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User information for AeroMechanical

Real Name AeroMechanical   
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Nickname Aero
Email Concealed by request
ICQ None given.
Description Just some guy.
Homepage http://
Signed On Jun 16, 2007, 02:48
Total Comments 740 (Apprentice)
User ID 40534
 
User comment history
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News Comments > GTR: Evolution Preorders get Race '07 Free
12. No subject Aug 27, 2008, 22:40 Aero
 
I'm telling you this is just the way it is. It's not a mistake, it's just fucked up is all. Steam lists the price in the US as 35.99 for the full package, it's 19.99 in a box.

I bet the Steam price will drop really fast though, and there will probably be a discount/sale/whatever.

Edit: RACE07 itself is still $29.99 on Steam and it was released at $19.99 in the stores.

The crux of the thing is that if you live in the US, don't buy it on Steam.
This comment was edited on Aug 27, 22:44.
 
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News Comments > GTR: Evolution Preorders get Race '07 Free
10. No subject Aug 27, 2008, 21:30 Aero
 
No, it's correct. The SimBin games cost a lot more in Europe and Europe is their primary audience. It's just severely discounted in the US because hardly anyone will buy it here.

It's probably also worth pointing out that Renato Simioni created the physics for the cars. He is known for doing the GPC79 physics and is easily one of the best out there.

 
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News Comments > GTR: Evolution Preorders get Race '07 Free
6. No subject Aug 27, 2008, 20:16 Aero
 
It's missing the Porsches, Ferraris and Lamborghinis from GTR2, but has a few ones GTR2 didn't have (Audi R8, Keoniggseg (er?) CCX, Gumpert Apollo, and a few others).

The main thing that it has is the Nordeshcleife, which is pretty cool.

Anyways, it's supposed to be okay. Not stellar, but probably worth the price. in the States you can buy the complete boxed RACE07+GTR Evo for $19.99 so I have no idea what Steam is on.



 
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News Comments > On Rage Multithreading
15. Re: No subject Aug 23, 2008, 22:00 Aero
 

Bah you already can do it, it's just that programmers in general don't know how to think multithreaded from the start. It's mostly "get the thing running as fast as possible serially". As soon as you start thinking "The AI is its own unique brain that we query when we need something, and that figures out on its own what to think about next", things fall into place.

Unfortunately, it isn't nearly that simple. Just creating a bunch of threads assigned to different sub-systems won't get you very far. If you have an AI loop running on one cpu, and its not being queried, you're just wasting resources, so clearly it can't just be running all the time. Also, what happens when the AI thread needs data from another thread in order to do its thing? Or when another thread needs data from the AI thread? One is going to stall while waiting for the other, and that's no good at all. What happens if they both need to work on and from the same bit of memory at once?

You end up wasting a lot of time because everything is interdependent and the whole thing can stall waiting on one thread, and then we have all but one of the processors effectively doing nothing while one of them crunches some data another needs to do something which yet another needs, and so on.

The difficulty is making sure each processor is doing something useful all the time.

This is something that is ridiculously hard to just do by hand, so we need compilers to do it for us. And they will, hopefully, some day soon. A lot of very smart people are still trying to figure it out.

( No I'm not an expert, I just know what I don't know. )

 
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News Comments > On Rage Multithreading
7. No subject Aug 23, 2008, 17:12 Aero
 
Quake3 supported dual CPU's, just not very well at all. I suspect Carmack is good person to have on the case given how long it's been churning around in his brain.

Probably multi-CPU support won't really come into its own until development tools have reached the point where programmers can implement efficient multi-processor programs without having to get into the nitty-gritty.

 
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News Comments > Nordic Games Formed; Wants to be "IKEA" of Games
17. No subject Aug 22, 2008, 22:26 Aero
 
"Tremendous" prices?

I do not think that word means what you think it means.

 
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News Comments > Mirror's Edge Movie, Preview
1. No subject Aug 21, 2008, 17:24 Aero
 
If there's one thing that's great about first person shooters, it's jumping puzzles. Everybody loves those.

Looks okay though.

 
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News Comments > GTA4 PC Improvements
25. No subject Aug 20, 2008, 20:16 Aero
 
It would be nice if they could make it work properly with a force-feedback wheel. None of the previous GTA games worked with a wheel but I understand the driving physics have been updated.

I can imagine driving around using the proper controls and using the mouse to aim my gun out the window to shoot random pedestrians being pretty fun.

 
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News Comments > ArmA II Next Year
12. No subject Aug 18, 2008, 15:07 Aero
 
It's difficult to say what was so disappointing about ArmA, but I was very disappointed too. The thing is, it was pretty much exactly the same as OFP, which was great and I played for years, but with modern graphics, so why should it be so disappointing?

Somehow, it just didn't do it for me though. In part, it was probably the near fatally broken single-player campaign. The first time I played it (after a broken, unbeatable tutorial and another one of those painfully long, unskippable drives to the battlefield), the Humvee driver got confused at an intersection, and just stopped, so I had to restart the mission. The second time he went the wrong way, so I had to restart again. The third time it worked, but I was shot in the back from 300-odd meters away the very instant I got out of the Humvee. Each time I had to sit though several minutes of the same terrible dialog as we drove to the battlefield. I gave up on it completely and played with the mission-editor instead.

The infantry controls became too complicated as well. Maneuvering your character around was like driving an extremely complicated, sluggish vehicle. OFP was good, slow but realistic, but ArmA's controls were just frustrating a lot of the time.

The performance also sucked. It did that annoying Crysis thing where you set the graphics up so that it runs smoothly and looks good but suddenly you get to some particular part on the island and you're getting 5 fps, so you have to configure the graphics around that, meaning they look unnecessarily like crap 95% of the time. It wasn't until I upgraded to a system well above the recommended specs that the frame rate was uniform. When I could run it at maximum settings and get 60 fps, it did look pretty good though.

Still, it wasn't terrible, and I play it here and there. It's just not the same. Patches have sorted out a lot of the issues, though not until recently. The new online game mode is nice. Right now it's decent enough, but my initial experience with it left a really bad taste in my mouth.

I've lost a lot of faith in Bohemia, so I hope they can redeem themselves with ArmA 2. I'm pretty sure they can pull it off though, particularly since it doesn't seem all that different from ArmaA 1, so everything fixed in the patches should still apply.

Here's hoping. I'm definitely not going to buy it the day it comes out like I did with ArmA though. Really, I probably just got my hopes up a little too high because I loved OFP so much.

 
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News Comments > GTR, GTR2, GT Legends Lobbies Return
1. Thank god... Aug 13, 2008, 15:33 Aero
 
...for that.

That would have largely rendered GTR2 and GTL useless. There are alternatives of course, but they're too obscure and this would have effectively killed them dead for all but league play.

iRacing would then be able to take a bigger bite of the community (because, by and large, RACE sucks) and the GTR2 crowd largely hates rFactor on principle, and it pretty much goes without saying that they wouldn't be interested in LFS.

Not that I don't like iRacing; iRacing is great. It's just going to bleed my wallet dry.

It has to make you reflect a bit. These companies aren't really under any obligation to keep their lobbies running, and that means it could all collapse at any moment.

 
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News Comments > NVIDIA Drivers & UT3 PhysX Pack
13. Re: No subject Aug 12, 2008, 19:06 Aero
 
Yeah, so far I've only seen physics used in a "Hey look! Physics!" kind of way. Once they developers learn to use it subtly and effectively, I'm sure it will be pretty cool.

 
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News Comments > NVIDIA Drivers & UT3 PhysX Pack
8. No subject Aug 12, 2008, 17:16 Aero
 
Warmonger is pretty silly. It's a decent little shooter and I had fun with it for a half-hour, but I don't see the benefit of PhysX really. The level destruction isn't anything special and could easily be done without it. The only thing I can really see where the PhysX stuff might come in handy is with the little sparks falling from the sky, but they're more annoying than anything else.

There was a FPS quite a while ago (like 2000, possibly earlier), Red-something, that had destructible levels done in pretty much the same way.

Also, the levels are already so screwed up that you barely notice the destructibility--I imagine this is probably intended to hide the shortcomings. It would be a lot cooler if the levels started off looking nice but were reduced to rubble heaps by the end of the round. That would make it worthwhile, but something like that is probably a ways off.

Anyways, I welcome PhysX support, but I don't really give a damn about it.


edit: The Folding@Home thing is pretty interesting though. I would like to see how it compares to a purely CPU based version.
This comment was edited on Aug 12, 17:22.
 
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News Comments > NVIDIA Drivers & UT3 PhysX Pack
5. No subject Aug 12, 2008, 15:41 Aero
 
Well... the fluid demo is pretty cool, I guess. If turning of and on hardware acceleration is actually representative of the difference, it's about a billion times faster with it on. Of course, that's probably the whole point of the demo, so I naturally don't read much into it.

It is very cool though, but as with all nVidia demos going back almost ten years, it's virtually guaranteed that it will be at least two years before we see something like this actually appear in a game.

So... neat tricks, nothing more.

 
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News Comments > NVIDIA Drivers & UT3 PhysX Pack
3. Hmmm... Aug 12, 2008, 15:21 Aero
 
Is there any reason I wouldn't want to use drivers that supported PhysX if I don't really give a damn about the PhysX (besides the obvious).

I'm interested in checking it out but if I'm just going to uninstall the drivers again, it's probably not worth the effort.


 
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News Comments > New Evochron Renegades
1. No subject Aug 8, 2008, 14:07 Aero
 
This is a really great game. It has tremendous old-school appeal. The community is fantastic and the developer, Vice, is a great guy and can implement features, fixes and requests with insane speed.

This comment was edited on Aug 8, 14:08.
 
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News Comments > 10TACLE Insolvent
1. No subject Aug 7, 2008, 17:41 Aero
 
I damn well hope Blimey isn't affected. That would be bad, bad news for the sim-racing crowd. I wonder if the unannounced project is Project Falcon--I've heard some very interesting rumors about that one.

 
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News Comments > NVIDIA PhysX Previews
30. No subject Aug 6, 2008, 21:06 Aero
 
I was really excited about the whole physics thing back when HL2 was about to come out. It seemed like a new direction that would actually change the fundamentals of game play that has otherwise been stagnant for many, many years now.

Being able to interact realistically with the environment would be a big step forward towards an experience that allowed actual creativity in your approach to the game as opposed to just figuring out how the developers intended you to negotiate a static level. Even the games that have destructible environments may as well have a big sign saying "you're supposed to blow up this wall."

I'm sure someday it will come--a game where rather than designing a 'level' they build, say, a building, with all of the properties of a building, and put the player and characters in it, and let you work out how to do things for yourself.

Ah, screw it... wishful thinking.

Anyways, more on topic:

If there was broad software support I could see this being a good thing. If they were to allow asymmetrical SLI setups so that I could buy a $70 320meg 8800GTS and plop it in next to my graphics card, I would certainly consider it. Of course, then we're sort of back to the physics accelerator card thing that never worked. If this nVidia thing, given how many people already have nVidia cards, can solve the chicken/egg problem that made the PhysX boards worthless, that's a Good Thing. I doubt it though.

 
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News Comments > More GTA IV PC Rumor Mongering
53. No subject Jul 27, 2008, 14:28 Aero
 
to me your whole argument just seemed like you were trying to justify the fact that you cant run your games at any higher resolutions to yourself.

You seem like you're just trying to justify your investment in hardware. Do other people's opinions threaten you for some reason? Are you okay?

Naturally, this is all a subjective thing, and I wouldn't say anyone's opinion is wrong. I have plugged it into my tv and played at 1920x1080 and was not particularly impressed that it made the scene appear any more realistic. Of course, it was nice in many ways particularly the size, and I do like the widescreen format, but the color accuracy is not suitable for my computer use. Naturally, this is an aesthetic thing so YMMV. You must remember that there are much more important things than simple numbers.

You might prefer it, and I'm not saying you're wrong, but you cannot deny there are limits to the benefit of increasing the resolution. A very large screen does need a high resolution, but this is just to keep the image from appearing pixelated at game-playing range.


 
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News Comments > More GTA IV PC Rumor Mongering
45. No subject Jul 27, 2008, 12:17 Aero
 
I play at 1024x768 with high-AA (8 or 16) most of the time (and depending on the game). On my 19-inch CRT, with high levels of AA, I'm hard pressed to see any improvement with the higher resolutions. If I'm limited to 4xAA, I'll run in 1280x1024 though. The improvement in framerate is often worth it.

Usually running something like 1600x1200 or higher just makes the limited graphics detail all the more apparent. Regardless of the resolution, there is a limited amount of detail in the actual scene--sort of like how you can only blow up a photograph (on film) so far before it just becomes blurry; if you were to digitize the photo, beyond a certain resolution you would have a higher resolution digital image but with no more actual detail in it.


 
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News Comments > Sam & Max Season Two DVD Nears
1. No subject Jul 23, 2008, 13:56 Aero
 
Sweet.

I haven't been doing the episodic content thing, but I bought the full first season when it came out, and I'm sure I'll do the same for the second. Very amusing games and I hear the second series solves some of the annoyances of the first.

 
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740 Comments. 37 pages. Viewing page 29.
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