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Joined 1 year ago
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Cake day: July 10th, 2023

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  • A lot less work for developers, smaller game sizes, and map and game design no longer needing to be built around the onerous limitations of raster lighting and reflections.

    Ray tracing is a bigger deal than most people realize. It feels like a gimmick because the games that support it today are still ultimately designed around rasterization.

    Path-traced lighting in particular is a huge game changer, and means developers will no longer have to choose between rudimentary global dynamic lighting and very static and storage-intensive baked lighting. You can get the benefits of both without the drawbacks of either, assuming the hardware is up to snuff.





  • You point out the key weakness to the whole approach (dependency on a single third party). Though I suspect that the content in question is also hosted by NaviLens, so the codes would still stop working if they ever shut down.

    Just taking a look at their website, it seems to me that NaviLens’ value proposition isn’t just “codes that download a document”, but an entire framework for building and presenting essential documentation in a way that is accessible to people with vision impairments. I can see why it would be cheaper and more effective for a city to buy a service like this than to hire their own software developers and accessibility experts to build out their own bespoke system.






  • Elden Ring. The game is just too obnoxiously hard. I don’t mind difficulty, I finished Doom Eternal and all its DLC on nightmare. But Elden Ring seemingly makes very little effort to teach me its mechanics, whereas Doom Eternal’s mechanics felt pretty intuitive after just a little bit of trial and error.

    As far as FromSoft games go, I had a much better time with Sekrio. That game had a good tutorial, and that ghost dude who would help you practice the more difficult aspects of the combat.