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Posted: Thu, 23rd Jul 2015 17:46 Post subject: |
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Posted: Thu, 23rd Jul 2015 21:55 Post subject: |
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Anyone know how to get the save files working from the CPY release?
Using them with the RELOADED release results in the message that the saves are corrupted and not usable.
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demde
Posts: 6537
Location: Lake Karachay
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Posted: Fri, 24th Jul 2015 10:29 Post subject: |
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Base game is now on sale -66%. 10.19 pounds here.
Edit: The expansion is great. The puzzles are more interesting and difficult.
Q6600 OC 3.0ghz, MSI R9 280x Gaming Edition, 7gb ram, Asus P5KC
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Posted: Sat, 22nd Aug 2015 16:07 Post subject: |
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Completed the DLC today. took me 12 hours for the core puzzles+ I managed to snag 3 stars.
The stars are implemented much better this time. They are all pretty clearly visible, but placed behind advanced puzzles, which is much better than 90's secrets type of stars they had in the base game.
Overall, none of the core puzzles were that difficult. it's simply more content for people who enjoyed the base game. Definitely recommended.
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Posted: Sat, 22nd Aug 2015 17:26 Post subject: |
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yeah, the story parts were not as good, but there were still a few decent texts there.
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JBeckman
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Posts: 34978
Location: Sweden
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JBeckman
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Location: Sweden
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Posted: Tue, 16th Feb 2016 16:27 Post subject: |
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Posted: Tue, 16th Feb 2016 16:53 Post subject: |
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anyone who owns that game can make a quick performance comparision?
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JBeckman
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Posts: 34978
Location: Sweden
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Posted: Tue, 16th Feb 2016 18:00 Post subject: |
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Posted: Tue, 16th Feb 2016 18:06 Post subject: |
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So for now it's 20-30% slower than DX11.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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JBeckman
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Location: Sweden
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Posted: Tue, 16th Feb 2016 18:11 Post subject: |
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Posted: Tue, 16th Feb 2016 21:58 Post subject: |
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Would be great to see similar benchmark using lowend CPU.
Intel Core i7 6700K @ 4.6 GHz | Asus Z170 Pro Gaming | Corsair Vengenace LPX 16GB DDR4 3200 MHz | MSI GeForce GTX 1080 FE | Samsung 850 EVO 500 GB + 250 GB | EVGA SuperNOVA 750 G2 | Fractal Design Define R5 | Noctua NH-D14
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JBeckman
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Location: Sweden
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Posted: Tue, 16th Feb 2016 22:11 Post subject: |
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This Croteam developer quote is interesting as well with how they'll improve support for Vulkan progressively or how to say.
http://www.neogaf.com/forum/showpost.php?p=195493481&postcount=140
Quote: |
engine design for Vulkan is basically consited of three major parts:\
1)
Port. Make it work as fast as possible just by wrapping current engine design around Vulkan. Avoid all pitfalls and bottlenecks. This is what we did by now and released as patch for Talos.
2)
Use Vulkan for multi-threaded rendering. Our engine is designed really well for multi-threaded rendering, but we have only our wrapper for it - calls to graphics API (like Vulkan) are not multi-threaded. Yet.
That being said, this is the next step what we'll do. And probably release that also as patch for Talos. I tried to do that with Direct3D 11 long time ago (support for its deffered contexts), but it was too much pain and too little or even no gain. That's just one of reasons why we decided to stick with our own approach for MT renderer for that long. :/
3)
Redesign engine for Vulkan. This is the biggest step and can be split in two:
3a)
Precache all rendering states (which mostly mean materials in game) up front. This will make rendering calls much simplier and faster. So, instead of deciding at rendering time what is needed for a material to be rendered via Vulkan, do this at loading time and then when material needs to be rendered just give it to Vulkan, via one or two simple function calls.
3b)
Precache all geometry, material, textures, everything that is needed for rendering an object up front. This basically creates so called command buffer ready for Vulkan, and nothing extra needs to be set or created at render time.
3rd part of port is, obviously, the most complex one, and it'll take time to change engine design for it, step-by-step.
Hope I explained this well.
DEN
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EDIT: And AMD vs Nvidia Vulkan and D3D11 and OpenGL comparison.
http://www.neogaf.com/forum/showpost.php?p=195497858&postcount=164
(AMD really should fix their CPU overhead issue with D3D11, that's some pretty good performance on Vulkan allowing the Fury X to keep up with the 980 Ti and then surpass it at higher resolutions.)
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prudislav
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Location: The land of beer and porn
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Posted: Fri, 20th May 2016 13:12 Post subject: |
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Posted: Fri, 20th May 2016 13:58 Post subject: |
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Awesome. This is one of my favorite games right now.
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demde
Posts: 6537
Location: Lake Karachay
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Posted: Fri, 20th May 2016 17:08 Post subject: |
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Posted: Fri, 20th May 2016 18:28 Post subject: |
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I got kinda bored by the time i had completed all the regular puzzles. Was still very enjoyable tho. The fun element started being lost to me when you had the time clone to control. Things could just get ridiculously over complicated when you started overthinking.
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Posted: Sun, 10th Jul 2016 14:31 Post subject: |
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Is v250756 the latest release?
nvm, bought it for 5 bucks.
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Posted: Mon, 11th Jul 2016 14:02 Post subject: |
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Is there any need to go back to the doors/hubs when you got all the sigils? Do the terminals give more background story for example? Please tell me I won't have to backtrack from time to time.
Is there any point in following the recorded bots which spawn? Do they lead to anything?
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