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Posts posted by STiFU

  1. 2 hours ago, chakkman said:

    For my freebie of the day: Portal with RTX was released today. I can only recommend to download it if you have a beast of a high end PC though. Even in Full HD with reduced settings, it runs like crap here... Well, apart from some more graphics eye candy, it's the same game as the normal Portal anyway. ;)

    On my 3060 Ti at 1440p, I had to switch to DLSS performance mode and reduce the light bounces a little, to make it half acceptable. Control and Cyberpunk had a lot better raytracing performance.

  2. I haven't played God of War and A Plague's Tale. It's just a gut feeling on my part.

    That being said, I wouldn't mind the rankings at all. You can be sure that all nominees are of pretty high quality, so no way to go wrong with any of them.

  3. Nominations are in... What are your predictions?

    I bet God of War is going to homerun this thing. Elden Ring is just too long ago and now God of War is all the hype. Best RPG for sure goes to Elden Ring, and maybe best art direction to A Plage Tale, but the remainder, it has to be God of War. 

    Hopefully my Indie-Favorite SIFU wins one or two awards, too. Neon White also deserves a win in my book. 🙂

    Best adaption has to go to either Arcane or Cyberpunk: Edgerunners. Edgerunners is not as good I think, but same as with Elden Ring, the hype around Arcane already dried out, whereas everyone is still kind of talking about Edgerunners.

  4. 23 hours ago, OrbWeaver said:

    I don't see how DoF can possibly work in a game which isn't tracking your eyes. How does the game know what you are looking at? Your eyes could be focussed anywhere on screen, which might show objects at a variety of distances. If the depth is taken from the central aim point, that means that instead of just moving your eyes to look at something on screen, you'd also need to move the mouse to remove the artificial blur.

    DoF looks nice in photos, and as stgatilov says it might work in a VR simulation with eye tracking, but for a 2D image on a standard screen I can't see it adding any value.

    Most modern games only use it in cutscene-like scenes, where the players eye is clearly guided towards relevant image content. Doom Eternal uses a very shallow DOF when the Doom Slayer picks up a new weapon and shows it off a little or when performing a glory kill. Elder Scrolls Online uses DOF when talking to NPCs. While the DOF-implementation of ESO is not the best, both examples work really well.

    In TDM, there are not really many suitable situations where this rendering technique could be deployed, so I don't think it'd be worth the effort.

  5. 17 hours ago, SeriousToni said:

    That's how you add new items to your pile of shame actually :] I've got the problem that I've not played about 90% of my games. And when I find time to play I wanna make sure that's worth it in the future.

    Not complaining about your post of letting us know of the free game though. I was just curios if you would've recommended it.

    Sometimes, you don't want to do the research right away though whether the game is any good or not, so I just get the game and check it out later.

    I recommend using GOG Galaxy, as you can integrate pretty much all launchers there and see all your games. You can tag your games and create gamelists this way. So, these unchecked free games go into my "check reviews"-list. If the game is any good, it goes into my "Playlist"-list. Really nice games I plan to play in the very near future go into my "Priority Playlist"-list.

    So, to me, owning a game does not necessarily mean it enters my backlog. 🙂

    • Like 3
  6. I have been an advocate for mission ratings a long time. I understand both sides of the coin of course, but the casual player likely prefers to just pick one of the best rated missions and start playing instead of reading through all the mission descriptions, potentially digging through forum entries to find a suitable mission. Things like average playtime, general mission type and player rating would be really helpful here. Or maybe instead of rating, something neutral like "number of times played / downloaded".


    6 hours ago, JackFarmer said:

    ...then there are people who play the first five minutes of a mission, then quit and give a lousy rating. I could well imagine that the inhibition threshold is much lower here because the missions are free.

    Maybe a rating system for missions would be ok if two requirements are considered:

    1. The reviewer in question provides a video link of his playthrough and
    2. Mission authors and other players can rate the reviewer's playthrough. 

    This of course means that anyone rating a reviewer has to verifiably view the full playthrough of that video.

    I think that would be way too elaborate. How about rating on the mission finished screen?

    • Like 4
  7. 1 hour ago, woah said:

    @STiFUBeen a while but hoping you don't mind I bug you again on this topic.  I lurk in a certain VR discord and saw this paper mentioned https://iovs.arvojournals.org/article.aspx?articleid=2613346.  And it was hypothesized that the conclusions of this research may have significant implications for dynamic focus VR displays, and now I'm kind of wondering about this as well.  The general assumption of the, I guess, "XR community" is that you can solely use various forms of artificial defocus (and not optical vergence) as feedback to guide the eye's accommodation to a desired focus depth, and thus even VR displays capable of displaying only a single varying focus depth (as opposed to a multi-focal display) can actually function: as the user's eyes move from the in focus part of the image to an out of focus part of the image, the artificial defocus blur generated in that out of focus part of the image is considered to be sufficient feedback to trigger the eyes to accommodate to the new focus depth (even though the optical vergence of that part of the image is still incorrect).

    But, assuming I'm understanding the paper correctly, without the presence of "genuine" optical vergence corresponding to each potential focus depth in the scene, there wouldn't be sufficient feedback for the eye to accommodate to that depth correctly.  There are apparently many accommodation cues for the human eye, but the claim here seems to be that true optical vergence is necessary.  And wouldn't that mean a multifocal display is necessary?

    It seems interesting to me because from what I've gathered over the past few years the varifocal prototypes in various labs are said to "kind of" work for certain people and not work at all for others.  So, even assuming eyetracking were perfect, if they are nonetheless unable to provide the required feedback to guide accommodation, then the very kind of dynamic focus display that everyone is banking on (for the near term) to address the major optical issue with modern VR headsets would seem to be a dead end.  You would instead need something like the CREAL lightfield headset I mentioned a while back.  And facebook recently pushed their timeline for varifocal headsets out from 2022 to ~2030.

    (again, assuming I'm even understanding this correctly)

    I've been out of that area of research for quite some time now, but to me, the findings of that paper are no news. It was always known that vergence is the primary factor to drive accomodation, but that defocus also drives accomodation. It was never stated that defocus alone drives accomodation. So, that XR community was wrong right from the start.

    Every stereoscopic content drives vergence. If your stereoscopic stimulus is located 1m behind the display, your eyes will perfectly converge on that point, and they will try to accomodate to that distance. Then your brain realizes "wait a minute?! when I try to accomodate to that distance, everything becomes blurry? What is going on?", and there you have that darned unstable sytem again. How can you solve it? You pretty much mentioned all possible solutions already, except the first one in this list:

    1. Move the focal distance so far away that you don't get defocus cues. --> This is the hyperfocal distance and at that distance, we sadly do not perceive any vergence cues anymore, i.e., you see a 2d display! 😄
    2. Varifocal distance with perfect eyetracking. --> Make vergence distance and focus distance match and combine that with artifical defocus.
    3. Multifocal or lightfield / holographic displays.
    • Like 1
  8. 10 hours ago, Springheel said:

    I remember the last time someone made this claim, someone else posted a video showing that you could actually walk behind AI without alerting them on most floor types.  Only the loudest ones (dry leaves, gravel,  metal) cause problems, and that's exactly what moss arrows are for (what is the point of them otherwise?)


    For sure, it was @AluminumHaste. He always posted skillful blackjacking videos. 🙂

  9. On 8/9/2022 at 8:46 PM, cvlw said:

    Thanks for the explanations.  I didn't understand that "unshouldering" was essentially spawning a body object. 

    I have a vent where the player could potentially bring a body and then basically get stuck in there.

    I have basically decided to try and prevent a body (shouldered or dragged) from being brought into a tight space.  I will try and weave a good reasoning into the flow of play.

    - trigger which calls script.

    - script checks if body is shouldered or dragged.  If so, then teleport in a func_static entity with nodraw_solid texture in the opening of the tight space which stops both player and dragged body.  Flash a message saying the body can't be brought in.  Plays a rustling sound   If not shouldered or dragged, then teleport the func_static out and let the player pass.

    Seems to overcome the problem.

    Thanks again.


    I think a much simpler and more elegant solution would be to require the player to climb up to the vent, considering the player cannot jump or mantle while shouldering. Sidenote, it is still being discussed whether low obstacles should become mantlable while shouldering, so make sure to make the vent entry high enough.

  10. On 8/3/2022 at 9:45 AM, Zerg Rush said:

    Republique (Steam)

    Help a woman named Hope escape in a thrilling and topical stealth-action game that explores the perils of government surveillance in the Internet Age.



    OS: Windows 7 64-Bit
    Processor: 2.0 GHz Dual Core
    Memory: 2 GB de RAM
    Graphics: NVIDIA GT 640 or AMD Radeon HD 7550 w/ 1024 MB
    DirectX: Version 11
    HD: 7 GB free


    I liked the general idea of that game, but the controls were so horrible that I stopped playing eventually.

  11. 23 hours ago, JackFarmer said:

    Even it has been cleared, you think I would publish something that would not meet with grayman's wishes?

    I have been working with this community for almost five years and I really find it disappointing that you think I would do something unethical like that. :(

    Sorry about that. Please don't take it personally, I did not want to imply that you might be doing something unethical. When I posted that, I operated under the following thoughts:

    1. it could also have been Biker's Words instead of yours

    2. you could just have missed the thread about grayman's will

    3. I did not know that some of grayman's other FMs had been adopted and my alarmbells just went off.

    Sending some ❤️ from Bochum to Ingolstadt right here! 🙂 

    By the way, I never ever assume bad intentions in social interactions unless facts show otherwise ("innocent until proven guilty"). Some might call this type of thinking naive, but positive thinking is a key ingredient to a happy life. 

  12. On 7/13/2022 at 10:19 PM, JackFarmer said:

    "Seeking Lady Leciester" is the second WIP grayman's son donated to the TDM community according to grayman's will.

    I am a bit appalled about this supposed "will". What is the reference you base this on? Grayman explicitly told us not to release his works. His exact words were: "If I die, the story of William Steele ends with me. No handing off my FMs to others".

  13. On 6/21/2022 at 6:55 PM, Zerg Rush said:

    The link I put is from the new page, I think it will be the furure valid URL of the old site


    Very usefull to find good deals and giveaways from all stores out there.

    The coolest thing about that site is that you can also link your steam wishlist there and also add games not on steam to your "waitlist" (which is what they call the wishlist).

    • Like 2
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