rnd
@rnd@beehaw.org
- Comment on Publishers face 20% game revenue reduction if Denuvo DRM is cracked quickly, according to new study 5 weeks ago:
Huh, interesting. I thought that the primary reason game devs use DRM these days is to specifically keep the first week’s sales as high as possible (since that’s the most easily available metric to judge a game’s success, and also the biggest moment of profit, as it’s usually only downhill from there). To see researchers actively suggest removing DRM after three months seems to confirm this idea further.
- Comment on According to New GTA 6 Rumor, Main Story Might Be Shorter Than Red Dead Redemption 2 1 month ago:
That’s not the actual GTA VI logo, but some fan creation. The logo in the actual trailer seems to consist of the standard GTA logo with a colorful “VI” in a bold sans-serif behind it.
- Comment on New Discord TOS binds you to forced arbitration - Opt-Out Now 7 months ago:
Cinny is the closest to Discord in terms of UI, it even has a feature where you can show subspaces within a space as if they’re categories of a Discord server.
- Comment on What. Can I have timing to 3 decimal points please? 8 months ago:
To be more specific: most often a game would run its physics calculation at the framerate it’s designed for, like 30 or 60 fps, and in case it displays with a higher framerate, try and interpolate the graphical data based on the physics calculations. It’s possible to make the physics run faster as well, but carelessly adapting things may make things go wrong (a good example is Quake 3, where your jump height changes based on the
com_maxfps
value).A racing game that runs its physics at 60 frames per second can, at best, calculate time in
0.016666…
second intervals. To have a precise 3-decimal-points clock, a game would need to run its physics calculations at 1000 frames per second.(It is also worth noting that a game developer can try to interpolate a more precise finish time by looking at the last pre-finish frame position of the vehicle and the first post-finish frame position and calculating at what point “between the frames” the finish line would be crossed, but I don’t know how difficult and/or buggy actually implementing that would be.)