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Joined 1 year ago
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Cake day: June 26th, 2023

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  • You know, that’s fair. Most of my experience with RTX in games so far been in first person shooters and they’re kind of lacking in environments like those.

    Mostly stuff like slightly better lighting in Cyberpunk or the flickery caustics in recent Robocop game. Bonus points for the games that implement RTX reflections and shadows but don’t have your character reflect or cast a shadow.



  • After playing Portal RTX and Quake 2 RTX, my opinion is that what we really need are games that fully embrace RTX as their rendering. Lower poly count, use materials more, lean in onto the cool lighting.

    Games like Cyberpunk 2077 use RTX, but it’s just painted over so it is very expensive for what it brings to the table. Sure it’s more accurate and having reflections is neat, but it costs more than some shadow maps and doesn’t beat good artistic design.



  • The devil is usually in the details.

    OSS rich text editors work, but then you send out the document to someone who has Word and they complain about the formatting since it doesn’t translate some times. Messenger app experience usually goes “Native Windows > Web app > Linux”, at least in the few corporate I used. Stuff like Lark not even being up to date with their web app and Telegram having strange interactions with some window managers.

    It works and I gotten people to use raspberry pi instead of their windows computers, but it just feels very unpolished overall.

    And then there’s the whole package/flatpack/snap/cosmopolitan thing