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Talk:Prey (2017)

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Help required, new Bug: the typhon powers are not working anymore.

2
Isaac clarke (talkcontribs)

[youtube video "Prey random gameplay because YES. Nightmare difficulty." at 1:16:00]

This is the stream I was doing. It's not just the save, it's the game itself (I believe) because when I tried to see if it's the same in another save it did the same thing. Something I remember is that (probably) the day before the game hard-crashed after Calvino's lab (idk what happened just before the crash). You can see what I did on the stream (from installing the neuromods to using the power).

Altho the visual effect is triggered the powers don't trigger. I'd prefer to not re-install the game, both because it's 30+ Gb and because it's on a NVMe, so please, send me advice.

Isaac clarke (talkcontribs)

PROBLEMS SOLVED.


WATCH THIS TO SEE WHAT THE PROBLEM WAS

"A mod for Prey 2017 can deactivate Typhon Neuromod Powers."

This game is absolutely Vert-, not Hor+

2
64.121.245.24 (talkcontribs)

Easily tested by switching to a 4:3 resolution at the same FOV.

Aemony (talkcontribs)

I'm... not sure what purpose this thread serves as the article has stated that the game is Vert- since 29 May 2018...


On another note, please be aware however that you should not test and compare a 4:3 resolution against 16:9 any longer since 4:3 haven't been the reference aspect ratio used in over a decade now. What you need to do to actually test it accurately is test 16:9 to 21:9 and possibly even 32:9.

This is also because games can handle changes in the horizontal dimension differently from changes in the vertical dimension. 4:3 to 16:9 generally introduces too many variables for a game that was otherwise designed and developed around the 16:9 aspect ratio.

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For a prime example of community misunderstanding, the original version of BioShock can be used as an example. PC gamers at the time was really angry at the developers that 16:9 users got what they saw as a worse experience to 4:3 users as the 16:9 users saw the game as being Vert- when compared to 4:3.

But what the community wasn't aware of was that the game was *designed* around a 16:9 aspect ratio. And when the developers needed to support the 4:3 aspect ratio (an aspect ratio that is typically "narrower" than 16:9), they had three options available to them: either implement 4:3 support as letterboxed view, or as Hor- with less of the game world visible on the sides, or as Vert+ with *more* of the game world visible on the top and bottom.

And the developers went with the Vert+ option -- thereby supporting 4:3 users in the best possible way they could. But as history has shown us the PC gaming community that used 16:9 monitors did not understand that, and only saw that they "lost" parts of the top and bottom on their monitors. And so they labeled the game as Vert- when it really wasn't as the 16:9 aspect ratio was *the* reference aspect ratio the game was designed and built around.

It's like we would view 16:9 screens today from the perspective of 21:9. Obviously a 16:9 view would be seen as Hor- when compared *from* the perspective of 21:9, but this does not mean that the game is Hor-. Similarly, we can't judge games developed today (that all basically target a 16:9 aspect ratio as the reference view) from the perspective of 4:3 resolutions either.

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PCGamingWiki also does not currently provide necessary separation between tracking changes on the vertical axis from that of the horizontal axis, as well as doesn't provide a way to state what the reference aspect ratio that the game was developed for is. In general, however, older games developed around or before 2007 or so (somewhere during the transition to HDTVs basically) typically target a 4:3 aspect ratio as the reference view, while later games typically targets the 16:9 aspect ratio.

And so changes in both the vertical and horizontal dimension needs to account for that change as well.

Although as almost nobody uses 4:3 nowadays (less than 0.5% according to Steam) we can sorta get past not providing the complicated parameters that it would otherwise entail.

And therefor users should compare 16:9 in modern games to 21:9 and 32:9 when stating whether a game is Hor+ or Vert-, and never 4:3.

Steam Input and the Switch Pro Controller

5
Agent Slacker (talkcontribs)

So I've recently confirmed through a Valve employee that the way Prey handles its button prompts for controllers that aren't the Xbox One and DualShock 4 controller is through a SIAPI (Steam Input API) call for a path to an image file. This is important because I recently tried playing the game with a Nintendo Switch Pro Controller through Steam's current Beta build, which has support for the Switch Pro Controller, and the game had Switch Controller button prompts.

From said employee: "prey uses the SIAPI call where they get a path to image file for the glyphs rather than fetching the origins and displaying their own canned image They didn't add a patch for the Switch stuff it just worked when we added the code on our end"

Seeing as Switch Pro Controller support is still in beta, should I wait to add information regarding this game using Nintendo button prompts, or should I add it in and say that this is only available through Steam's Beta build?

Ghostwich (talkcontribs)
Agent Slacker (talkcontribs)

No, it doesn't have a layout image, but I don't believe the Steam Controller has one, and the game is advertised with working with the Steam Controller through SIAPI. The Valve conversation was on how the game displays button prompts. I've confirmed that the game does indeed uses Switch button prompts.

Agent Slacker (talkcontribs)

It appears that ever since the SIAPI update, there's no longer a controller layout image page.

Agent Slacker (talkcontribs)

In the most recent update, Steam Input can be disabled. When disabled, a controller layout image appears.

Recommendation not to update to 1.2, framerate losses up to 40fps?

2
Ghostwich (talkcontribs)

Eh, I don't think this is necessarily a good edit/recommendation: https://pcgamingwiki.com/w/index.php?title=Prey_(2017)&oldid=344031

There are many reasons behind performance changes after a patch. The evidence here is someone's YouTube video pushing 4K - granted, it's on a 1080Ti - but the real issue here may be the implementation of SSR which is its own issue.

I'm inclined to roll this edit back but wanted to put it in the discussion first.

Waschbär (talkcontribs)

I'm all for it. Losses seem to have mostly been because the settings didn't save properly previously. This has been fixed with 1.02 I believe. Removal of the stub tag should go with it as well.

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