 16 points 2 weeks ago

Yep. Now imagine it happening in the space program, because it totally does

[–] AdrianTheFrog@lemmy.world 14 points 2 weeks ago (1 children)

I think modern graphics cards are programmable enough that getting the gamma correction right is on the devs now. Which is why its commonly wrong (not in video games and engines, they mostly know what they're doing). Windows image viewer, imageglass, firefox, and even blender do the color blending in images without gamma correction (For its actual rendering, Blender does things properly in the XYZ color space, its just the image sampling that's different, and only in Cycles). It's basically the standard, even though it leads to these weird zooming effects on pixel-perfect images as well as color darkening and weird hue shifts, while being imperceptibly different in all other cases.

If you want to test a program yourself, use this image:

Try zooming in and out. Even if the image is scaled, the left side should look the same as the bottom of the right side, not the top. It should also look roughly like the same color regardless of its scale (excluding some moire patterns).

image and explanation

[–] EddoWagt@feddit.nl 10 points 2 weeks ago (2 children)

On that web page, the left side is similar to the bottom, but on Lemmy, the left side looks purple like the top right. The bottom right appears grey to me. Is that supposed to happen?

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