Off-and-on trying out an account over at @[email protected] due to scraping bots bogging down lemmy.today to the point of near-unusability.

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Cake day: October 4th, 2023

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  • Have you played the existing Legend of Zelda titles? I mean, there are a ton of them. Even if you stop at Tears of the Kingdom and Breath of the Wild:

    https://en.wikipedia.org/wiki/The_Legend_of_Zelda

    Year Zelda Game
    1987 The Adventure of Link
    1991 A Link to the Past
    1993 Link’s Awakening
    1998 Ocarina of Time
    1998 Link’s Awakening DX
    2000 Majora’s Mask
    2001 Oracle of Seasons
    2001 Oracle of Ages
    2002 Four Swords
    2002 The Wind Waker
    2004 Four Swords Adventures
    2004 The Minish Cap
    2006 Twilight Princess
    2007 Phantom Hourglass
    2009 Spirit Tracks
    2011 Ocarina of Time 3D
    2011 Four Swords Anniversary Edition
    2011 Skyward Sword
    2013 The Wind Waker HD
    2013 A Link Between Worlds
    2015 Majora’s Mask 3D
    2015 Tri Force Heroes
    2016 Twilight Princess HD









  • I think that it’s the other way around — he’s fine with using a controller, is unhappy with the mouse.

    Though if someone does want to play first-person shooters on a gamepad, I understand — I’ve never done it myself, that the preferred route by people really serious about the gamepad is the gyro-using flick stick. I understand that Steam Input plus appropriate configuration can provide support for it to games that don’t natively support it, and the WP article says that there’s some kind of direct support that went into Steam Input a few years back that I hadn’t been aware of.


  • If you’re playing PC games on a TV from a couch — I’m just guessing here, but if you’re (a) using a gaming controller and (b) having difficulty seeing the aiming cursor, I’m wondering if that might be the case — one other issue you might run into with PC games is FOV.

    It’s pretty normal for FPSes (I haven’t looked at third-person shooters, though I assume that the same is true) to have something of a fisheye lens effect, because the monitor actually represents only a small portion of your visual arc, yet you want to let the player see something comparable to what the character would. Even more true for a TV (bigger, but also usually so much further away that it is a smaller portion of the visual arc) than a monitor.

    https://expertbeacon.com/do-humans-have-120-fov/

    Research shows the average person sees about 135 degrees horizontally per eye. Stitch our binocular vision together, and we get approximately 114 degrees of FOV.

    https://www.pcgamingwiki.com/wiki/Glossary:Field_of_view_(FOV)

    • PC games should be designed with a high FOV of around 85-110 because players normally sit closer to their display.
    • Console games should be designed with a lower FOV of around 55-75 because their players usually sit further from a display; normally the distance between a couch and a TV.

    Usually there’s still going to be some fisheye lens effect (the FOV setting is higher than the actual portion of our visual arc that the display takes up), but it’s not so dramatic as to make people nauseous or look weirdly distorted.

    You can typically fiddle with the FOV setting in PC games, but games are also gonna be balanced for one FOV, so if you crank your FOV in a PC game down, it may make the thing more-difficult than the game designers intended.



  • I don’t feel comfortable using a mouse

    You might also consider, if you’ve never tried one, using a trackball. Might be a benefit outside of just games, too, if you’re using a PC. There are some people who really strongly prefer them and dislike mice for various reasons (including some people who find mice to be more-problematic for some sort of repetitive stress injury they have).

    I prefer a mouse as pointing device, but one can’t really use one if lying on a couch or in bed or something, and I keep a trackball around that I sometimes use in those cases.

    Trackballs aren’t as common these days as a mouse alternative, given that laptops with trackpads have become more-prevalent, but I’m more accurate with one than with a trackpad, and if I couldn’t use a mouse, I’d probably spend a lot more trackball time.

    We do have a trackball community here: [email protected]




  • then why not write modern software like how that was written?

    Well, three reasons that come to mind:

    First, because it takes more developer time to write efficient software, so some of what developers have done is used new hardware not to get better performance, but cheaper software. If you want really extreme examples, read about the kind of insanity that went into trying to make video games in the first three generations of video game consoles or so, on extremely limited hardware. I’d say that in most cases, this is the dominant factor.

    Second, because to a limited degree, the hardware has changed. For example, I was just talking with someone complaining that Counter-Strike 2 didn’t perform well on his system. Most systems today have many CPU cores, and heavyweight video games and some other CPU-intensive software will typically seek to take advantage of those. CS2 apparently only makes much use of one or two cores. Go back to 2005, and the ability to saturate more cores was much less useful.

    Third, in some cases, functionality is present that you might not immediately appreciate. For example, when I get a higher-resolution display in 2025, text typically doesn’t become tiny — instead, it becomes sharper. In 2005, most of it was rendered to pixel dimensions. Go back earlier, and most text wasn’t antialiased, and go back further and fonts seen on the screen were mostly just bitmap fonts, not vector. Those jumps generally made text rendering more-compute-expensive, but also made it look nicer. And that’s for something as simple as just drawing “hello world” on the screen.