User talk:Expack3

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Scorpwind (talkcontribs)


Was it you that removed the workaround for the forced TAA in Ghostwire: Tokyo? If so, then why? What's the issue?

Expack3 (talkcontribs)

The 'issue' is that forced TAA, among other forced post-processing effects, are so common amongst UE4 games, not just GhostWire, we decided to consolidate them into the engine's page. To support this, whenever a user specifies the engine a game uses is Unreal Engine 4, the page's Video section is auto-populated with the following: The game engine may allow for manual configuration of the game via its variables. See the Unreal Engine 4 page for more details. ("Unreal Engine 4" is hyperlinked so it brings the user to the engine page when clicked).

TL;DR: So many UE4 games have the same forced post-processing effects and the same ways to fix them, we just auto-generate a link to the engine's page, where these fixes are now kept, so as to save space for game-specific fixes.

Scorpwind (talkcontribs)

Makes sense I guess. This game in particular has 3 forced post-process effects. Adding a workaround for each of them would start to fill up the page. At least there's a link to the UE4 page that contains all of the workarounds. But not even a single workaround like this is allowed to have a presence on the game's page?

Expack3 (talkcontribs)

If it's applicable to any UE4 game (e.g. is a generic fix/workaround) like the TAA workaround, then no. If it's something which only affects GhostWire, like, as a pretend example, "change these settings to disable the haloing around ghosts", then yes.

Scorpwind (talkcontribs)

Okay. I see.

Reply to "Ghostwire: Tokyo - TAA Workaround"

Removal of AA tips from Hitman, Red Faction: Gurrilla and other pages.

2600:1700:ADF0:6390:486B:9652:5B42:6098 (talkcontribs)

Dude, I don't know about you but I don't want to go to the Nvidia Profile Inspector page, click several times, then scroll through a long google document for some flags. Why even bother giving games their own separate pages if we can't list all of the relevant information about them on it?

Expack3 (talkcontribs)

Because "all relevant information" would make pages so long, unwieldy, and hard-to-read as to render them worthless.

Also, keep in mind that while users like you and me frequently like to find this information, we are in the minority - and it is not PCGamingWiki's goal to 'uplift' the majority to one view or another.

So, sorry to say, the information will remain in a separate page that only those who really want to know will find - that's its purpose, after all.

Reply to "Removal of AA tips from Hitman, Red Faction: Gurrilla and other pages."
Eddmanx (talkcontribs)

Ever since D3D12 support was added to UE4, many games that use the later engine versions, can be forced to launch with the -d3d12 command, but not all of them run trouble free; some have glitches and some even crash.

Don't you think that unless a D3D12 switch is implemented in the game's settings, or in a launcher, or as an option in a selection window when launching the game (in case of the steam version), it shouldn't be listed in the wiki as explicitly "supported"?

If the developer never added a D3D12 setting, I'm not sure it can be seen as supported.

If we were to accept every game that can be forced to launch in D3D12 mode with a command, then the wiki will become quite a mess.

Expack3 (talkcontribs)

Traditionally on this wiki, such things are listed in the API section as mentioned in my edit notes - even if they're unsupported by the developers, if it works without issue, we list it. However, you bring up a good point. Given the large, ever-increasing number of UE4 games which can use D3D12, it may be best to move such mentions of D3D12 support to the UE4 dedicated engine article (as well as the caveat that the game, without explicit developer support, may exhibit issues and crashes not found normally).

Aemony (talkcontribs)

We're currently discussing it a bit more over on the Discord, but from the looks of the discussion right now, we'll probably move that sort of unofficial generic and, by the devs, unsupported forcing of the API to the various engine pages instead.

The Unity engine also suffers that issue, with List of DirectX 2-7 games being filled with Unity-based games that were developed long past the time of DirectX 7, yet are still for some reason listed as "supporting" that API when in reality a lot of stuff of the games are most likely broken or suffers from issues when forced to run in that API.

I mean, DirectX (Direct3D) 8 was the first version of DirectX that even featured pixel and vertex shader support, for goodness' sake!? An element that modern games within the last decade and more practically takes for granted and makes heavy use of.

Reply to "Direct3D 12 with UE4 games"

Strange rule: "If a game developer self-publishes a particular game, the publisher field is considered unnecessary"

Bodryachock (talkcontribs)

So I can't filter or sort publisher column on all wiki tables. why this strange rule that only causes inconvenience?

Reply to "Strange rule: "If a game developer self-publishes a particular game, the publisher field is considered unnecessary""
SlimPlay (talkcontribs)

It is already known that the Dawn Engine by Eidos Montreal is an heavily modified version of the Glacier 2 engine

The Foundation Engine by Crystal Dynamics is still supported by their respective owners and was even used by Eidos Montreal, even after the release of the Dawn Engine, which became Shadow of the Tomb Raider using a modified version of the Foundation Engine.

Reply to "Dawn Engine is not related to Foundation"
Hiccup (talkcontribs)

"After doing a check with a non-Twitch Prime subscriber, can confirm Pikuniku on Twitch is exclusive to those Twitch Prime subscribers who claimed it during its pre-launch window." Good catch - I didn't think of that at first. But are any Twitch games available non-subscription anymore? I did a quick check, but there doesn't appear to be a way to purchase anything. Unless you have to do it within the Twitch client?

Expack3 (talkcontribs)

Thank you for bringing this to my attention! After doing some quick research, my colleagues found out that pulled the ability for anyone to buy a game via Twitch on November 27, 2018.

Obviously, the games which used to be sold on Twitch will need to have their availability pulled as PCGamingWiki only lists sites where users can actually buy the games we list. We will definitely get on that ASAP.

Again, thanks so much for bringing this to our attention!

Reply to " as an "availability" option"
KingSyphilis (talkcontribs)

Regarding your solution (avoiding hyperthreading): I've found that Project Mercury does an improved job of avoiding hyperthreading when "No SMT conflicts" is enabled. "Max Voxel Threads" may be left set to "Auto".

Or am I misunderstanding the overall issue? I.e. are you describing an issue where, say 5 or more Voxel Threads are assigned, when a machine may only have 4 _logical_ cores (i.e. 2 physical cores)?

KingSyphilis (talkcontribs)

Project Mercury -- techcenterdk[dot]wordpress[dot]com (had to somehow bypass reCAPTCHA)

Expack3 (talkcontribs)

The issue is the game is supposed to use ALL cores, including logical ones (remember, this article and this game were written before the Hyperthreading exploits were released). However, the auto setting sometimes only detects physical cores. Hence, my fix.

Reply to "Outcast 1.1 "Game runs slow""
ThatOneReaper (talkcontribs)

Regarding the Company of Heroes edits, PNGs are the preferred image format for all images on the wiki. JPEGs should never replace PNGs, unless the screenshot is outdated.

Also, there was a noticeable decrease in image quality due to the compression used by the format.

Expack3 (talkcontribs)

Thanks for the reminder. Also, thanks for deleting the offending JPEG images.

Reply to "PNGs vs. JPEGs"
ThatOneReaper (talkcontribs)

Just noticing some of your recent edits.

I purposely don't fill in the 64-bit support field for DOS games as no standalone version of DOS was ever 64-bit. That field is meant for "modern" OS families.

The only time it does get filled in is on a case-by-case basis (ex. old game has a 64-bit compatible source port).

Expack3 (talkcontribs)

All the DOS games for which I'm filling in the 64-bit support also have Windows versions, which naturally use either DOSBox or ScummVM (the latter of which has an official build path for 64-bit support). That said, it's a good thing to know.

Also, you wouldn't have offended me by pointing out the official editing guide clearly states the field isn't to be used for DOS games. The guide you put so much work into is there for a reason, after all!

ThatOneReaper (talkcontribs)

Yeah, sorta forgot I put that note there. In either case, I don't mind giving extra details regarding our editing standards.

On another note, after doing some research, the 64-bit field can be used for DOS games compatible with ScummVM. Considering the emulator is basically a source port (unlike DOSBox, which just wraps code in a sandbox), it can be put down as "hackable".

Mirh (talkcontribs)

Was there even a 32 bit DOS version?

Reply to "64-bit support and DOS games"
USER404 (talkcontribs)

Greetings Expack3

I really don't know how to find the WineHQ ID for a game, i am not so familiar with wine. I pointed it out because it is stated in the game steam store, so i guessed it was kind of official and supported by the devs. I haven't tried the game myself in linux or mac, but as far i know it works as long the GPU drivers and openGL are updated.

Expack3 (talkcontribs)

Hey USER404,

Apologizes for not getting back to you in a timely manner - I didn't see your message yesterday until I needed to get ready for bed. I'll try and answer them as best I can.

Thanks for pointing out the note on the game's Steam store page! That's definitely something concrete to put in the key points section as it's factual information about the technical side of the game, but given the vagueness of the dev's note, it's not really useful as far as PCGamingWiki is concerned. I'd paraphrase the developers themselves and provide a reference to that source. Either look at the sample article or create a sandbox page on your userpage so you can copy wiki articles (like the Earth 2160 article) and play around with and learn the formatting without worry. (As I don't have access to your global edit history, I don't know if you have enough edits to start creating your own pages on your own, so you may need to ask around on the IRC so a PCGamingWiki staff member can create your sandbox page for you.)

To give an example of paraphrasing the devs in a way which is detailed yet short, you could do something like this (without the quotation marks): "Game works well under Crossover for Mac or Ubuntu 14.04 or later with the latest NVIDIA drivers and at least Wine 1.6."

Since the sample article, while official, is out of date, I'd recommend you look through the work-in-progress wiki article guide by PCGamingWiki staff member ThatOneReaper. Besides actually giving lots of examples and rationale for how articles are to be written and formatted, I don't think ThatOneReaper's had very many - if any - new users look through the guide; any input you could give in the article's feedback forum thread would be greatly appreciated!

The AppID for a game on WineHQ is found at the very end of the URL for a game's profile on the WineHQ AppDB. For example, the link to EVE Online's AppDB profile looks like this:

The number at the very end, 2249, is the AppID number; the part of the URL which says Class=application indicates this is the application's actual profile, and not a sub-page. If the URL doesn't contain that text, then the AppID number won't bring you to the correct page.

This works similarly for Steam games, too. To use the URL for Exanima's Steam Store page as an example:

The number at the end, 362490, is the game's Steam ID number. Thankfully, everything sold on the Steam Store has a unique ID number - and that includes DLC - so as long as you're on a game or DLC's Steam Store page, just look for the number in the page's URL, and you've got what you need!

Also, if you think you'd like to try using Linux, and if you have a PC with Windows on it, at least 250GB of spare hard drive space on one of your PC's hard drives, and have something to backup all your important files onto, such as an external USB 3.0 hard drive or a 32GB+ flash drive, I'd recommend installing the latest (non-LTS) version of Ubuntu. Why Ubuntu and not, say, SteamOS? Here's five good reasons:

  1. Ubuntu won't automatically wipe all your hard drives just so it can install itself on the first one it sees.
  2. With some preperations beforehand, Ubuntu can be made to peacefully co-exist alongside Windows.
  3. Ubuntu is more like Windows, so installing things other than Steam games is much easier.
  4. Ubuntu has the most free online tutorials designed for first-time Linux users, so you'll usually be able to figure out how to do stuff through a simple Google search on any device.
  5. Provided you're not installing Ubuntu on a laptop with two graphics cards (such as Intel and NVIDIA or Intel and AMD), all it takes to get Steam working on Ubuntu is the official Linux Steam client installer and the latest Linux drivers from your GPU manufacturer.
USER404 (talkcontribs)

Thank you so much for the detailed reply Expack3.

I admit i have only skimmed through ThatOneReaper article, but it is very detailed and complete. Took a few of things of it for Exanima's wiki, so thanks for sharing it. I will take another look and see how can complete the wiki.

Thanks too for your Ubuntu tips. I already had it installed and working along with my win7. I have also used wine a bit in the past to install chrome browser, but that's about it. I will consider testing install Exanima on my Ubuntu if i have the chance.

Reply to "About Exanima Wine/CrossOver support"
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