It’s impressive how many times Valve goes “fine, I’ll do it myself”:
- This
- FPS becoming stale and called murder hallways
- Video games having piss poor support in Linux
to list but very few
- A controller designed for PCs
- Handheld PC-based portable console.
A controller designed for PCs
You mean the mouse and keyboard?
Pretty sure they meant a controller designed for use while not hunching over a desk
Dual shock?
They made their own controller if that’s what you’re asking.
Come to think of it, why did Sony even bother designing a new controller for the playstation? Atari had that handled back in the 80’s so what good did they think they were doing.
EDIT: Holy hell I just realized how insane it was for Sholes, Soule, and Glidden to develop the QWERTY typewriter. We already had pens! What a waste of time!
Others: Valve is pretty cool for making a dedicated PC controller that is a joy to use
You: BuT tHeY hAvE a DiFfReNt CoNtRoLeR dEdIcAtEd FoR sOmEtHiNg ElSe?!?1?
I forgot Valve have Stockholmed a generation of G*mers.
No, they mean this thing
The whole “don’t reinvent the wheel” mantra in software development is strong, and for very good reason. When a company basically does so, repeatedly, and are repeatedly successful at it, that truly is notable.
I guess that’s just your comment though, with more words and no examples lol
Also Wayland in Linux wasn’t improving as fast as they’d like so they’re creating their own development protocol for that too lol
- steam input
Now, can we fix flashlights in games such that we don’t get a well defined circle of lit area surrounded by completely a black environment? Light doesn’t work that way, it bounces and scatters, meaning that a room with a light in it should almost never be completely dark. I always end up ignoring the “adjust the gamma until some wiggle is just visible” setup pages and just blow the gamma out until I can actually see a reasonable amount in the dark areas.
Yes, really dark places should be really dark. But, once you add a light to the situation, they should be a lot less dark.
Now, can we fix flashlights in games such that we don’t get a well defined circle of lit area surrounded by completely a black environment?
Sure, we can do that, but we won’t because of the narrative and functional in-game purpose of the flashlight. It’s not meant to be realistic, it’s meant to make the game feel a specific way.
It’s also why a flashlight may be able to run for dozens of hours straight on a single battery but in video games it’ll die in minutes if not seconds. Realism is unfair. Also the same reason why nuclear reactors in video games are always dangerous. Because representing them realistically would be boring to the average adrenaline junkie “gamer”.
You just described ray tracing. The problem is, it’s incredibly computationally expensive. That’s why DLSS and FSR were created to try and make up for the slow framerates.
there’s more to dynamic global illumination than just ray tracing
Not in an ideal world. Ray tracing is how light actually works in real life. Everything we do with global illumination right now is a compromised workaround, since doing a lifelike amount of ray tracing in real time, at reasonable framerates, is still to much for our hardware.
Nothing about 3D animation is ideal. It’s all about reasonable approximations. Needing to build better GPUs to support tracing individual photons is insane when you could just slightly increase ambient lighting in the area of a light source.
I’ve seen an awesome “kludge” method where, instead of simulating billions of photons bouncing in billions of directions off every surface in the entire world, they are taking extremely low resolution cube map snapshots from the perspective of surfaces on a “one per square(area)” basis once every couple frames and blending between them over distance to inform the diffuse lighting of a scene as if it were ambient light mapping rather than direct light. Which is cool because not only can it represent the brightness of emissive textures, but it also makes it less necessary to manually fill scenes with manually placed key lights, fill lights, and backlights.
Shouldnt ray tracing fix that?
Yes, but it’s exponentially expensive compared to cheating.
Unreal Engine 5.5 Lumen supposedly does it well with the light scattering.
Interesting read.
Now can somebody please fix the horrible volume sliders on everything.
I just max all the volume sliders and use voicemeeter to control the volume levels of the different audio sinks. Although I guess that doesn’t help if you’re trying to leave game audio at max volume but lower music or something.
Fixing anything in industry is like fighting a very big, very lazy elephant seal bull
“Just code around it. This is the way it has always been done, and the way it always will be done.”