Comments 830

Re: Random: We're Big Fans Of This Switch 2 Summer Gaming Solution

OrtadragoonX

@StandardMario

Yeah I never play mine outside. Mainly because in the Mississippi summer it’s 100 degrees Fahrenheit with about 90-100% humidity. So if I’m outside this time of year it’s only because I have to be. My yard work I typically do in the evening or early as hell in the morning. From about 11 to 7 I’m staying in the AC. The heat is unbearable here. Granted I’m kind of used to it since I grew up here. But it’s still not fun.

Re: Random: We're Big Fans Of This Switch 2 Summer Gaming Solution

OrtadragoonX

Most portable fans have rechargeable batteries now. I’ve got one that hooks onto my oh crap handle in the back of my car for my son. I drive a 2018 Honda Civic Si and there’s no rear AC vents. So even with my AC on max blast it gets a little toasty in the back seat. So I hang it on the oh crap handle aimed directly at him to give him that extra air flow.

By comparison, my girlfriend drives a Volkswagen Atlas. And that thing has multiple rear vents for the back seat passengers. So it’s not needed in her ride. So it just stays in mine.

Re: Cyberpunk 2077 Update Announced For Switch 2, Here Are The Full Patch Notes

OrtadragoonX

@OldGamer999

Like another poster said, there are certain other cutbacks they could make to the visual feature set I didn’t think about. Back in the old days (like think PS2 era) with open world games they didn’t generate car interiors and didn’t use reflective transparent textures (all requiring calculation) on glass. They were typically just pseudo-reflective of the outside around the car. It was super performant and easy to do.

Theoretically, if they wanted to go back and do the work, they could build a visual feature set like that for Cyberpunk. It would lose a lot of its look with its cars doing that, but it would probably dramatically improve performance.

Re: Cyberpunk 2077 Update Announced For Switch 2, Here Are The Full Patch Notes

OrtadragoonX

@OldGamer999

I wonder if there is enough GPU overhead to do 60fps on Switch 2? Getting 60fps on a Steamdeck is really hard with that game. You have to run an IMO unacceptably low resolution with FSR to get anywhere close.

That said, the Switch does have DLSS and that does a more acceptable job of upscaling from a really low resolution. Street Fighter VI looks fantastic on Switch 2 and apparently the internal resolution in handheld is just 360p or something around that area. Even in docked it’s only like 600p. So if they dropped the internal resolution a bit more and lowered some settings (Switch 2’s texture quality is roughly equivalent to PC high, same as the other next gen consoles, with shadows and such being around low or medium PC equivalent with some custom work on the visuals and map geometry to improve performance).

But even doing all this, I wonder if it would get to a smooth 60. Or would it just be a mess. Handheld wouldn’t be that big of a deal thanks to VRR but we don’t have that docked yet. So if it’s fluctuating from 50-60 constantly it would look like garbage without VRR.

Re: Here's What Donkey Kong Bananza Looked Like On Switch 1

OrtadragoonX

@Anti-Matter

60 fps was shockingly common on GameCube and PS2. It was common even on the OG Xbox. Development priorities were different back then due to CRTs letting you run really low resolutions like 480i and still looking acceptable. Plus a lot of the development features we have now didn’t exist back then or were in their infancy, so the way they built games was generally more performant than they are now.

By comparison, the 360/PS3 was some real nonsense. They could finally do real time lighting and shadows plus normal mapping and they abused the hell out of those techniques. Issue was the 360 and especially the PS3 just weren’t quite powerful enough to do all that at 60fps. So 30fps targets became the norm and frankly, most games of that era ran bad. Like way worse than people remember. If you have the chance, play Far Cry 3 on 360 sometime. That game ran terrible by today’s standards, usually hovering in the low 20s in framerate. The PS3 version is even worse. But there were a few games that bucked that trend. Ridge Racer 7 on PS3 ran at 1080p at 60fps. Because NAMCO chose to mostly use PS2 era techniques and combined it with the PS3’s raw compute power. No real time lighting or shadows and no normal mapping. And frankly from a tech standpoint, I’d argue that the Call of Duty games on those consoles were the generational standouts. Because they had modern techniques (except for lighting; I think it was still pre-calculated) but still ran at 60fps on both consoles.

I think the reason the Sixth generation ran so good as a whole was because they were still relying on graphical techniques designed for the original PlayStation and N64 for the most part, but with a huge power boost from the PS2, GC, and XB. The XB introduced individual shaders to console GPUs, but frankly most games didn’t take real advantage of that except late in the systems life.

Re: Here's What Donkey Kong Bananza Looked Like On Switch 1

OrtadragoonX

@Peach64

I suspect we will be in “pseudo cross gen” for about 3 years into the Switch 2’s life. Which is fine by me. All of these games would have been pretty compromised on Switch 1. Just because they can run on it doesn’t mean they should.

Like they released RE4 Remake on PS4. Trust me, stay away from that version like the plague. That game was clearly built for the current consoles but it got back ported. And it was horribly compromised because of it.

Re: PSA: You Can Play One Of The Greatest Platformers Of All Time In Street Fighter 6

OrtadragoonX

@Nintendo4Sonic

Only thing I didn’t like about 4 was how the system mechanics really didn’t work with Chun-Li well. She’s still solid on that game but FADC really hurt her since the Chun strategy involves using her stupid range pokes, like low medium kick. You get punished hard on SF4 for using the usual Chun play style and she doesn’t take good advantage of FADC. That game was built for the Shotos more than anything else, since all of them had fantastic FADC combos. That’s the one street fighter game where I didn’t main Chun most of the time. I played Ryu and Sagat more than anyone else. I also played Chun a ton since she’s my girl but I had to drop her as my main due to how good Ryu and Sagat’s FADC combos were.

Re: PSA: You Can Play One Of The Greatest Platformers Of All Time In Street Fighter 6

OrtadragoonX

@Nintendo4Sonic

I don’t think a game has to be perfectly balanced to be great. Third Strike has some wonky balance, with Chun, Yun, Makoto, Ken, and Dudley basically dominating the rest of the cast. But it’s still a fun old time.

And let’s not even start on Marvel 2. Talk about busted game balance. At least the low tiers in most games can put up a fight. Like on 3rd Strike Remy is objectively terrible but the system mechanics are strong enough that you can take wins with him. Throwing someone like Marvel 2 Ryu (worst Ryu ever) against Magneto or Storm is just no hope.

Re: Switch Port Experts Share Thoughts About Switch 2's "Raw" Performance

OrtadragoonX

@DTfearTheBEARD

Actually the dock supports VRR output. Someone recently proved that by hooking up a Steamdeck to the Switch 2 Dock using a conversion USB C cable.

It’s the Switch 2 itself that can’t output VRR to an external display. The good news is that Nintendo could add it at some time. VRR is a mess on TV standards and that’s why it took Sony almost a year to update the PS5 to support it. Nintendo will probably add it at some point.

Re: PSA: You Can Play One Of The Greatest Platformers Of All Time In Street Fighter 6

OrtadragoonX

@Nintendo4Sonic

3rd Strike aged perfectly. As did Garou: Mark of the Wolves.

I agree about many of the other ones. I was a huge fan of Alpha 2 back in the day. Now, I don’t really care for it much anymore.

Super Turbo is still fantastic to me, though. Even though that game is frankly broken. Claw specifically. He breaks that game in too many ways. The balance is pretty bad anyway but Claw is just something else on Super Turbo. Just wall dive the opponent until they die. If you hit low it’s safe on block. And you can option select a throw from it or even his super if you have meter. There’s no way to really counter it unless you have miracle reads.

Even my main is pretty busted on that game. Chun Li is oppressive on Super Turbo but people are so obsessed with Old Sagat and Claw and Boxer that they sleep on her. Her close medium punch is like plus 8 on block. So I just spam that move constantly and if they keep blocking, it’s a free high damage throw or if they decide to challenge it in any kind of way they’re gonna lose to it. Also, her super is glitched and very oppressive. Just input the motion and then keep holding forward and it’s stored. So if you’re fighting a chun player and they just start walking towards you it’s time to freak out because you can unleash the stored super by just pressing kick. She’s utterly dumb on that game and I love her for it. She’s not 3rd Strike Chun by any stretch (that’s the poster child for a busted character) but she’s dumb on Super Turbo too.

Re: Romero Games Reportedly Shut Down Following Xbox Layoffs

OrtadragoonX

@Jayenkai

A lot of it came down to how floppy Microsoft became in the later years of the 360. That started the funk they’ve been living with ever since. They took too much importance from their meta data with the 360 online usage, thinking the consoles were only being used to watch Netflix. Which looked like it did because back then smart TVs weren’t really a thing yet and every gamer with a girlfriend had to share their console with their SO who watched all their tv on it. Microsoft thought the actual gamers were just using them as streaming boxes, which was as far from the truth as possible.

Shoot my girlfriend at that time was watching a ton of tv on my PS3. So my usage hours looked screwed up. I suspect many people went through the same thing.

Re: Romero Games Reportedly Shut Down Following Xbox Layoffs

OrtadragoonX

@Coalescence

Dude is a genius level designer. But that’s really it. He doesn’t know how to actually manage a project.

He’s a lot like Yuji Naka in that regard. Good at one aspect of game design, but super overrated at every other aspect. For Naka, his skill was in programming. Dude was a whiz at programming any console he worked on. Phantasy Star on Master System is a work of art by 8 bit standards, and he programmed that by himself. Sonic the Hedgehog on Genesis was also a work of art for its time period. But when he got his own studio at SE and had to handle every aspect of game design, suddenly we got Balan Wonderworld.

Re: Poll: How Many Hours Have You Spent In Mario Kart World So Far?

OrtadragoonX

@LaurenceJ1987

Dude take from me (a crackhead who plays online knockout a lot) you do not want to be in first until the last cycle of the tour. I’m serious. Being in first is a detriment to you. You get bad item box drops and blue shells are handed out like candy on this game. Plus shocks are almost constant. Being in second or third is much better. Frankly I don’t even worry about my placement outside of being at the minimum place to continue on to the next section for most of the race.

Re: Furukawa's Defence Of Game-Key Cards Ain't All That Convincing

OrtadragoonX

@Antraxx777

Ultimately this comes down to how the console business has always worked. 1 gamer buys 1 copy of a game. When they are done with it, they sell it or give it someone else. The publisher doesn’t care about that part of it. They just care about that first purchase.

The whole idea of whole households having multiple consoles and wanting to share games between them wasn’t really accounted for in the old days. And with digital, the industry still firmly believes in the “1 game for 1 gamer” mind set. Thus they all make it super annoying or impossible to share games with friends, like you can with various streaming subscriptions. Because it’s fundamentally opposite of how they want things to function.

I honestly think that’s why some companies are pushing so hard (like Microsoft) for game streaming to become useable. At that point, from a business sense, you can move on from the “1 game for 1 gamer” mindset while still keeping your profit margin.

Re: Furukawa's Defence Of Game-Key Cards Ain't All That Convincing

OrtadragoonX

@WiltonRoots

I suspect 32 gig cards will turn up sooner or later. I doubt anything smaller than that will show up.

One thing is that a lot of this is influenced by the market price and availability of NAND storage chips, which Nintendo uses in the Switch cards for their capacity. At this point, the market has mostly standardized on 64 gigs for the smallest size. Chances are if you want something smaller than that, you’ve got to order them into production instead of just getting them off the shelf. I suspect Nintendo settled on 64 gig capacities right now because those are already in mass production and easier and cheaper to purchase. Other sizes probably requires special ordering.

So there’s a chance as the Switch 2 is more established Nintendo will get manufacturers to produce 32 gig capacity NAND at Switch 2 performance at a price Nintendo is willing to pay. But that’s just me speculating.

Re: Furukawa's Defence Of Game-Key Cards Ain't All That Convincing

OrtadragoonX

@Anachronism

I’m not real sure why Nintendo couldn’t just allow Switch 1 cards for Switch 2 games where the load times wouldn’t be terrible. Same thing with the SD cards. They should have allowed the console to read the older SD cards at least for Switch 1 games. On PS5 you can play PS4 games from a USB hard drive but you can only store PS5 games. You have to move it to SSD storage to play it. Nintendo could have done the same thing.