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Re:Serious Sam handled massive amounts of enemies on 56k mod... by siberianbot on Thursday June 13, 2024 @01:25AM (#40666232)
I found devastating that in The Talos Principle 2 they had dropped their own engine and used Unreal Engine instead.
Re:Serious Sam handled massive amounts of enemies on 56k mod... by Akronymus on Thursday June 13, 2024 @04:04AM (#40667139)
Talos 2 was a great game. Except the awful TAA. Made some of the meta puzzles almost impossible for me, because I literally couldn't see certain things.
Re:Serious Sam handled massive amounts of enemies on 56k mod... by pimlottc on Thursday June 13, 2024 @09:10AM (#40669211)
I had to google TAA:

> Q: What is TAA and why should I care?

A: TAA stands for Temporal Anti-Aliasing. It's used to fix/clean up aliasing in games. The different kinds of aliasing in games are edge aliasing, shader aliasing, texture aliasing, temporal aliasing and specular aliasing. Edge aliasing makes edges of objects look jagged (also called as the staircase effect). Temporal aliasing is the shimmer of objects which are either small in nature, or which are far in the distance such as power lines, railings, stairs, balconies, antennas etc... You should get the idea.

https://old.reddit.com/r/FuckTAA/comments/oi0v86/taa_on_vs_t...

Re:Serious Sam handled massive amounts of enemies on 56k mod... by zbendefy on Thursday June 13, 2024 @02:44AM (#40666647)
Me too. I think the main reason is that the lead render developer left, and switched to google to work on Stadia.
Re:Serious Sam handled massive amounts of enemies on 56k mod... by HeadlessChild on Thursday June 13, 2024 @03:09AM (#40666838)
Ouch.
Re:Serious Sam handled massive amounts of enemies on 56k mod... by nottorp on Thursday June 13, 2024 @03:24AM (#40666912)
So now that lead is looking for a job? :)
Re:Serious Sam handled massive amounts of enemies on 56k mod... by robertlagrant on Thursday June 13, 2024 @04:31AM (#40667268)
Probably has buckets of cash, so no? :)
Re:Serious Sam handled massive amounts of enemies on 56k mod... by Cthulhu_ on Friday June 14, 2024 @10:21AM (#40681179)
Not sure, Croteam never did come across as a rich company and I don't recall their engine sold well. Stadia work would've been a wage, a decent wage I'm sure but at the end of the day just a wage.
Re:Serious Sam handled massive amounts of enemies on 56k mod... by ysofunny on Thursday June 13, 2024 @04:33AM (#40667276)
it's like every big game (studio?) is either microsoft already, or just not yet

like every gameplay stands as an engine, or a genre, or a meta-genre? like GrandTheftAuto?

but i was i trying to tweet something about getting lost in stocks and tickers and symbols

Re:Serious Sam handled massive amounts of enemies on 56k mod... by Rinzler89 on Thursday June 13, 2024 @09:23AM (#40669352)
He now works at Roblox.
Re:Serious Sam handled massive amounts of enemies on 56k mod... by itsboring on Thursday June 13, 2024 @01:31AM (#40666268)
I found this disappointing too. I know they don’t have the resources to build their own equivalent of Nanite and such, but… On top of the performance issues, there were a number of things that actually looked so much better in the 2014 game. For example, the forcefields and water ripples.
Re:Serious Sam handled massive amounts of enemies on 56k mod... by vaylian on Thursday June 13, 2024 @04:36AM (#40667288)
Damn. No official Linux version :-(
Re:Serious Sam handled massive amounts of enemies on 56k mod... by chungus on Thursday June 13, 2024 @04:59AM (#40667421)
https://www.protondb.com/search?q=talos

Gets a gold rating! I've been playing even the VR versions on Linux (through steam).

Re:Serious Sam handled massive amounts of enemies on 56k mod... by porphyra on Thursday June 13, 2024 @11:41AM (#40671019)
Yeah it works flawlessly on Linux, even nvidia RTX works.