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Callisto Protocol is a FLOP (5/10 at GS)


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Reddit/Steam reviews.    

Another win for PS5.... Those Xbox tools still didn't come in huh?

wait a minute didn't somebody go out of their way to make an entire new post to say that the PS5 version might be the one in bad shape?   as illogical as it would have seemed to post video o

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54 minutes ago, Remij said:

It's literally a switch they forgot to turn on

 

Configuring Your Project to Generate PSO Information

This section walks you through the changes you will need to make to your project settings to support PSO caches.

  1. In the Unreal Editor, open Project Settings and navigate to the Project > Packaging section. Enable both Share Material Shader Code and Share Material Native Libraries, then restart the editor to ensure these settings take effect.

 

project-packaging.webp

 

 

Dude... you have NO idea what you're talking about.

Then go tell them to turn it on.:tom:

 

Gee...............who am I supposed the believe.

 

The many studios who are releasing the most expensive, AAA games, with hundreds of developers, who pay tons of money directly to Epic in engine licensing and direct support from Epic themselves during the development of their game...............or a guy on the forum who is a known liar?

 

Which one to choose?giphy.gif

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51 minutes ago, Remij said:

Sackboy was the same shit.

 

 

Look at the stutters on the PC on the right side. 

 

Guess what the developers did... in less than 1 week after Digital Foundry put that video up, the developers completely fixed it.  I own the game, and can confirm it's perfectly smooth the first time, and every time.

 

How did they do that? :wonder: 

 

They played their game, generated a PSO cache, and then made the game precompile them all right at startup. 

or they only did it for the most common PC configurations and pushed that update out, and you've convinced yourself that it was "fixed"

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1 minute ago, jehurey said:

Then go tell them to turn it on.:tom:

 

Gee...............who am I supposed the believe.

 

The many studios who are releasing the most expensive, AAA games, with hundreds of developers, who pay tons of money directly to Epic in engine licensing and direct support from Epic themselves during the development of their game...............or a guy on the forum who is a known liar?

 

Which one to choose?giphy.gif

Hmmm I don't know....

 

 

loe221243.png

 

 

 

:lawl: 

 

And the best thing about this... is you'll continue on... :tom: 

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Just now, jehurey said:

or they only did it for the most common PC configurations and pushed that update out, and you've convinced yourself that it was "fixed"

 

LOL

 

OMFG this is exactly how I know you don't know shit :lawl: 

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Just now, Remij said:

Hmmm I don't know....

 

 

loe221243.png

 

 

 

:lawl: 

 

And the best thing about this... is you'll continue on... :tom: 

idiot posted an image that doesn't load on the website.

 

in an argument about him supposedly knowing about how to work a PC.

 

brilliant.:banderoos:

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Just now, jehurey said:

idiot posted an image that doesn't load on the website.

 

in an argument about him supposedly knowing about how to work a PC.

 

brilliant.:banderoos:

LOL he's acting like he can't see the image OMFG :kaz: 

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Just now, Remij said:

 

LOL

 

OMFG this is exactly how I know you don't know shit :lawl: 

No, dude, you don't know shit.

 

And you definitely don't know more than the neogaf poster, who explained things in far more detail that you did.

 

Go ahead..................send them a tweet to tell them where the configuration setting is at.

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2 minutes ago, Remij said:

LOL he's acting like he can't see the image OMFG :kaz: 

LOL he's demonstrating exactly the type of lying he does.

 

he knows he messed up

 

1538370053_Screenshot2022-12-02at18-11-57CallistoProtocolisaFLOP(5_10atGS).thumb.png.6e9e664dd01fed4cc2cdd8daf31d6429.png

 

he posted a broken link, and now he's going to try and pretend that the fault is happening on THE OTHER SIDE.:tom:

 

he's literally proving that he doesn't see how he's potentially wrong. So he tries to lie and say that other people aren't understanding or aren't using their computer correctly.

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1 minute ago, jehurey said:

No, dude, you don't know shit.

 

And you definitely don't know more than the neogaf poster, who explained things in far more detail that you did.

 

Go ahead..................send them a tweet to tell them where the configuration setting is at.

God you're a fucking moron :kaz: 

 

This has been hilarious for me :rofl: 

 

 

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1 minute ago, jehurey said:

LOL he's demonstrating exactly the type of lying he does.

 

he knows he messed up

 

1538370053_Screenshot2022-12-02at18-11-57CallistoProtocolisaFLOP(5_10atGS).thumb.png.6e9e664dd01fed4cc2cdd8daf31d6429.png

 

he posted a broken link, and now he's going to try and pretend that the fault is happening on THE OTHER SIDE.:tom:

Probably your ghetto ass PC/internet :lawl: 

 

52539119410_87db1d8753_o.png

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Just now, Remij said:

God you're a fucking moron :kaz: 

 

This has been hilarious for me :rofl: 

 

 

I love how in his "explaination" he actually did not go into any technical detail, like that neogaf post

 

and now that he's being challenged to do so............he's running away.

 

because he doesn't actually know, he was just parroting bullshit he read somewhere else

 

(all caps coming in 3....2....1...)

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Just now, jehurey said:

I love how in his "explaination" he actually did not go into any technical detail, like that neogaf post

 

and now that he's being challenged to do so............he's running away.

 

because he doesn't actually know, he was just parroting bullshit he read somewhere else

 

(all caps coming in 3....2....1...)

I already explained it to you, idiot :kaz: 

 

Developers wont pre-compile shaders for every PC configuration out there... no shit...

 

What I'm talking about ISN'T THAT...  DX12 uses PSOs, which tell the drivers what the state of the pipeline is so that the shaders can be compiled...  These PSOs being compiled is what causes the hitching and stuttering.  In Unreal Engine, you can collect the PSO data by playing the game, and then take that file, and reintegrate it back into the build... it maps which shaders require which PSOs...  That data is shipped with the game... and then the game can pre-compile the shaders necessary on the users exact configuration.

 

 

The fact that you're attempting to argue this with me, shows how competely fucking clueless you are :lawl: 

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Just now, Remij said:

I already explained it to you, idiot :kaz: 

 

Developers wont pre-compile shaders for every PC configuration out there... no shit...

 

What I'm talking about ISN'T THAT...  DX12 uses PSOs

So you're "simple answer" is to use a different API that the developer isn't using.

 

That's not exactly a "switch" for them to toggle.

 

And it comes at the cost of framerate performance.

 

Its amazing how you try to explain ONE CHANGE without contextualizing ALL THE OTHER THINGS they'd have to change.

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4 minutes ago, Remij said:

^OMFG look at him...   His PC is busted :rofl: 

No, you posted a completely different link the second time, as evidenced by the clearly different link and filename:

 

65535/52539119410_87db1d8753_o.png

 

versus your original link ending with:

 

loe221243.png

 

SO you were aware that your first link didn't work.:tom:Busted.

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2 minutes ago, jehurey said:

So you're "simple answer" is to use a different API that the developer isn't using.

 

That's not exactly a "switch" for them to toggle.

 

And it comes at the cost of framerate performance.

 

Its amazing how you try to explain ONE CHANGE without contextualizing ALL THE OTHER THINGS they'd have to change.

What are you talking about?  A different API??  :cosby2: 

 

No... it's DX12....  They LITERALLY DON'T HAVE TO CHANGE ANYTHING.

 

They create the game, then create the build using those switches I posted... then play the game... the game logs the PSO data.  They integrate that file back into the game and build it again.  Now, the new build includes the updated PSO information that the shaders need to be compiled.  Now, they can use that information to pre-compile those shaders at the start.. because that PSO data gives them the information they'd need to do it.

 

 

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3 minutes ago, jehurey said:

No, you posted a completely different link the second time:

 

65535/52539119410_87db1d8753_o.png

 

versus your original link:

 

loe221243.png

 

SO you were aware that your first link didn't work.:tom:Busted.

No, I'm not aware it didn't work.  I see the image doofus.  I made another link to rule out the first one not embedding for some reason... on the off chance you weren't just being a dipshit.

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6 minutes ago, Remij said:

What are you talking about?  A different API??  :cosby2: 

 

No... it's DX12....  They LITERALLY DON'T HAVE TO CHANGE ANYTHING.

 

They create the game, then create the build using those switches I posted... then play the game... the game logs the PSO data. 

 

 

They're not going to play the game on all potential PC configurations.


We've already told you that.


Your answers basically keep on saying one thing, when you boil it down:

 

"They just need to treat the PC development of the game on the same level as the lead version of the game."

 

That's not happening.

 

PC versions are ports.

 

They are never going to be a "lead version" of any game, outside of maybe CDPR.

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