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Posts
2
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383
Joined
2 yr. ago

  • I hope you understand the principle of putting down names and/or title in email for paper trails is a thing, you don't really think Valve is a "flat" structure as marketed, right? I've consider myself lucky that I didn't run into much political or ethical drama thing for my career, but simply put names down and confirm the decision in writing dodge me quite a couple big bullets.

  • Did you followed the Debb vs Heard one? I know it's kinda special case with lots of video and court recorded footage etc. Gabe isn't exactly a celebrity that expose their private life, but if internal emails is on the table for discovery then it can also be very different. Cause they will just tell you "you said/wrote make a decision here from this email" then start off that. Like you said who is a better actor? Can you suddenly remember details with which "partial" quote are referenced without context from email 6 months ago for your argument? And then suddenly don't remember any details making a decision 2~3 weeks ago? From neuroscience, our memory is pretty unreliable as we can fill the gap all we want. But it's court case just how the judge/jury believed what part they saw/hear.

  • They will have to face the consequence because then the lawyer will bring up stuff that shows:

    • you know and you are lying
    • you said/did/wrote something and you forget but here is the internal email etc.
    • use that to their advantage when possible.

    Target is to make the case, through Gabe is just a attacking vector.

  • cause you would then have to dispatch a 3rd party audit to make sure Gabe isn't reading from a teleprompter that his lawyers prep to answer any questions on the fly. You can prep your script "before" but not during, once you are on the stand you are on your own, subject to the court rules, etc.

  • like with any other health related stuff, prevention is a lot cheaper and stress free. We common plebs aren't the targets of zero day attacks, and if you are secretly a multi-millionaire or with great inheritance incoming, well, maybe consider hiring comp sec firm that help you maintain and update your personal use computer AND don't do any financial stuff on it.

  • Yeah, CDProjekt should teach many players a lesson by now. Past success does not guarantee future works.

    But I do have a slight soft spot for Swen as I backed most of Larian's kickstarter projects.(except the card game since I don't play card games. ) If some day he no longer have majority in terms of stock holding for Larian, then it's the time I will be more careful about their games.

  • running identical sim requires some setup that decouple physics and render/game thread. Rocket League is a good example even though it only simulate 6 player controlled box with cosmetic cars render in place. RL is server authoritative, so your local sim is just there until server ask your client to sync up.(with modern rubber banding interpolation across frames basically.) Any game with frame rate dependent physics(Unreal is still kinda frame rate dependent) can't approach running sims on all client and hope them to sync up. cause their delta will not be the same. And if they do have a fixed delta physics engine, then like you mentioned, the slowest client will affect how the server can progress the clock. It's a good enough implementation pre dedicated server era, but for modern approach with anti-cheat in mind, it's no longer adequate.

    I think for multiplayer game, there are a couple things are in current "trend":

    • server offload simulation, basically the dedicated server off load the physics to a bunch of cloud nodes that only does the physics sim, take the result and ask the client to sync up. It's not really "new" just that the implementation would get better. Search StarCitizen's server meshing shown recently. This can scale up really big sims but the network bandwidth required would be prohibitive, cause it not only scale with the players also the physics bodies needs to be updated. (so yeah, always trade offs. )
    • fixed time delta physics engine on server, like Rocket League mentioned. This works fine with limited amount of physics body and are really stable, but you can't do large scale sim with fixed time delta physics engine. (the more physics bodies, the slower it is to update the sim result.) Also this type of sim is has really limited range in space cause floating point error if physics body go really far from origin. But on the other hand it's much more reliable, predictable and easier to do input buffer so it's really responsive if you only need to handle limited amount of physics bodies.
    • async/multithread physic engine, it can still be deterministic if the inputs are the same(see JoltPhysics as example), it can scale up to large amount of physics bodies since most would be in "sleep" state once they are stabilized. very "mature" in single player game, but for multiplayer you still need to wrangle the "sync" up part. Less expensive to update compare to first one, supports more physics bodies than 2nd one, but nothing is free so you need good server(no offload) and your game framework needs to be able to support it.(what ChaosPhysics is working on). It would cost "less" to host compare to first, but significantly higher than 2nd. (well, if someone use fix time delta to sim large amount of physics bodies, then their server will cost way more than async, but no one would do that anyway. ) Example game would be like The Finals that was doing beta recently from what I can see in the gameplay videos. (they have mixed cosmetic, running only on clients, physics and server synced physics. )
  • The source interview section to the time stamp: https://youtu.be/4b_o5ueZRF0?si=IZzMan9sVQOV4Qq6&t=4797

    Main short comings(for the parts I know and working with):

    • There are many inter-connected features that works best if you use them together, so for example, if you want to use Lumen but don't want to use Nanite you can, but the performance would be worse since the virtual texture part of rendering lumen scene is a lot more efficient when you use Nanite geo. Similar with VSM.
    • If you upgrade project from old UE4, there is A LOT you need to touch on. It's like a ticket generator if you upgrade.(but yeah, do a cross gen engine upgrade would do that for you.)
    • TSR(their temporal super resolution upscaler) still not really working out of the box and most I know just use FSR/DLSS/XeSS
    • many features are moving target BUT was talking point during recent releases. ie. PCG, Substrate, Smart Object, World Partition(specifically the Data Layer part), even VSM just out of beta since 5.2(most current released UE5 games using version <= 5.1, Immortals of Aveum would be the first to upgrade to 5.2 as far as I know.)
    • because of the above point, the CVars to control features can be changed/deprecated when a new release goes out. So you can't "decide" your quality presets if you are still banking on upgrades.

    Let me talk about the 2 things you mentioned:

    • networking, this part is actually the "better" side, it's a bit harder cause since UE4.26 it gets a lot of Fortnite's improvement into UE-main. So if you are doing shooter even with a lot of players it's actually better than most other engine on the market. But if you want to do things like say, fighting game or decouple input/game thread for lower latency, or if you have your own "space ship battle" with custom physics body not a humanoid capsule. Then you have to implement your stuff.(by ref how CharacterMovementComponent is implemented.)
    • Physics, many people talk shit about ChaosPhysics, while it might not be as good as some other current industry standards for single player game, it will change the landscape of multiplayer game once it's performance is up to par. The reason is ChaosPhysics is designed with networking in mind. So, yeah, if your game is player interact destruction heavy(ie. big enough debris don't disappear), you need a more expensive server to run. There are less physics based multiplayer game cause the old implementations are all "bad". (just see what Battlefield or Halo has done for the past 2 decades, the slight desync and player/vehicle fly to the moon is staple of bad implementation.)
  • I've done that very long time ago even custom build linux kernels and compile drivers, but the experience is not really good cause it's basically a waiting game. You wait for updates and fixes and drivers etc cause no one owes you anything and even for gaming updates you might not be priority. (I used to pay money to a side fork of wine that has a paid member voting which game's compatibility to work on first. I don't have to pay/wait for anything just to have a game working on Windows. )

  • That's why I say maybe I need to give it a year then visit the protondb again. I am too lazy to tweak those per game or doing all the extra works(some people have their own Custom Proton??) just to play a game. It's also why sometimes I just buy games on console cause it's way easier to play game on it. (the suspend feature is a big win, I wish PC game has this as well. )

  • Actually, my statement might be a bit wrong regarding map size once I think more carefully. Modern trend that allows artist to directly paint on game world could create really heavy virtual texture assets that scale with size of the world. Games that approach "unique" look or feeling per area without making you feel they reuse or have tileable textures all over the place tends to use this as you can just stream in textures that mask over tileable and make it looks really decorated for that area. They basically trade file size with artist freedom.

    One example is BG3, where the VirtualTextures_.pak have 18 files, 72GB. While normal asset textures has only 4 pak files and aobut 13GB.

  • What games have you played since then? For reference. I go check my most recent played game https://www.protondb.com/app/2009100 and I am not really convinced by the result. And the game I am going to play https://www.protondb.com/app/835960, very mixed results. Consider both are UE5 engine games. I will check back like in a year or 2 once UE5 games runs on proton smoothly I will switch.