Hiker, software engineer (primarily C++, Java, and Python), Minecraft modder, hunter (of the Hunt Showdown variety), biker, adoptive Akronite, and general doer of assorted things.

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

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  • I get Tim’s reasoning though with Xbox, Switch, and PlayStation. As it stands, these are not general purposes operating systems. You don’t “install apps” on them, you play games, maybe stream a show, and maybe use a web browser (but realistically few people are doing the latter two with these devices). They’re also typically much more subsidized because Sony, Nintendo, and Microsoft can recoup a lot of the hardware cost in game sales (where as Apple and Google increasingly make the most money off of the hardware sales).

    Compare that to the Apple and Google case; like imagine if Microsoft and Apple had done this with PCs in the 90s. The world would look significantly different because you couldn’t install various things on Macs. Like as an example, Firefox and Chrome arguably wouldn’t exist (or would be a pain to install), because your system would ship with Safari and Internet Explorer (and the other browsers would just “not be allowed”).

    This is hugely anti-competitive in a way that’s far more offensive than Nintendo, Sony, or Microsoft’s behavior on their gaming consoles. These are not general purposes devices (maybe they should be, but they’re not). Basically nobody is doing their taxes on a Switch or PlayStation … but plenty of people use iOS/Android devices as their only computers (they do their taxes there, pay their bills online via these devices, etc).



  • Well like, basically every shooter currently uses a hitbox to do the hitscan and that never matches the model 1:1. The hitboxes are typically far less detailed and the weak points are just a different part of the hitbox that is similarly less detailed.

    I think what they’re doing is using the RT specialized hardware to evaluate the bullet path (just like a ray of light from a point) more cheaply than can be traditionally done on the GPU (effectively what Nvidia enabled when they introduced hardware designed for ray tracing).

    If I’m guessing correctly, it’s not so much that they’re disregarding the mesh but they’re disregarding hitbox design. Like, the hit damage is likely based on the mesh and the actual rendered model vs the simplified hitbox … so there’s no “you technically shot past their ear, but it’s close enough so we’re going to call it a headshot” sort of stuff.

    If you’re doing a simulated shotgun blast that could also be a hundred pellets being simulated through the barrel heading towards the target as well. Then add in more enemies that shoot things and a few new gun designs and… maybe it starts to make sense.