[QUOTE=momoiro;50073865]Could be anything really, for all we know his antivirus might've been performing an in-depth scan of all of his hard drives.
The universal windows platform has a lot of shortcomings when it comes to games however. Things like forced v-sync, no exclusive full-screen support etc. Microsoft has acknowledged this though and maybe we'll see improvements with the anniversary update.[/QUOTE]
and Half-mod support, anything that interferes with a .DLL or an additional .DLL cannot be used Because microsoft is afraid modders will create virus.
[quote]This looks like another disappointment for Windows 10.[/quote]
uhhhhh
no???????
[QUOTE=nintenman1;50073731]
kinda sad that a single twitter source as seen as enough to jump all over a game, took all of an hour for a few articles to pop up that cite that original tweet[/QUOTE]
3 different people with high-end PC's reported that it runs like shit. Only one of them retracted the statement. And there is more people on NeoGAF who report that it runs like shit.
[QUOTE]
First impressions with 6700k@4.6, 980Ti STRIX, 16G DDR4/2400.
First impressions are not good. I am standing where the gameplay starts.
-Using fullscreen with 1440p is a slideshow, with GPU usage jumping between 100% and 10% wildly. There's is obviously something very wrong here, it's not a matter of performance.
-It's better if I either
a) Disable fullscreen - who wants to play with window border...
b) Lower the resolution to 1080p, in which I'm looking at around 60% GPU usage in the staring scene. I'd love to tell you what FPS I'm getting, but even running Afterburner on my second monitor doesn't show fps. UWP to thank, I suppose.
c) Limit to 30fps. Then it runs fine... for 30 fps.
-Game is REALLY VRAM hungry. Up to 5 gigs used instant in 1440p, 4 gigs at 1080p.
-Really hard to say anything about IQ between 1080p and 1440p, since 1440p is such a slideshow. With all the blur effects etc going on, it's hard to pay attention to details if the framerate isn't high enough.
Since I've seen people post about using 1440p and not having this severe slideshow issue (I am talking about 2-3 fps), I'd welcome any ideas on what might be wrong at my end. Going to try disabling my second monitor now.
[/QUOTE]
Also here is some interesting thoughts about the game's resolution:
[QUOTE]From the results we're getting it can be assumed that the game is using the same resolution reconstruction technique as on XBO. Thus when you select 1080p in game's settings what you're really getting is 720p+MSAA4x reconstructed into 1080p by a shader program. If you select 1440p you're getting something akin to 1707x960+MSAA4x reconstructed into 2560x1440 and if you're selecting 4K you're getting 2560x1440+MSAA4x reconstructed into 3840x2160.[/QUOTE]
Basically, people jumped the gun and took one guys words/tweets and blew it out of proportion.
[QUOTE=D3vils Buddy;50073994]Basically, people jumped the gun and took one guys words/tweets and blew it out of proportion.[/QUOTE]
Even then, I'd expect the first few UWP games to have to struggle through some difficulties.
I'm interested to see if the UWP method saved them any time in porting to PC.
[QUOTE=OmniConsUme;50073806]so UWP's aready failed in the sense it wouldn't run out of the box on PC with just compiling the source from the Xbox version to PC, instead a "Shadow Patch" was used to update it for Microsoft to say it is a good port.[/QUOTE]
how on earth did you arrive at this being MS's fault? how do you know it was just compiled to a universal app without any changes?
[QUOTE=OmniConsUme;50073874]and Half-mod support, anything that interferes with a .DLL or an additional .DLL cannot be used Because microsoft is afraid modders will create virus.[/QUOTE]
MS doesn't want people to modify game files and then complain that their game doesn't work and MS's fault when the game updates and crashes because that file was modified.
[QUOTE=rhx123;50073689]I really want to see UWP apps succeed for things like messaging and light productivity, games should be left where they are though, as Win32 executables.[/QUOTE]
Isn't the UWP conversion tool basically just packaging for your exe? I doubt it's that.
delay it DELAY IT
[editline]5th April 2016[/editline]
well damn unless everyone is full of shit
Pretty sure the port was super rushed because Microsoft was looking for a good exclusivity to promote Windows 10 and went to the dev team quite late.
Well, that didn't work out so well.
[QUOTE=Starlight 456;50073730]Motion blur does literally nothing to improve the game, all it does it make it harder to play
same with depth of field, where the camera focuses is not always where my eyes are focusing and it makes me feel like my character needs glasses[/QUOTE]
Agree.
Motion blur - my eyes already automatically blur stuff that is moving, what's the point ? Plus it can lower the framerate on low end PCs.
DOF - the most basic example; you hide behind an object and want to sneak around, but the game blurs everything behind because it focuses on the object. It doesn't improve the game, it breaks it.
dof in games will never work until the game actually knows where your eyes are looking
I find that DOF is quite acceptable in most games I've played where they only use it for certain things like reloading. I also don't really see the issue with motionblur personally, it causes me no problems.
[QUOTE=Loadingue;50074231]Pretty sure the port was super rushed because Microsoft was looking for a good exclusivity to promote Windows 10 and went to the dev team quite late.
Well, that didn't work out so well.[/QUOTE]
How are you "pretty sure" about this?
[QUOTE=rhx123;50073689]I really want to see UWP apps succeed for things like messaging and light productivity, games should be left where they are though, as Win32 executables.[/QUOTE]
That's exactly what Project Centennial is for.
[video=youtube;ON54dN32m2A]https://www.youtube.com/watch?v=ON54dN32m2A[/video]
[QUOTE=benbb;50074538]That's exactly what Project Centennial is for.
[video=youtube;ON54dN32m2A]https://www.youtube.com/watch?v=ON54dN32m2A[/video][/QUOTE]
This may not be the thread to ask this in, but what is this video even showing?? I feel like there's some context missing cause it looks like they're just running games in Windows 10.
[QUOTE=Protocol7;50074013]Even then, I'd expect the first few UWP games to have to struggle through some difficulties.
I'm interested to see if the UWP method saved them any time in porting to PC.[/QUOTE]
It would save them time in the area of Xbox Live code (it's very similar). Everything else would be the same amount of work as it would be for a Steam release. A Steam release would obviously require different code for stuff like in-app purchases, and this would be a bit of extra work.
UWP applications are just regular Windows executables. They just differ on two basic fronts:
1. They're not linked against the regular Win32 API. Rather they use a subset and some UWP-exclusive DLLs.
2. They are sandboxed by the system, meaning that it can't just write files anywhere and it can't access all of the system's hardware. This also means that the executable cannot be launched directly, because it has a protection mechanism.
[QUOTE=Take_Opal;50074721]This may not be the thread to ask this in, but what is this video even showing?? I feel like there's some context missing cause it looks like they're just running games in Windows 10.[/QUOTE]
They're showing off some wrapper which allows regular Win32 games to masquerade as a UWP app through some layer. I'm not quite sure how it works internally, because I haven't used it.
[QUOTE=benbb;50074538]That's exactly what Project Centennial is for.[/QUOTE]
I never knew The Witcher 3 could load that quickly, or was that edited out? Was kinda hoping to see some actual gameplay.
[QUOTE=Natrox;50074733]It would save them time in the area of Xbox Live code (it's very similar). Everything else would be the same amount of work as it would be for a Steam release. A Steam release would obviously require different code for stuff like in-app purchases, and this would be a bit of extra work.
UWP applications are just regular Windows executables. They just differ on two basic fronts:
1. They're not linked against the regular Win32 API. Rather they use a subset and some UWP-exclusive DLLs.
2. They are sandboxed by the system, meaning that it can't just write files anywhere and it can't access all of the system's hardware. This also means that the executable cannot be launched directly, because it has a protection mechanism.
They're showing off some wrapper which allows regular Win32 games to masquerade as a UWP app through some layer. I'm not quite sure how it works internally, because I haven't used it.[/QUOTE]
I guess I just don't see what the difference is? Like, was it just the scrolling start menu icon?
[QUOTE=Natrox;50074733]
They're showing off some wrapper which allows regular Win32 games to masquerade as a UWP app through some layer. I'm not quite sure how it works internally, because I haven't used it.[/QUOTE]
I believe it's exactly that. Again, I haven't used it myself either. In the future devs will most likely be able to package current Win32 applications and upload them to the store. The 'apps' will also not be able to touch the Windows Registry and things will be a lot more cleaner than they are at the minute (aka Sandboxed)
[editline]5th April 2016[/editline]
[QUOTE=RaTcHeT302;50074769]I never knew The Witcher 3 could load that quickly, or was that edited out? Was kinda hoping to see some actual gameplay.[/QUOTE]
It was broadcast live so I believe it really did load that fast. If it were edited they would have chopped out the splash screens for AOE2. Perhaps a really fast SSD?
[QUOTE=Take_Opal;50074721]This may not be the thread to ask this in, but what is this video even showing?? I feel like there's some context missing cause it looks like they're just running games in Windows 10.[/QUOTE]
They packed win32 apps (games) into the UWP package for Windows Store distribution. Also looks like it runs in some kind of a sandbox.
[QUOTE=Take_Opal;50074828]I guess I just don't see what the difference is? Like, was it just the scrolling start menu icon?[/QUOTE]
Well, the live tile is probably some custom code. As for the difference; it likely remaps typical Win32 function calls to UWP equivalents.
In a way you could compare it to wine on Linux, which redirects Win32 calls to Linux syscalls.
[QUOTE=Megalan;50074863]They packed win32 apps (games) into the UWP package for Windows Store distribution. Nothing special.[/QUOTE]
I don't think that's the case, I do believe these Win32 games are running in the sandbox of UWP apps, following the same limitations.
[QUOTE=Natrox;50074873]
I don't think that's the case, I do believe these Win32 games are running in the sandbox of UWP apps, following the same limitations.[/QUOTE]
Yea, I have checked the presentation and it looks like Project Centennial is based on Microsoft's App-V technology (aka good old virtualization).
[QUOTE=Doom64hunter;50073474]Performance issues aside, I feel like we've reached a new low in shitty console ports when the devs even forget to put a fucking quit button into the game.[/QUOTE]
You quit it like any other UWP "app", the standard close window button. Kinda pointless to have a separate quit button for UWP apps when there's a standardized way of closing apps, works even in full screen.
[QUOTE=Natrox;50074873]
I don't think that's the case, I do believe these Win32 games are running in the sandbox of UWP apps, following the same limitations.[/QUOTE]
Yeah it's kinda bad for games at the moment, no exclusive fullscreen mode, forced vsync, no modding etc.
thanks to crossplay i can play it on my xb1 no prob then wait for the free win 10 ver to be fixed
no prob here
[QUOTE=Wii60;50075116]thanks to crossplay i can play it on my xb1 no prob then wait for the free win 10 ver to be fixed[/QUOTE]
Microsoft should have made a non-crossplay version available. Most of the AAA PC releases cost 20-30$ here and I am not ready to pay 60$ for it just because nobody will buy console version if the pc version costs less and comes with the key for the console version.
Wasn't the free windows 10 version just a pre-order thing? Or did they expand that?
You can buy the PC version alone from the windows app store anyway for $70, what a bargain :v:
[QUOTE=RautaPalli;50075300]Wasn't the free windows 10 version just a pre-order thing? Or did they expand that?[/QUOTE]
I'm not sure about that. So it costs 60-70$ and comes [B]without[/B] xbox one key. Wow, Microsoft, you need to learn so much about PC games market. Especially about the regional prices and why they are good for you and your customers.
[QUOTE=AntonioR;50074333]Motion blur - my eyes already automatically blur stuff that is moving, what's the point ? Plus it can lower the framerate on low end PCs.[/QUOTE]
This is exactly not how motion blur works
[QUOTE=DOG-GY;50075653]This is exactly not how motion blur works[/QUOTE]
He doesn't seem to realize the difference between our eyes perceiving actual moving objects and a series of images creating the illusion of movement.
Should probably close this thread tbh.
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