Comment Re:When you finish your MBA- it'll all become clea (Score 5, Funny) 414
Do you get a free Belkin 54g with your MBA?
Do you get a free Belkin 54g with your MBA?
It's on slashdot because it's A) it's technically porn but B) most importantly it's made by a woman; something that doesn't exist on the internet and therefore is a curiosity.
Without trying to ignite the piracy argument, the recent game Battlefield Bad Company 2 PC version outsold both the ps3 and the 360 versions (not combined) and has had, from launch, approximately double the concurrent online players of either console platforms.
However, the game was developed primarily for the consoles, which is both a blessing and a curse. On one hand it supports dx9 level hardware for people on winXP / older gfx cards, on the other hand you have memory and other restrictions, especially on the 360.
I personally hope that the sales of BC2 signals a moderate change in the way games are developed.
That said, there's always a little niggle or stupid new drm feature that overclouds any new PC release.
Queen Mariposa Botnet of Spain has been beheaded, I declare an international day of mourning.
Totally agree, RE4 has to be the shining example. I'd played the game through on PS2, picked up a copy for PC and was completely baffled by it.
They did eventually sort of fix it, but in it's original form RE4 was definitely the mother of the bad ports, and a taste of things to come.
No mouse support on a pc shooter is just crazy.
No, the problem doesn't scale, it becomes less obvious at lower framerates. Using a third party program to cap with vsync at 30 fps and the problem is not noticeable as the physics are in sync with each rendered frame, although PC gaming can feel a bit jerky or at least cause headaches at under 40-50 fps so it's not an ideal solution.
The reason it really doesn't make sense to me is that ever other game I've played, especially using the engine Bioshock uses, there is no physics cap at all, and there doesn't need to be.
Of course. On the 360 the game was capped at 30fps by default, so the problem wasn't evident. The fps cap I beleive could be removed, but the frame rate wouldnt jump so high for the physics cap to be noticeable.
This video demonstrates the problem, although not quite as clearly as when our in game as this would be a circa 25fps video, but the problem is there. Note the smooth surrounding but jerky ragdoll.
Also here is the original thread on the 2K (bioshock dev) forums, dating back to 2007, with posts sporadically from the past three ears. Obviously all avenues of vsync and config tweaks were explored, but 2k never responded to or patched the issue.
Shortly after the first patch came out, people were baffled as to why it wasn't fixed. The engine remains hard coded to the 30 fps physics cap, which makes little or no sense considering the engine is perfectly capable of standard physics implementation, as shown with the many other unreal engine based games.
Are the physics once again inexplicably capped at 30fps?
Something that was never explained by the devs about Bioshock 1, was the 30 frames per second physics cap.
There was / is literally no way around it, and for those who haven't played it on PC, having a game run at 50-60 fps and the physics much lower, it's an annoying and immersion breaking error.
They got rid of the car that you drove around in ME1 for just that reason. The side quests are a lot more diverse and unique, and add to the whole immersion.
That said I did miss the mkv (if that's what the vehicle was called) as it made the scale of the game feel larger. In ME2 they have cut a few corners when it comes to large maps and higher res textures for some reason, but the game on the whole does feel better than the first.
Any circuit design must contain at least one part which is obsolete, two parts which are unobtainable, and three parts which are still under development.