this post was submitted on 03 Aug 2023
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Gaming

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cross-posted from: https://lemmy.ninja/post/238729

After hearing the creator of Rick and Morty was involved with this game I was GOING to recommend:

High on Life is a cosmic adventure game that unfolds on an Earth attacked by the G3 cartel, extraterrestrial beings who exploit humans as drugs. The protagonist, a directionless high school graduate turned space bounty hunter, embarks on a mission to halt the invasion. Alongside the hero are his sentient and vocal weapons known as Gatlians, providing commentary and guidance throughout the journey. The game's interstellar journey spans across various cosmic locations, such as a jungle and a city built on an asteroid's surface, encountering both hostile and neutral characters. The player uses a unique arsenal to combat enemies, including a pistol, rifle, shotgun, knife, and a distinctive grenade launcher that shoots “baby grenades." Alongside battling adversaries, players solve simple puzzles and upgrade equipment in this captivating game.

STOP

While this sounds good, if you google “High on Life” you’re going to find LOTS of configuration recommendations on how to adjust the video…

So it’s even playable.

One guy had a 7950 CPU and a 4070 GPU and couldn’t get the game to 60 fps…

The last patch for the game was in March.

OTOH

RECENT user reviews are VERY POSITIVE AND it is fully verified for the Steam Deck.

So what am I saying? The bugs MAY be fixed based on available information. YMMV

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[–] beefcat@beehaw.org 1 points 1 year ago (1 children)

It happens when crossing boundaries that trigger loading new areas in large open maps.

UE5 supposedly fixes this, and it’s one of the big reasons Coffee Stain upgraded Satisfactory to it.

[–] MJBrune@beehaw.org 1 points 1 year ago

Hmm, I suspect that's due to people using origin shifting incorrectly or perhaps the world composition system trying to load too much at once (you can stream things much better with World Partition which is new to UE5.) Overall I worked on Squad for 2 years and we didn't have those sorts of issues pop up on our 16km maps. Then went on to work on a 32 KM map with world composition in VR for 3 years and we would have seen it there if it happened. (jitter is a VR killer.)

I don't know what the Satisfactory folks are doing (I worked with them for a bit on their EOS OSS implementation) but I suspect it wasn't purely on just the base unreal travel and world composition. It was probably an added complication like random generation. I could see that data being sent and processed (either spawned or generated via a replicated seed) is what caused the hitch. Maybe world partition has better randomization support? I've not looked into it.

Either way, from my experience, it's not an issue in every Unreal game. It doesn't seem to be an issue with the core Character Movement Component in Unreal alone which is what it sounded like at first.