Feb 28th, 2025
Feb 28th, 2025
so they embeded a separate launcher?? welp, it’s also not necessary, the EOS backend does not need the Epic launcher. As far as I know, the only cross platform/cross play back end is EOS. Sony have their own PC/PSN cross play in example of Helldivers 2. Capcom have their backend and the up coming Monster Hunter Wild is their first title to support cross play. (it was always separated in their past games.) Some big Chinese/Korean dev have their proprietary cross platform backend to support their mobile/console/PC games. (like Genshin)
If you do know any 3rd party cross play back end service please let me know.
Steam backend are not cross play ready for consoles, EOS backend can.
One of the old Indy adventure game(Last Crusade) have that branch where you can shoot, fight or work around the airship boxing champ.
maybe the AstroBot game next month.
I checked the website, so it’s like a micro scripted app compilation?? Does the thing is a run/tweak then close, or does it needs to reside as a background service/task?
Rocket League, still enjoy the game play, it will not likely “dead” anytime soon until they figure out how to make actual way to merge entire thing into Fortnite. (fortnite’s long input lag just aren’t good enough for rocket league atm)
I have not doing any other F2P or GaaS for a long time. ( does Monster Hunter series considered GaaS?)
Did they sign any deal with nvidia? What happened?
Sorry, I stand corrected. I thought they went public but after checking again Epic is not.
“Giving away free games seems counterintuitive as a strategy, but companies spend money to acquire users into games,” said Sweeney. "For about a quarter of the price that it costs to acquire users through Facebook ads or Google Search Ads, we can pay a game developer a lot of money for the right to distribute their game to our users, and we can bring in new users to the Epic Games Store at a very economical rate.
Good for Epic.
“And you might think that this would hurt the sales prospects of games on the Epic Game Store, but developers who give away free games actually see an upsurge in the sale of their paid games on the store, just because their free game raises awareness. And it’s so much that often developers, when they’re about to launch a new game, come with us wanting to work closely on a timed release of a free game, just to drive user awareness of their next game. That’s been an awesome thing. And it’s been by far the most cost effective aspect of the Epic Games Store.”
Good for developers, that have decent enough games.
“We spent a lot of money on exclusives,” said Sweeney. “A few of them worked extremely well. A lot of them were not good investments, but the free games program has been just magical.”
Exclusives, of course this is the expected result, because that how game publishing/marketing works. People in this thread talking like publishers make a lot of money on 80% of their released games. (<-- it’s not, in case you did not get it. ) I think it’s just Tim Sweeney’s way of saying, we will adjust our approach in the future, like what any publicly traded CEO would do.
Someone will have it and then later if necessary there will be community re-written version. (crowd funded for example ) Doesn’t make sense to chase down a taken down version at this point.
edit: article was updated, the maker gonna re-do the parts from pre-AMD funding point so it’s a clean one.
Andrzej Janik updated the GitHub repository a few minutes ago with the message:
IMPORTANT
What happened
The code that was previously here has been taken down at AMD’s request. The code was released with AMD’s approval through an email. AMD’s legal department now says it’s not legally binding, hence the rollback. Before anyone asks: I have received no legal threats or any communication from NVIDIA.
What now
At this point, one more hostile corporation does not make much difference. I plan to rebuild ZLUDA starting from the pre-AMD codebase. Funding for the project is coming along and I hope to be able to share the details in the coming weeks. It will have a different scope and certain features will not come back. I wanted it to be a surprise, but one of those features was support for NVIDIA GameWorks. I got it working in Batman: Arkham Knight, but I never finished it, and now that code will never see the light of the day:
So six months after the code was made public as open-source, at the request of AMD’s legal department, that ZLUDA code has now been removed. Though given it’s Git and may have been cloned, the open-source code likely exists elsewhere by those that were intrigued by this effort.
Was going to find this cause Shotcut fits right there against Premere and AfterEffect. Supports HDR editing(ie. you can extract clips off playstation 5’s HDR video recording) but not re-encoding and export as HDR.
recall, immediately foot the bill and still have to fix something they probably haven’t fix yet. (the article mention maybe microcode update in August. ) taking lawsuits, they can drag it on and buy themselves time to figure out how to deal with it.
the legal side thing is, unless the claimant can prove that intel “knew” about this and still selling the broken item, there is not much they can do about it other than going through warranty process and get a replacement. However, now many outlet prove that to be a case from small companies to big data centers, they can’t keep selling those units as if they are not broken. Some thing needs to be done properly(like as MS for a mandatory update if detect such CPU or work with MB for BIOS update with a feature block) from their legal dept and make sure new buyers have ways to mitigate it.
They can simply replace the lid with new ones.
Yes. If for device or system that use dx->vulkan wrapper like proton, then it’s possible to enable it. It’s a driver side provided feature once compiled to support it you can enable it. (like frame gen basically)
edit: features like FSR3 or DLSS requires game side support means the game binary needs to compile with their tech to support.
frame gen is not miracle algorithms, you need high enough frame rate to begin with to get smoother interpolation. And spider man or games that have fast change of camera speed disregarding momentum is not going to help.
yeah, I’d have to solder a PS1 controller to printer port back then. even when controller moves to wireless(like dual shock 3) the protocol was proprietary until windows have a proper driver for them.
just move to unified vram like console would be best.
I replied to one of it a while ago and basically, this part is impossible since developer also “license” 3rd party backend/plugins/software solutions to make their server working. The developer do not have the right to release licensed code/api etc.
meaning, say if a backend have the free learning version of license, the developer are bound to the commercial license, which dictates if they can release code that involve 3rd party code/api.