Posts by Negitivefrags

We have a different approach to the controller than before. There are technically 22 bind slots.

That's 11 buttons plus a second set if you hold down L2 (by default, but you can change it to whatever key you want).

However, non-skill actions are bound in the the same slots so Dodge Roll, "Any Life Flask", "Any Mana Flask", Overlay Map, and Portal Scroll are 5 actions that you are likely to want to have bound somewhere leaving 15 remaining for other uses.

Controller doesn't differentiate between Skills and any other type of action, so you can bind anything anywhere you like including the use of individual flasks. Like if you want some emergency flask on "Y" then that is just fine.

You are likely to want to keep the the flask related things on the DPad, things like Overlay Map, Portal Scroll or other rarely used things on L2+Dpad and Dodge roll on L1.

That gives you 12 "easy to use" skill slots which I find to be plenty given that you get 8 skill gem sockets and getting more than 4...

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We have a different approach to the controller than before. There are technically 22 bind slots.

That's 11 buttons plus a second set if you hold down L2 (by default, but you can change it to whatever key you want).

However, non-skill actions are bound in the the same slots so Dodge Roll, "Any Life Flask", "Any Mana Flask", Overlay Map, and Portal Scroll are 5 actions that you are likely to want to have bound somewhere leaving 15 remaining for other uses.

Controller doesn't differentiate between Skills and any other type of action, so you can bind anything anywhere you like including the use of individual flasks. Like if you want some emergency flask on "Y" then that is just fine.

You are likely to want to keep the the flask related things on the DPad, things like Overlay Map, Portal Scroll or other rarely used things on L2+Dpad and Dodge roll on L1.

That gives you 12 "easy to use" skill slots which I find to be plenty given that you get 8 skill gem sockets and getting more than 4...

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LatentSchref

I've got faith you guys will do this in a way that isn't confusing for the players. I can see people attempting to trade and then finding out they're talking about 2 different games, lol.

The public channels will not be mixed between games by default.

LatentSchref

I've got faith you guys will do this in a way that isn't confusing for the players. I can see people attempting to trade and then finding out they're talking about 2 different games, lol.

The public channels will not be mixed between games by default.

zilentworld

It's an option, it might become the optimal playstyle but who knows. I agree that Poe1 have been more diagonally laid out, seems poe2 too from what I see on some of the trailers, especially the mercenary.

Also from playing wasd I don't think I ever found myself having an issue of why am I pressing two keys. Might be an issue long term if I'm blasting but we have to see yet the end game of poe2

The reason you want a diagonal layout for artificial environments is because a lot of terrain features look bad when you have them in cardinal directions.

For example, we have a straight wall bit here that makes it hard to see that there is a door in it.

In this case we literally hung a lantern in it to attract your attention, and it's not so bad. We did discuss removing horozontal doors from this tileset entirely though.

Even in the other orientation though, I don't think you want to overuse it.

It makes for an interesting feature from time to time, but I don't think it's good to overuse.

We played around with other areas having other interesting rotations too..

Here is another one from that angle.

At first it seems pretty cool. There are actually a lot of things to like artistically about angles like this.

What I found though is that that there is something "fatiguing" about playing in an area with an off-axis rotation. It's kind of hard to describe why.

But after removing ...

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zilentworld

It's an option, it might become the optimal playstyle but who knows. I agree that Poe1 have been more diagonally laid out, seems poe2 too from what I see on some of the trailers, especially the mercenary.

Also from playing wasd I don't think I ever found myself having an issue of why am I pressing two keys. Might be an issue long term if I'm blasting but we have to see yet the end game of poe2

The reason you want a diagonal layout for artificial environments is because a lot of terrain features look bad when you have them in cardinal directions.

For example, we have a straight wall bit here that makes it hard to see that there is a door in it.

In this case we literally hung a lantern in it to attract your attention, and it's not so bad. We did discuss removing horozontal doors from this tileset entirely though.

Even in the other orientation though, I don't think you want to overuse it.

It makes for an interesting feature from time to time, but I don't think it's good to overuse.

We played around with other areas having other interesting rotations too..

Here is another one from that angle.

At first it seems pretty cool. There are actually a lot of things to like artistically about angles like this.

What I found though is that that there is something "fatiguing" about playing in an area with an off-axis rotation. It's kind of hard to describe why.

But after removing ...

Read more
YasssQweenWerk

What about those destructible objects we saw on artstation? I'm referring to these: 1, 2, 3

It looks really realistic and cool.

Those are technically chests that open on damage. We do in fact have a bunch of those.

YasssQweenWerk

What about those destructible objects we saw on artstation? I'm referring to these: 1, 2, 3

It looks really realistic and cool.

Those are technically chests that open on damage. We do in fact have a bunch of those.

Waibuhuba

Somehow there is something like a photo mode they always use in "the build of the week" series, really hope something like this could get implemented

The problem is we are a fixed camera game, and everything about our content and engine assumes this.

If you move the camera you will see that there is nothing above the horizon line, the ground looks ultra flat, things like parallax materials and fog all break down, the camera far plane is really close usually, lighting looks terrible (because the player light provides a lot of the light in a lot of scenes), etc etc.

Also the performance of the game becomes bad because we don't have an LOD system. Why would we need one when we know exactly how far away an asset will be from the camera?. So if you look along the axis of the ground the frame rate becomes terrible.

It's kind of hard to persuade us to want to put something in the game that has so much potential to make the game look bad.

The people recording footage from non-game camera angles are taking very careful shots, and often using the editor to remove effects that break, or add in things like extra lights and such.

One thin...

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Waibuhuba

Somehow there is something like a photo mode they always use in "the build of the week" series, really hope something like this could get implemented

The problem is we are a fixed camera game, and everything about our content and engine assumes this.

If you move the camera you will see that there is nothing above the horizon line, the ground looks ultra flat, things like parallax materials and fog all break down, the camera far plane is really close usually, lighting looks terrible (because the player light provides a lot of the light in a lot of scenes), etc etc.

Also the performance of the game becomes bad because we don't have an LOD system. Why would we need one when we know exactly how far away an asset will be from the camera?. So if you look along the axis of the ground the frame rate becomes terrible.

It's kind of hard to persuade us to want to put something in the game that has so much potential to make the game look bad.

The people recording footage from non-game camera angles are taking very careful shots, and often using the editor to remove effects that break, or add in things like extra lights and such.

One thin...

Read more
ErzaTSakuretto

Yay, now I have shit to waste my GPU's performance on... Wait until they add raytracing on it.

I wouldn't be too worried about it, the effect is practically free.

Broadly, GPUs have multiple resources and rendering different things use different resources. Some examples are ALU (doing math), Memory Bandwidth and Fill Rate (ROP units that write pixels to render targets).

GPUs are designed so that the amount of these different resources are balanced for typical workloads that games do. So that means rendering modern 3d scenes which have huge memory bandwidth requirements for all the high resolution textures and render targets, and doing large amounts of math for all the lighting calculations and so on that modern games do.

Rendering normal 2D UI is bound by Fill Rate. The shader does almost nothing, just sample a texture and write it out so almost no math. Memory bandwidth is low because there is only one texture being sampled, and only one render target to write to.

If you are using 100% of GPU Fill Rate with a shader, and only 10% of ALU, then if you do double the math with...

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ErzaTSakuretto

Yay, now I have shit to waste my GPU's performance on... Wait until they add raytracing on it.

I wouldn't be too worried about it, the effect is practically free.

Broadly, GPUs have multiple resources and rendering different things use different resources. Some examples are ALU (doing math), Memory Bandwidth and Fill Rate (ROP units that write pixels to render targets).

GPUs are designed so that the amount of these different resources are balanced for typical workloads that games do. So that means rendering modern 3d scenes which have huge memory bandwidth requirements for all the high resolution textures and render targets, and doing large amounts of math for all the lighting calculations and so on that modern games do.

Rendering normal 2D UI is bound by Fill Rate. The shader does almost nothing, just sample a texture and write it out so almost no math. Memory bandwidth is low because there is only one texture being sampled, and only one render target to write to.

If you are using 100% of GPU Fill Rate with a shader, and only 10% of ALU, then if you do double the math with...

Read more
retarddev

So, More than 4months has gone since this post and questions. Why it'sstill shit?

The Vulkan renderer was moved up in priority instead of this because the shader related stalls were getting worse.

Since the patch that changes the format will also require a full game redownload, we also plan on fixing some serious problems with the texture compressor we use at the same time, so it has to wait until that stuff is done too.

retarddev

So, More than 4months has gone since this post and questions. Why it'sstill shit?

The Vulkan renderer was moved up in priority instead of this because the shader related stalls were getting worse.

Since the patch that changes the format will also require a full game redownload, we also plan on fixing some serious problems with the texture compressor we use at the same time, so it has to wait until that stuff is done too.

kronholm

Thanks! I don't suppose it's possible to drive 4k@120hz with DVIfrom gpu or anything existing on the market right now?

There are no HDMI 2.1 capable converters either unfortunately. We really do have to wait till the next gen GPUs come out. There is apparently a chip that they are starting to manufacture to do Display Port to HDMI 2.1 but there are no consumer devices you can buy yet.

GrognakBarbar

Playing games in non native resolution tends to look shit though. 1080p on a 4k monitor is really blurry vs on a 1080p monitor. I think it's something to do with pixels being interpolated/estimated instead of simply copied. I'm not sure if TVs have this issue though

I was concerned about that. 1440p to 4K is a weird 2:3 scaling ratio so it certainly blurs the image a bit, but it's not so noticable in games at higher resolutions in my experience.

That said, I'm very keen for the next gen GPUs to come out so I don't have to compromise.

anapoe

Does it burn in, being an oled screen?

It's probably not a big deal in reality but I did take a few steps to stop it.

I have my screensaver set to full black, and to turn on after 60 seconds. I also have a black background on my desktop with no icons and my taskbar set to hide itself.

That way there shouldn't be anything static in exactly the same place for long periods of time.

pittyh

Came here for this, i have one too, and waiting for 3080ti's like you :D

How do you go with path of exile and gsync in windowed mode? Something about windows 10 DWM and gsync in windowed mode. I can't get it to work properly. and i definitely can't play full screen on a 55"

Maybe you can mention it at work :P

I haven't gotten any games to work with Gsync in windowed mode honestly. I assumed it wasn't PoE specific, but if you are saying that it's possible for a game to fix that, then I can get someone to look into it.

kronholm

Can you link the specific model by chance? Been using a 40" for years and it's about time for an upgrade :)

I'm using the OLED55B9PVA but they have the higher end C9 as well. I don't think for PC monitor use that it makes any difference but I could be wrong.

tommos

Is it a monitor or just straight up a TV.

It's an LG OLED 55" TV. They recently patched them to support Gsync and it's 120fps.

The main downside is that to do 4K at 120fps you need something capable of outputting HDMI 2.1, which currently no GPU supports.

So I have to use 4K@60 for the desktop and 1440p@120 for games, at least until the next generation of GPUs comes out.