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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)GR
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2 yr. ago

  • Most companies can't even give decent requirements for humans to understand and implement. An AI will just write any old stuff it thinks they want and they won't have any way to really know if it's right etc.

    They would have more luck trying to create an AI that takes whimsical ideas and turns them into quantified requirements with acceptance criteria. Once they can do that they may stand a chance of replacing developers, but it's gonna take far more than the simpleton code generators they have at the moment which at best are like bad SO answers you copy and paste then refactor.

    This isn't even factoring in automation testers who are programmers, build engineers, devops etc. Can't wait for companies to cry even more about cloud costs when some AI is just lobbing everything into lambdas 😂

  • AI has some useful applications, just most of them are a bit niche and/or have ethical issues so while it's worth having the tools and functionality to do things, no one can do much with them.

    Like for example we pretty much have AIs that could generate really good audio books using your favourite actors voi e likeness, but it's a legal nightmare, and audio books are a niche already.

    In game development being able to use AI for texture generation, rigging, animations are pretty good and can save lots of time, but it comes at the cost of jobs.

    Some useful applications for end users are things like noise removal and dynamic audio enhancement AIs which can make your mic not sound like you are talking from a tunnel under a motorway when in meetings, or being able to do basic voice activation of certain tools, even spam filtering.

    The whole using AI to sidestep being creative or trying to pretend to collate knowledge in any meaningful way is a bit out of grasp at the moment. Don't get me wrong it has a good go at it, but it's not actually intelligent it's just throwing out lots of nonsense hoping for the best.

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  • I think it was some asteroid style game in arcade, but first really memorable game was Dizzy 1 on C64. Was a wild time when a couple of quid could get you a magazine, some sweets and a cassette full of indie games and demos.

  • We did something similar, it's how we saved all people in Dead Rising. We used to do this for so many single player games, it was such always such a laugh, and we got to finish games I probably wouldn't play by myself.

  • I was/am kinda hoping that with the slow adoption of VR/AR that we can kinda bring hanging out on the couch taking turns on games together.

    There are apps like Big Screen that already let you share a screen together and hang out, but not easily play games and you can't share controls. EmuVR let's you share controls and hang out in a room with people but only retro games via retroarch.

    If we could get a mix of the two where I could just put on my headset/glasses (in the future) join my friends room and we both kinda exist in each other's real life room via AR sharing screens it would be pretty good.

    This is probably like a decade away, but for those of us with IRL friends who have moved really far away so hanging out in person frequently isn't an option, it could be a ray of hope.

    Would still rather just meet up and crash over at one of our places with takeaway pizza taking turns on Resident Evil 1 until 3am.

  • This is a pretty complex topic, as a quick knee jerk I agree AI art isn't art in the common sense, but one thing I disagree with is that all art has intent or even needs it.

    I don't think AI art is going to or even tries to replace art as a creative pursuit. If anything it's more likely to replace certain photography related jobs.

    Currently the main use cases are

    • Generating stock photos
    • Generating texture maps
    • Generating concept art

    None of these things really care about intent, you could argue concept art does, but a lot of the time it's just there to set a vibe/direction/theme. All of the above will still replace jobs but not the typical everyday artists jobs, maybe stock or texture photographers though.

  • I'm not against early access as a whole, if devs want to get player feedback earlier on in the life cycle and players are happy to be pseudo testers then it's fine.

    I get some people would rather wait and buy when it's finished, and some studiosd/devs would rather bypass EA and just release the game outright, but I feel both paradigms can exist as long as both parties (devs/consumers) continue to benefit.

  • I think part of the problem is down to how a lot of games come out as "Early Access" which implies it's more bare bones and will get fleshed out over time.

    If a game releases as EA then the expectation is you will get more content until release, if a game just comes out without EA then it's assumed it has all content and anything new is dlc/mtx/expansions.

    I'm not gonna bother addressing Live Service games, wish they would go in the bin with most other MTX.

  • This tool is great for people who play fullscreen games, but if you play windowed it currently won't work properly for you (even in windowed mode).

    I got it to try and bump my 1440p@60fps to 1440p@120fps without making the GPU want to take off via the frame generation, and unfortunately while it does have a windowed mode that either draws over your window (it's wonky and slow) or a mode where it just does fullscreen but with black space to pad to your window size, which looks silly.

    I like what it does but I have other stuff I want to see on my screen while playing so want to keep my games windowed.

    I would also say if you are playing a game that supports dlss/FSR with frame generation, just use that instead as it will use frame buffer data to drive the upscaling/frame generation, which is pretty efficient and the data is already on the gpu. Lossless scaling is basically taking REALLY FAST screenshots of your game and upscaling/frame gen then drawing it over your screen quickly.

  • There is too much to respond to all, will be interesting to see how the wolfire case continues then.

    I just wanted to chime in on the last bit.

    So as you say steam wins on features, and Epic and MS have both chosen not to compete on features. It's not that they can't, they both have the means and money to do so, they just don't want to invest the money on the infrastructure incase it's a big flop I guess.

    Either way you are making out like the only valid perspective here is focusing on the game price, but as I said to me the feature set is VERY important. Literally the only reason I use steam over other platforms is the features, being able to use any controller and remap it to however I want. Knowing my saves can be transfered to any computer, streaming to the TV so the kids can play games on it etc.

    I appreciate not everyone else uses these features, but some of us do, and this is why steam is the better platform. If MS let me stream games to my TV and use controllers properly etc I would happily get game pass, but their platform is rubbish, same for EGS.

    This whole thing is just crap platforms complaining they can't compete when they havent even tried, they just want the free publicity in the hope they can get more users "in the door".

  • Wolfire v valve was thrown out right? So they didn't successfully prove valve were doing anything anti competition.

    To my knowledge the price parity is only on steam keys sold elsewhere not for you selling a game on another storefront, happy to be shown evidence that isn't the case.

    In terms of what is a "fair deal" we could quibble about the 30% but that's literally the only thing up for discussion right? And at the moment that's an "industry standard" so by all means lower it if they can, I'm all for savings as a consumer, but not at the expense of the service they provide.

    For example if Valve personally came to me and said "you can either have games 10% cheaper but we would have to retire X features" I would happily keep the features and forgo the discount.

    Also being realistic if Valve were to drop their cut to 20% game prices wouldn't change, the publishers would just pocket the difference, as we have seen with Epic.

    Again most other mainstream platforms take 30% and while I do think they could ALL trim that down a bit, I don't see why Valve should be the first one to cut back when they offer the most bang for buck, get Sony and MS to reduce their cut and start offering more basic features, then once the competition is ACTUALLY competing we can turn our eyes to Valve.

    I think that sums up my perspective here, most storefronts are not trying to compete, they are just offering the bare minimum for same cut and then wondering why everyone wants to use the more feature rich store front... Why wouldnt you?

  • I don't think it's quite as simple as "let's crack down on steam like other monopolies" as what do you crack down on?

    They do little to no anti competitive behaviour, clutching at straws would be that they require you to keep price parity on steam keys (except on sales).

    All these other monopolies do lots of shady stuff to get and maintain their monopoly, so you generally want to stop them doing those things. Steam doesn't do anything shady to maintain it's monopoly it just carries on improving it's platform and ironically improving the users experience and other platforms outside of their own.

    Like what do you do to stop steam being so popular outside of just arbitrarily making them shitter to make the other store fronts seem ok by comparison?

    The 30% cut is often something cited and maybe that could be dropped slightly, but I'm happy for them to keep taking that cut if they continue to invest some of it back into the eco system.

    Look at other platforms like Sony, MS who take 30% to sell on their stores, THEN charge you like £5 a month if you want multiplayer and cloud saves etc. Steam just gives you all this as part of the same 30%.

    Epic literally does anti competitive things like exclusivity and taking games they have some stake in off other store fronts or crippling their functionality.

    Steam has improved how I play games, it has cloud saves, virtual controllers, streaming, game sharing, remote play together, VR support, Mod support and this is all part of their 30%, the other platforms take same and do less, or take less but barely function as a platform.

    Anti monopoly is great when a company is abusing it's position, but I don't feel Valve is, they are just genuinely good for pc gaming and have single handily made PC gaming a mainstream platform.

    • Suikoden 2
    • Final Fantasy 7 (original)
    • Dark Souls
    • Resident Evil 1
    • Castlevania SOTN
    • D&D Warriors of the Eternal Sun
    • Resident Evil 1 Remake (GC)
    • Gran Turismo 4
    • Road Rash 2
    • Oblivion

    Big shout out to SFA2, FFT:A/2, BOF series, Roadwarden.

    10 feels too little to condense 40 years of games.

  • It saddens me as Windows 8 was absolutely awful and the first step towards the mess we have now. Windows 10 was better but still inconsistent in loads of areas and still felt faffy to use.

    If you ignore the ads and bloat ware in Windows 11 it's not that much better than 10, the UI feels more consistent but still more painful to use than Windows 7.

    We have no "good" versions of Windows to use, they are all bad and getting worse, I would love to jump to Linux but that has its own raft of inconsistencies and issues, just different ones.

  • I have a steamdeck and it's a brilliant bit of kit and if the whole Linux eco system had this same sort of cohesion and "out the box" working experience then it would probably be far more adopted.

    Your point on stability is great, but for most people I would say they rarely see BSODs, windows is pretty stable too, I think a lot of the reasons that corporate servers use Linux over windows is more to do with licensing and permissions, I have seen plenty of windows server setups which works fine 24/7 so I don't think windows is any less stable, it's just more faff to setup things which are based on Linux conventions/features (i.e docker).

    If Windows went back to how it was in window ls 7 where it didn't ram garbage down your throat every update I wouldn't have any problems with it.

  • Stuff just works on windows, I have a proxmox box with some Linux vms to run containers and I've tried several times over the last 20 years to move to Linux on my main pc but there are just too many faffy bits.

    I really dislike what windows has become, it's bloat ware that's getting worse and worse, but I begrudgingly use it as I can be productive, the moment I can be as productive in Linux I'm off of windows, but even simple things like drivers are often not as good, lots of commercial software has barebones or no Linux support, there are many different package managers (on one hand great) but some have permission problems due to sandboxing when you need something like your IDE to have access to the dotnet package, also as a developer building apps/libs for Linux is a nightmare.

    For example if I make an app for Windows I build a single binary, same for mac os, for Linux it's the Wild west, varying versions of glibc various versions of gtk and that's the simpler stuff.

    Anyway I REALLY WANT to like Linux and move away from windows to it, but every time I try its hours/days of hoop jumping before I just end up going back to windows and waiting for windows to annoy me so much I try again.

    (just to be clear the annoyances I have with windows are it's constant ad/bloat ware, it's segregation of settings and duplication of things, it constantly updating and forcing you to turn off all their nonsense AGAIN)