The Talos Principle
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guvna




Posts: 814

PostPosted: Thu, 23rd Jul 2015 16:46    Post subject:
Oh man what a nice surprise. I totally forgot this was coming out. Will play asap! Mr. Green
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Kein
Banned



Posts: 6101

PostPosted: Thu, 23rd Jul 2015 17:46    Post subject:
Loving the thing so far:



Also, I love how you can get the star in 3 with speedrun jumping tricks.
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ShadowFX




Posts: 23

PostPosted: Thu, 23rd Jul 2015 21:55    Post subject:
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
PostPosted: Thu, 23rd Jul 2015 21:58    Post subject:
You don't need to use RELOADED crack at all Laughing


AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
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ShadowFX




Posts: 23

PostPosted: Thu, 23rd Jul 2015 22:08    Post subject:
Thanks! I reapplied the CPY patch and now it works again Smile
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fearwhatnow




Posts: 3451

PostPosted: Fri, 24th Jul 2015 10:29    Post subject:
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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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 22nd Aug 2015 16:07    Post subject:
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.


steam: Drowning witch
uplay: Haxeety
game completion log:
http://pastebin.com/g6MgD5DV
rig: http://www.userbenchmark.com/UserRun/2090866
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fable2




Posts: 6054

PostPosted: Sat, 22nd Aug 2015 16:22    Post subject:
the forum stuff though Laughing
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 22nd Aug 2015 17:26    Post subject:
yeah, the story parts were not as good, but there were still a few decent texts there.


steam: Drowning witch
uplay: Haxeety
game completion log:
http://pastebin.com/g6MgD5DV
rig: http://www.userbenchmark.com/UserRun/2090866
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fable2




Posts: 6054

PostPosted: Sat, 22nd Aug 2015 17:37    Post subject:
Stop being so critical, u sound like FrankEnstein Cool Face
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JBeckman
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Posts: 34978
Location: Sweden
PostPosted: Tue, 1st Dec 2015 17:43    Post subject:
http://steamcommunity.com/app/257510/discussions/0/492379159717156213/

A new beta build was released, this current public beta version adds a 64-bit exe file and also adds support for D3D11.1 which might help improve the framerate a bit.
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flipp




Posts: 1972

PostPosted: Sat, 16th Jan 2016 16:27    Post subject:
Had some time to play this, did all the puzzles and was saving the tower for "later". Shouldn't have gone through that bright shining door Sad
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me7




Posts: 3942

PostPosted: Sat, 16th Jan 2016 16:56    Post subject:
flipp wrote:
Had some time to play this, did all the puzzles and was saving the tower for "later". Shouldn't have gone through that bright shining door Sad


The game keeps a savegame of before you go through the door. Nothing is lost.
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flipp




Posts: 1972

PostPosted: Sat, 16th Jan 2016 17:49    Post subject:
Thanks, never paid attention to that in the menu Smile
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JBeckman
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PostPosted: Tue, 16th Feb 2016 16:27    Post subject:
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Janz




Posts: 14000

PostPosted: Tue, 16th Feb 2016 16:53    Post subject:
anyone who owns that game can make a quick performance comparision?
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JBeckman
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PostPosted: Tue, 16th Feb 2016 18:00    Post subject:
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consolitis
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Posts: 27318

PostPosted: Tue, 16th Feb 2016 18:06    Post subject:
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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Posts: 34978
Location: Sweden
PostPosted: Tue, 16th Feb 2016 18:11    Post subject:
Yes it's a beta with both the game itself and drivers still under development so at the moment it will likely be slower as since release they've really optimized the D3D11 API even going as far as implementing D3D11.1 support recently and of course moving the game from x86 to x64 though it still supports 32-bit for now. Smile

Given a few months Croteam can optimize the code and Nvidia, AMD and Intel will have better driver support as well.
(I don't see it as a problem for Nvidia or Intel but AMD might even be able to get a WHQL driver out with support for the API in that time, maybe. Razz )

If you've used Mantle for AMD it's a bit like with that API initially and how early games had pretty poor implementation of it.
(AMD didn't develop it that far as it's now been replaced with D3D12 and integrated in Vulkan both of which support AMD, Nvidia and Intel GPU's over several GPU and OS generations but there was still a difference between early games using Mantle and the later ones plus of course general driver improvements.)

We'll likely see the same for DirectX 12 as well initially or well we can already see that in games with early support for the API though drivers are more mature now and coders are probably getting more experienced with D3D12 as well and the same should happen with Vulkan, it's a pretty complex API as I understood it and there's far more control over how it works instead of relying on the display driver to handle things so I'd imagine there's a lot of room for optimization gains and fine tuning. Smile
(And stability, I'd imagine with how much control you have over the GPU in D3D12 and Vulkan it wouldn't be too hard to crash the GPU or BSOD it if handled poorly plus the usual software crashes.)


EDIT: Given time though the API could rival DirectX 12 but it depends on how well adopted it becomes and how good driver support will be, it'll take years of course or so I'd guess at least going by how slow D3D10 and D3D11 adoption were and early implementations might not be all too great performance wise but with the CPU overhead improvements and how flexible the API apparently is it can probably be very impressive in time as long as it gets broader support.
(I'd imagine it will likely be used more than OpenGL was on Windows for gaming at least plus there's Mac and Linux support as well - further complicating the driver side support I'd imagine. - but in due time it'll probably be a good alternative to D3D or complement for multi-platform games and game engines.)
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consolitis
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Posts: 27318

PostPosted: Tue, 16th Feb 2016 21:48    Post subject:
At least it's faster than OpenGL.



itssomething.jpg

edit Source: Durante http://www.neogaf.com/forum/showpost.php?p=195488753&postcount=121


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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tolanri




Posts: 3589

PostPosted: Tue, 16th Feb 2016 21:58    Post subject:
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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Posts: 34978
Location: Sweden
PostPosted: Tue, 16th Feb 2016 22:11    Post subject:
consolitis wrote:
At least it's faster than OpenGL.



itssomething.jpg

edit Source: Durante http://www.neogaf.com/forum/showpost.php?p=195488753&postcount=121


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. Sad 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. Smile
DEN




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
PostPosted: Fri, 20th May 2016 13:12    Post subject:
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difm




Posts: 6618

PostPosted: Fri, 20th May 2016 13:24    Post subject:
Excellent news Smile


i5 6600k @ 4.3 GHz | MSI z170 Gaming M7 | 32GB Kingston HyperX Fury | 850 Evo 500GB | EVGA 1070 SC | Seasonic X-660 | CM Storm Stryker
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dodger2020




Posts: 3537

PostPosted: Fri, 20th May 2016 13:58    Post subject:
Awesome. This is one of my favorite games right now.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 20th May 2016 16:00    Post subject:
Nice news. Only heard very positive things about the first game.

Sadly i didn't find the time yet to play through it. Crying or Very sad


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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demde




Posts: 6537
Location: Lake Karachay
PostPosted: Fri, 20th May 2016 17:08    Post subject:
So Much Win So Much Win So Much Win So Much Win Frap Frap Guy Frap Frap Guy


AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
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gordonash




Posts: 292

PostPosted: Fri, 20th May 2016 18:28    Post subject:
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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Mister_s




Posts: 19863

PostPosted: Sun, 10th Jul 2016 14:31    Post subject:
Is v250756 the latest release?

nvm, bought it for 5 bucks.
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Mister_s




Posts: 19863

PostPosted: Mon, 11th Jul 2016 14:02    Post subject:
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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