The Witcher 3 To Look Same on All 3 Platforms

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BSim500

Golden Member
Jun 5, 2013
1,480
216
106
How in the world do you go from that to 60 fps on Ultra in 4 months?!

Maybe they'll simply disable some of the least efficient shader effects for Ultra preset? Stuff that, eg, makes 2-5% visual difference yet lowers performance by 30% vs High?
 

BSim500

Golden Member
Jun 5, 2013
1,480
216
106
Look at a mouse. It was conceived as a pointing device for a GUI. Sure games have a GUI. But it too was never conceived as a game controller.

That may have been why the mouse was created, but the main reason the mouse is so dominant now for many gaming genres is simply that many people have physiologically more fine motor control in their wrists than their thumbs. Hence it's a lot easier to "pinpoint" an enemy in a fast Arena FPS with a mouse, whilst controllers basically need auto-aim or large "hit-boxes" or a slower pace of gunplay ("cinematic" cover shooters vs twitch arena). There was an article a few years ago about mouse vs controller (from a physiological perspective, ie why many find a mouse to be much more accurate), unfortunately I've long lost the link now, but will repost it if I can find it again. I can assure you though the enduring popularity of the mouse has far more to do with physiology than nostalgia.

Test it yourself without "autoaim", ie, open Word place a single period "." somewhere on a page and move the mouse to the other side then type an "S" underneath the cursor for a consistent "start" point. Now time how long it takes you to "flick" and then rapidly "fine point" the cursor with a mouse from "S" to ".". Now put the cursor back to "S", setup the controller to move the mouse cursor, and do the same moving the cursor with an analogue stick. Without "assistance" it's like night & day. Same with turning speed in games. A "flick of the wrist" for a 180 degrees is typically faster than thumbing an analogue stick. In fact, you can with virtual 100% accuracy tell which games are being played with a controller vs mouse on Youtube vids without any mention of it simply by watching how the player turns around.

If keyboard and mouse is so great then arcade machines and consoles like the NES or Sega Genesis should have come with those instead of a joystick or gamepad. All gaming machines should just come with that control setup. But they don't. Why?

Public arcade machines used by thousands of people need to be "ruggedized". Hence chunky joystick / gearstick controls. A corded mouse would get quickly broken (and cordless quickly stolen). And many console games are written for the joysticks / joypads, ie, Mario is typically an U/D/L/R platformer not an FPS, RTS, RPG, etc. Same with modern leading console FPS games - why do you think 2-weapon limits, weapon wheels, buttons with multiple "contextual actions", etc, all became popular with the rise of cross-platform gaming? Because there are no F1-F12 and 1-0 shortcut keys or CTRL/ALT/SHIFT modifiers on controllers, so it gets stripped out and game design nerfed downwards to match, eg, would DAI's spells still have been nerfed by 75% if they maintained the 40-slot quickbar of DAO (or 36x slots of NWN)?

"Streamlined" is often an industry code-word for "there was a capability gap between a K+M with PC optimized 2ft UI and controller with console optimized 10ft UI, so we ripped out much of the former so as to not upset the latter, then tried to sell it as "evolved" gameplay design". :sneaky:

When you play an FPS with a mouse it's like playing duck hunt with the gun a few inches from the TV it's just too precise.

That's how the human body works though. Where does the accuracy come from in hitting a baseball, a tennis ball, a squash ball, a golf ball, etc? Not the thumbs - but primarily the wrists. It really has nothing to do with nostalgia or "lack of choice". Gamepad's have been around since the NES, and joysticks since 1926...
 

RussianSensation

Elite Member
Sep 5, 2003
19,458
765
126
I can accept if someone prefers slower style FPS games on the PC with a controller if they find it more challenging/rewarding to aim/move and more comfortable to hold. The point here isn't M+K vs. controller, but that the PC's bread-and-butter control scheme of M+K was rated as less important to finish than the controller support. What does that tell me about the priorities of this game for CDPR? Sounds to me like they spend more time and resources optimizing the console versions. Since they needed to optimize the console versions more, they needed to get the gamepad controls finalized ASAP to keep testing their optimizations. To strengthen this theory, the developer doesn't even have Ultra settings running on the PC yet with the release date May 19th. Once again it shows where their priorities lie.

How can you not have Ultra settings enabled yet? If the game was primarily made on the PC, it would have Ultra settings a long time ago and they would scale that version down to consoles!

But you know what every GW game has in common? It was a console game, with GW thrown in at the last minute. That's why it sounds to me like NV HBAO+, PCSS+, PhysX, HairWorks, finalized Tessellation are all part of this Ultra setting. If NV hasn't finalized/provided all of the finished code for these features, it is no wonder that they can't show us what the Ultra setting on the PC looks like to this date!

Unlike Crytek's Crysis 3 footage pre-release where Crytek highlighted to us all the new DX11 tech 1 by 1, months before launch, CDPR only briefly touched on HairWorks and PhysX. Sounds to me NV is doing all of that work and CDPR is just waiting until NV's programmers finalize the code for those features. I hope I am wrong.

P.S. Why doesn't Unity still have its tessellation patch? Sounds like NV never finished the code for that feature.
 
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Morbus

Senior member
Apr 10, 2009
998
0
0
I guess everyone who plays video games is retarded except for you.
Your words, not mine. I'm personally a great fan of a couple of LPers on youtube, and of quite a few gamers that don't share my tastes in gaming and are very passionate about gaming in general.

Keep playing Europa Universalis
Don't tell me what to play! I'm plenty happy win Divinity: Original Sin at the moment

a primitive simpleton like me
Your words, not mine.

I might be on board if you said, meaningful and varied clicks. Just randomly clicking isn't really fun. I don't think any game had more clicking and Diablo 1, especially as a warrior, but that isn't exactly considered a complex game.
I look at it this way: Diablo 2 has lots of clicking and it is a fun game, in my opinion. But if you remove 50% of that clicking, it's not as fun. It is, after all, a relatively shallow game. So if you remove 50% of what the player actually DOES, you remove 50% of the fun.

I've been trying to avoid this thread because...this thread. However the above post and your most recent one are just fracking painful.

More clicks = more fun. Really dude? You gotta work on your arguments broseph, because if you really believe that, boy have I ever got an awesome game for you:
MOST AWESOME FUN GAME EVER: Extra Clicks Edition™. :awe:

Also, 404: Problem still not found. What are we all whining about again? Where can I get on the hater wagon?
It's ok not to like the clicking action, you don't have to feel bad.
 
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norseamd

Lifer
Dec 13, 2013
13,990
180
106
I can accept if someone prefers slower style FPS games on the PC with a controller if they find it more challenging/rewarding to aim/move and more comfortable to hold. The point here isn't M+K vs. controller, but that the PC's bread-and-butter control scheme of M+K was rated as less important to finish than the controller support. What does that tell me about the priorities of this game for CDPR? Sounds to me like they spend more time and resources optimizing the console versions. Since they needed to optimize the console versions more, they needed to get the gamepad controls finalized ASAP to keep testing their optimizations. To strengthen this theory, the developer doesn't even have Ultra settings running on the PC yet with the release date May 19th. Once again it shows where their priorities lie.

How can you not have Ultra settings enabled yet? If the game was primarily made on the PC, it would have Ultra settings a long time ago and they would scale that version down to consoles!

But you know what every GW game has in common? It was a console game, with GW thrown in at the last minute. That's why it sounds to me like NV HBAO+, PCSS+, PhysX, HairWorks, finalized Tessellation are all part of this Ultra setting. If NV hasn't finalized/provided all of the finished code for these features, it is no wonder that they can't show us what the Ultra setting on the PC looks like to this date!

Unlike Crytek's Crysis 3 footage pre-release where Crytek highlighted to us all the new DX11 tech 1 by 1, months before launch, CDPR only briefly touched on HairWorks and PhysX. Sounds to me NV is doing all of that work and CDPR is just waiting until NV's programmers finalize the code for those features. I hope I am wrong.

P.S. Why doesn't Unity still have its tessellation patch? Sounds like NV never finished the code for that feature.

The realities about Gameworks were said a very long time ago but do you see how many publishers still decided to use Gameworks in their games without care? This is what you get when you have proprietary software influencing the games industry. And this is why I do not trust CDPR in any way despite the praising of the company as some messiah of the consumers and morality. Remember they were using DRM not that long ago and were going after every pirater with lawsuits.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
If by that you mean 60 fps on Ultra at 1080p, have you not read any of the articles? The game currently runs at 30 fps on a 980+4790K at 1080p on High. How in the world do you go from that to 60 fps on Ultra in 4 months?!

No it doesn't, that was a mistranslation! The PCs used to play the recently released gameplay ran on that system you noted at 60 FPS or close to it, not 30 FPS. I linked to a translated article in German that cleared things up:

Source.

The reviewer didn't say what the frame rate was because there was no frame rate counter, but he said "consistently fluent," which we can assume means well above 30 FPS.

Also, CDPR released 60 FPS footage already which you can see here..

The developer more than once reiterated that Recommended specs are NOT for 60 fps @ Ultra. Unless they are straight up misrepresenting info to us, it's 30 fps on a 770/R9 290 @ Medium-High @ 1080p.

Now this is somewhat true. Recommended specs target "high" settings at 1080p 30 FPS. What I think this means, is that your frame rate should never drop below 30 FPS with the recommended specs, but most likely it will be well above 30 FPS, around 40 or so if I had to guess..

That tells me 970/980 SLI or faster for Ultra @ 60 fps:

Nope, according to the German article, the same system mentioned above with a single GTX 980 should be able to run it at ultra quality with no problems at 1080p.

Ultra quality will not be the highest setting in the Witcher 3 by the way.

CDPR once again reiterated that R9 290/770 can only do Medium/High, it also implies well below 60 fps at those settings. Unless they unlock the engine on the PC above the 30 fps cap and have massive optimization in the next 4 months, this game sounds incredibly intensive.

Recommended specs were for high, not medium/high. Also PC on high is going to offer superior visual quality compared to the consoles.

The consoles will be running at low to medium quality mostly.. I'm not worried about the game's optimization. They have months left, and NVidia and AMD have time to polish their drivers as well...
 

tential

Diamond Member
May 13, 2008
7,355
642
121
There is no where in your link that I can see Carfax that shows "close to 60 fps on GTX 980" anywhere.
 

SLU Aequitas

Golden Member
Jul 13, 2007
1,252
26
91
There is no where in your link that I can see Carfax that shows "close to 60 fps on GTX 980" anywhere.

Correct, however it can be inferred to be greater than 30fps since they mention both that it runs "fluently" on the PC, and later in the same article note specifically that the PS4 version runs "at 30fps".

EDIT: Further clarification from the thread citing info from CDPR is that it was running around 37fps. So what do we know? 1.) THERE IS NO 30fps LOCK 2.) It's a demanding game 3.) It looks best on PC
 
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Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
There is no where in your link that I can see Carfax that shows "close to 60 fps on GTX 980" anywhere.

Yep I said as much above. The reviewer could not specify the frame rate as there was no frame rate counter, but he did say "consistently fluent," which we can assume to be well above 30 fps.

And with the release of the 60 FPS YouTube video, it further cements the notion that the Witcher 3 is already running at 60 fps.

And they're not done optimizing yet, so the final release build should run even faster.
 

SLU Aequitas

Golden Member
Jul 13, 2007
1,252
26
91
Yep I said as much above. The reviewer could not specify the frame rate as there was no frame rate counter, but he did say "consistently fluent," which we can assume to be well above 30 fps.

And with the release of the 60 FPS YouTube video, it further cements the notion that the Witcher 3 is already running at 60 fps.

And they're not done optimizing yet, so the final release build should run even faster.

FYI, just because the YT video is at 60 fps does not mean the source material had to be running at 60 fps. IIRC, there were a lot of comments about why the video was even run @ 60 fps when the game wasn't running at that.

That being said, see previous post, and I also completely agree that there's plenty of time for further optimization. Again, not seeing any problem and don't know why some people have their panties in a wad...
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
FYI, just because the YT video is at 60 fps does not mean the source material had to be running at 60 fps. IIRC, there were a lot of comments about why the video was even run @ 60 fps when the game wasn't running at that.

I had no idea they could even do that

Also here's a much better translation of that Polish interview that had everyone in a tizzy:

Translated Polish interview

The textures and models are the same, but have different levels of quality depending on how much memory is available. That's why VRAM will be so important to the look and performance of this game.

That being said, see previous post, and I also completely agree that there's plenty of time for further optimization. Again, not seeing any problem and don't know why some people have their panties in a wad...

It all goes back to Watch Dogs. That started the "downgrade" and un-optimized craze so now PC gamers (and even console gamers) are all panicky when it comes to big AAA multiplatform releases..

I trust CDPR though. They take too much pride in their work to not optimize it properly on each platform, especially knowing the price for failure if they don't considering they delayed the game twice.

PC games takes longer to optimize though, as drivers are a critical component and the developers have no control over that. It usually takes about a month or two on average for drivers to fully mature for a game, assuming the particular game has high priority, which the Witcher 3 will.

NVidia should have some decently polished drivers for Witcher 3 at launch. AMD, I'm not so sure..
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
I imagine nvidia will have a game ready driver for it prior to release. They probably won't be perfect but will help initially.
 

Sleepingforest

Platinum Member
Nov 18, 2012
2,375
0
76
Look at a keyboard. It's pretty great for typing a paper. It was never conceived or developed as a game controller.

Look at a mouse. It was conceived as a pointing device for a GUI. Sure games have a GUI. But it too was never conceived as a game controller.

This is true, however, the fact is that keyboards are conceived to allow for access to as many different keys as possible by muscle memory, and a mouse is designed to allow for an easy metaphor for interacting with things on a screen. That means that anything that involves precise clicking or requires access to many inputs benefits from the KB/M setup, which is most games.

If keyboard and mouse is so great then arcade machines and consoles like the NES or Sega Genesis should have come with those instead of a joystick or gamepad. All gaming machines should just come with that control setup. But they don't. Why?

Because it's easy to hold a controller in your hands and play in front of a TV. It's very hard to do the same with a KB/M ergonomically without a desk.

But it's really just a few genres that benefit. When you play an FPS with a mouse it's like playing duck hunt with the gun a few inches from the TV it's just too precise. They did that back in the day because they didn't have much of a choice. But now peripherals designed for gaming are a dime a dozen. It's easy to use a controller designed for gaming with games.

This is patently false. Think about it this way: when people played Duck Hunt, how many of them have used a gun to shoot at targets nearly every day in their lives? Probably none. Comparative, most people who play FPS games use a computer every day of their lives and use the mouse to click on things. Because we have developed the fine motor control skills to handle in the increased sensitivity, there is a clear advantage to using a mouse. Similarly, it is much easier to control your wrist than your thumb for truly minute adjustments. That is why all consoles require a degree of auto aim, and why consoles are on a separate multiplayer than PCs.

Furthermore, any game that requires you to have lots of buttons or fine pointing available benefits from PC. RPGs with a large skill set, RTS games, 3X games, and shooting games all benefit from KB/M. The only area in which controllers have an advantage is access to analog inputs--most controllers these days have 2 analog triggers, plus an analog left stick. Those allow for more sensitive adjustments than just using keys. Therefore, games which rely on primarily the positioning of only one actor are better suited for consoles--fighting games particularly. Even then, fighting games actually don't use the standard controller, but a fight stick instead, which offers quicker access to more buttons by positioning the relevant buttons facing upward, like a keyboard.

Furthermore, game controllers are not designed for all games. That's a foolish assertion, because clearly, many games simply cannot be ported to console (such as RTS games). They are designed for placing easy access to a variety of buttons in an ergonomic form factor when there is no desk. That's very different.

The keyboard and mouse love, to me, just sounds like nostalgia. A longing for a past when PC game pads were expensive or more trouble than they were worth. Most recent consoles have offered a keyboard and mouse. All the way back to Dreamcast and possibly before. But those were niche items. And even for the Xbox 360 the keyboard was mostly a convenience for all the signing in you had to do with it and/or using messaging services... A PC dev didn't want to limit sales to only those who had a $50-120 PC gamepad nor did they want to deal with supporting the plethora of PC gamepads of those days

I also disagree very strongly with this point. In 1985, if you owned a computer at all, you were likely to be fairly well off and could easily buy a keyboard--keyboards weren't cheap! You can see this in the existence of the IBM model M, which was actually conceived as a cheaper version of their flagship keyboard, the Model F.

Furthermore, the reason why keyboard accessories don't sell on consoles is because consoles have actively developed to avoid needing a keyboard since the beginning of consoles. You can see this in games where this is minimal need to input text of any kind--that was removed because it was incredibly laborious to input without a keyboard.
 

sxr7171

Diamond Member
Jun 21, 2002
5,079
40
91
That may have been why the mouse was created, but the main reason the mouse is so dominant now for many gaming genres is simply that many people have physiologically more fine motor control in their wrists than their thumbs. Hence it's a lot easier to "pinpoint" an enemy in a fast Arena FPS with a mouse, whilst controllers basically need auto-aim or large "hit-boxes" or a slower pace of gunplay ("cinematic" cover shooters vs twitch arena). There was an article a few years ago about mouse vs controller (from a physiological perspective, ie why many find a mouse to be much more accurate), unfortunately I've long lost the link now, but will repost it if I can find it again. I can assure you though the enduring popularity of the mouse has far more to do with physiology than nostalgia.

Without a doubt the wrist is far more accurate and I would never deny that. I used to play HL and HL2 with a keyboard/mouse setup and yeah its fast, super fast. And I am aware of auto aim and such with a gamepad.

The thing is that a mouse was so fast that to keep it challenging the game would have to supply many more enemies moving much faster to keep it level. At the same time the gamepad version needs aim assist to keep it from being too hard. When you take the differences of two control systems into consideration the devs would almost have to make a different game for the two control schemes otherwise the Kb/M players would have too much of an advantage. And I suppose to players of the Kb/M setup challenged the game would become more "hack and slash" or "shoot everything on sight" than the gamepad version.

I'd say that games designed for gamepads really just teach the player to work with the aim assist. Those who master the aim assist mechanic are the ones that play better.


Your point about joysticks and ruggedization is true. I never found those too much fun to play with myself, but apparently many people do. Neither do I think standing and playing is so great, except now with all this research on how sitting is killing us - increasing our risking of certain cancers etc. - makes me rethinking sitting down so much.

I'd have to agree that having access to a keyboard allows a lot more buttons and a lot more functions. Maybe I'm a dumbed down person but I really could not get into any game with a 40 spell bar. It's just too much for me. I thought Skyrim's crafting and enchanting etc. was about as complex as I want to deal with and it was handled just fine with a gamepad.

I think what is sad, I suppose, is for fans of a series that was designed for Kb/M that now has become a totally different game to lose their game. It's like a whole new game and the old game is no longer with us only the name is.
 
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sxr7171

Diamond Member
Jun 21, 2002
5,079
40
91
I can accept if someone prefers slower style FPS games on the PC with a controller if they find it more challenging/rewarding to aim/move and more comfortable to hold. The point here isn't M+K vs. controller, but that the PC's bread-and-butter control scheme of M+K was rated as less important to finish than the controller support. What does that tell me about the priorities of this game for CDPR? Sounds to me like they spend more time and resources optimizing the console versions. Since they needed to optimize the console versions more, they needed to get the gamepad controls finalized ASAP to keep testing their optimizations. To strengthen this theory, the developer doesn't even have Ultra settings running on the PC yet with the release date May 19th. Once again it shows where their priorities lie.

How can you not have Ultra settings enabled yet? If the game was primarily made on the PC, it would have Ultra settings a long time ago and they would scale that version down to consoles!

But you know what every GW game has in common? It was a console game, with GW thrown in at the last minute. That's why it sounds to me like NV HBAO+, PCSS+, PhysX, HairWorks, finalized Tessellation are all part of this Ultra setting. If NV hasn't finalized/provided all of the finished code for these features, it is no wonder that they can't show us what the Ultra setting on the PC looks like to this date!

Unlike Crytek's Crysis 3 footage pre-release where Crytek highlighted to us all the new DX11 tech 1 by 1, months before launch, CDPR only briefly touched on HairWorks and PhysX. Sounds to me NV is doing all of that work and CDPR is just waiting until NV's programmers finalize the code for those features. I hope I am wrong.

P.S. Why doesn't Unity still have its tessellation patch? Sounds like NV never finished the code for that feature.

I have to agree. I can't understand why they don't make PC the lead platform since the consoles are mid range PCs. It's got to be easier to cut settings down for consoles. Instead they have added GW "features" like putting lipstick on a pig. Yes they don't really work all that well and simply use up resources for things that hardly make a difference.

As for Kb/M support I suppose they don't mind alienating their core fanbase? Maybe in looking towards "greener pastures" they may lose what they have. It does look like Kb/M support will be tacked on.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
Without a doubt the wrist is far more accurate and I would never deny that. I used to play HL and HL2 with a keyboard/mouse setup and yeah its fast, super fast. And I am aware of auto aim and such with a gamepad.

The thing is that a mouse was so fast that to keep it challenging the game would have to supply many more enemies moving much faster to keep it level. At the same time the gamepad version needs aim assist to keep it from being too hard. When take the differences of two control systems into consideration the devs would almost have to make a different for the two control schemes otherwise the Kb/M players would have too much of an advantage. And I suppose to players of the Kb/M setup challenged the game would become more "hack and slash" or "shoot everything on sight" than the gamepad version.

I'd say that games designed for gamepads really just teach the player to work with the aim assist. Those who master the aim assist mechanic are the ones that play better.

One simple thing that can make the mouse more challenging than most people typically play, is to take away the crosshair at the target, and force people to aim down the shaft of the gun. Not only is it more realistic, it makes it more challenging to play. Some games have also made the mouse behave in a manner more like someone trying to aim with a gun, where it sways a bit, and has acceleration built into the game engine, which also makes aiming a bit more challenging, yet giving the player the tactile feel of moving with your hand.

When I play Metro 2033, I like to play in 3D Vision with ironsites. It gives a much more authentic feel to the game.
 
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sxr7171

Diamond Member
Jun 21, 2002
5,079
40
91
This is true, however, the fact is that keyboards are conceived to allow for access to as many different keys as possible by muscle memory, and a mouse is designed to allow for an easy metaphor for interacting with things on a screen. That means that anything that involves precise clicking or requires access to many inputs benefits from the KB/M setup, which is most games.



Because it's easy to hold a controller in your hands and play in front of a TV. It's very hard to do the same with a KB/M ergonomically without a desk.



This is patently false. Think about it this way: when people played Duck Hunt, how many of them have used a gun to shoot at targets nearly every day in their lives? Probably none. Comparative, most people who play FPS games use a computer every day of their lives and use the mouse to click on things. Because we have developed the fine motor control skills to handle in the increased sensitivity, there is a clear advantage to using a mouse. Similarly, it is much easier to control your wrist than your thumb for truly minute adjustments. That is why all consoles require a degree of auto aim, and why consoles are on a separate multiplayer than PCs.

Furthermore, any game that requires you to have lots of buttons or fine pointing available benefits from PC. RPGs with a large skill set, RTS games, 3X games, and shooting games all benefit from KB/M. The only area in which controllers have an advantage is access to analog inputs--most controllers these days have 2 analog triggers, plus an analog left stick. Those allow for more sensitive adjustments than just using keys. Therefore, games which rely on primarily the positioning of only one actor are better suited for consoles--fighting games particularly. Even then, fighting games actually don't use the standard controller, but a fight stick instead, which offers quicker access to more buttons by positioning the relevant buttons facing upward, like a keyboard.

Furthermore, game controllers are not designed for all games. That's a foolish assertion, because clearly, many games simply cannot be ported to console (such as RTS games). They are designed for placing easy access to a variety of buttons in an ergonomic form factor when there is no desk. That's very different.



I also disagree very strongly with this point. In 1985, if you owned a computer at all, you were likely to be fairly well off and could easily buy a keyboard--keyboards weren't cheap! You can see this in the existence of the IBM model M, which was actually conceived as a cheaper version of their flagship keyboard, the Model F.

Furthermore, the reason why keyboard accessories don't sell on consoles is because consoles have actively developed to avoid needing a keyboard since the beginning of consoles. You can see this in games where this is minimal need to input text of any kind--that was removed because it was incredibly laborious to input without a keyboard.


I think I mentioned that certain genres need a Kb/M setup such as RTS or certain simulations. I won't deny that. It's impossible to play those with a gamepad or design them for one. I have a few myself like Sim City and MS Flight Simulator. There's no doubt that certain genres were made possible only by the preexistence of a peripheral with many buttons ie. a keyboard. It would be silly for me to say those are not true games. However, I think those games which are not able to be controlled without a Kb/M are "true" or "core" PC games. Those games are still made and sold only to PC gamers. The issue with Witcher 3 is that it never was truly a game that couldn't work without all those buttons. It's something we know to be true now because Witcher 2 was successfully ported to consoles and for gamepad control.

Well with 1985, yes you had to be wealthy to own a PC of any kind and that includes Macintosh or Tandy. A keyboard, however, was a necessary peripheral. Even if it was $200 1985 dollars, it was needed. You just paid it. If you bought a PC you knew you needed it. And to expect a user to buy a $100 gamepad for it was too much for a game developer to ask.

I see that you are saying gamepads were the cheap solution. One d-pad and two (four) buttons. It was cheap. But even if they wanted to release a controller with more keys I doubt the design would be a 101-key keyboard. That was designed for typing words. It was expensive also because of the utility it offered in carrying all the letters of the alphabet and numbers and function keys etc. That design and number of keys was needed for business purposes.

Even the NES had alternate and expensive controllers with more buttons. But none of them had 101 buttons. A keyboard is simply not optimized for gaming. It's just what everybody already has.

I'm not sure if you've ever entered a save code for Metal Gear on the NES. It wasn't fun, but it was possible. It used the d-pad and one button. It was much cheaper than buying a keyboard for sure. Also it didn't need a chair and table. Most NES players sat on the carpet in front of the TV.
 
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sxr7171

Diamond Member
Jun 21, 2002
5,079
40
91
One simple thing that can make the mouse more challenging than most people typically play, is to take away the crosshair at the target, and force people to aim down the shaft of the gun. Not only is it more realistic, it makes it more challenging to play. Some games have also made the mouse behave in a manner more like someone trying to aim with a gun, where it sways a bit, and has acceleration built into the game engine, which also makes aiming a bit more challenging, yet giving the player the tactile feel of moving with your hand.

When I play Metro 2033, I like to play in 3D Vision with ironsites. It gives a much more authentic feel to the game.

That actually sounds pretty cool. Indeed you are arguing for not having 1:1 mouse movement to screen movement. I agree.

As much as you are not making the argument that Kb/M is more "real" due to the lack of acceleration or assist it seems that one way or another it really comes down to learning whatever sort of sway or handicap or assist system the game has in it. So it seems that one way or another to make it more "real" actually involves some sort of algorithm between your controller/mouse and the action shown on the screen.

Adding to what you said, what would be cool is if the mouse could have variable friction or inertia.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
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That actually sounds pretty cool. Indeed you are arguing for not having 1:1 mouse movement to screen movement. I agree.

As much as you are not making the argument that Kb/M is more "real" due to the lack of acceleration or assist it seems that one way or another it really comes down to learning whatever sort of sway or handicap or assist system the game has in it. So it seems that one way or another to make it more "real" actually involves some sort of algorithm between your controller/mouse and the action shown on the screen.

Adding to what you said, what would be cool is if the mouse could have variable friction or inertia.

No way is going to be real short of having actual guns, but controlling a mouse, gives a more free motion feel to gaming. You feel more connected to the action, as your motions are mimiced on screen. This is one of the things I like the most about the mouse when playing a FPS. As far as some handicaps, or rather, adding some sway to your aim and what not, that just goes to add more realism to it. If you've ever aimed a gun, you know you can't hold it perfectly still. And unless you have a laser target, you don't get an + at the target either.
 

BSim500

Golden Member
Jun 5, 2013
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The thing is that a mouse was so fast that to keep it challenging the game would have to supply many more enemies moving much faster to keep it level.

That's precisely what defines games like Doom & Serious Sam though, and why the levels are typically more open & larger "arena" and less "corridor". Wouldn't be the same if it were just you vs 2-3 zombies at once at a leisurely pace... I'd have long slit my wrists if FPS gameplay from 1993-2015 was exactly the same homogenized formulaic "cover-based, 2-weapon limit, hide and autoheal when you get hit" overly-cinematic stuff of today. There needs to be varied styles of play over time even within the same genre, or the whole thing goes stale. After being burned out on Arena "twitch" shooters (Doom, Quake, etc) by late 90's, there was a choice of fresh feeling first-person games (Thief, Deus Ex, System Shock, Morrowind, Giants: Citizens Kabuto, NOLF, etc). Today many of us are burned out on "identikit template" modern FPS's yet still waiting for that "new" thing. In fact, it was hilarious to hear some of the "OMG, this is actually FUN" comments when Wolfenstein TNO came out or "This sucks. You run at 30mph and it's too hard for me." of re-released Rise of The Triad. Welcome to the 1990's kids... :biggrin:

And I suppose to players of the Kb/M setup challenged the game would become more "hack and slash" or "shoot everything on sight" than the gamepad version.
PC-optimized FPS have a different "feel" no doubt about that. Other genre's though have the same thing out of necessity - with RTS's (of the "designed or PC" kind like AoE2), it's that rapid series of accurate clicks, the ability to have 20-30 keyboard hotkeys for adding to building queue's without having to scroll back & forward across the map, etc, that renders gamepads rather difficult. The biggest problem though is that even if you eliminate the K&M vs gamepad thing - playing a mouse at 10ft or a controller at 2ft works perfectly with the same level of skill - you've still got the 2ft vs 10ft UI differences. Oblivion & Skyrim are unplayable for me at 2ft to many without SkyUI / DarnifiedUI.

Maybe I'm a dumbed down person but I really could not get into any game with a 40 spell bar. It's just too much for me. I thought Skyrim's crafting and enchanting etc. was about as complex as I want to deal with and it was handled just fine with a gamepad.
Both NWN's 36x and DAO's 40x slots didn't feel "complex" to play though. Nor does Divinity: Original Sin's 50 slots. I regularly filled up 30-35 slots in DAO even with a Rogue (various traps, poisons, grenades, stealth, pickpocketing, etc). By showing them all in a 40-slot bar, gameplay was actually smoother and easier than having to pick one out of a sub-menu / inventory each time. When you have to do that again & again with only 10x quickslots you end up not bothering leaving you with an inventory full of "11th-20th most powerful" items stuff you never use because it's too much hassle to quickly access them. It also made it easier to "group" them with a gap in between making it faster to visually recognize them. Same with mage builds - having 40x slots and 70x spells is not about using them all at once - it's about keeping a very long 60-80hr game fresh by being about to change them halfway through. Eg, DAO with spammed fireball, etc, "primal" spells gets boring after while. But switch to Blood Magic or Entropy 40-50hrs through the game, and things stay fresh. This is one thing those who said nerfing DAO's 66 to 17 spells in DAI "wouldn't affect gameplay" are simply wrong about.

DAO's quickbar was also variable sized - if you only wanted 10 slots, shrink the bar to show 10 slots. DAO is popular, highly rated and massively hyped because it's flexible and lets the player play how the player wants and not be railroaded into the developers vision of how the player "should" play. That's what "player centric" DAO got right and what many other "developer's vision centric" RPG's get wrong.

I think what is sad, I suppose, is for fans of a series that was designed for Kb/M that now has become a totally different game to lose their game. It's like a whole new game and the old game is no longer with us only the name is.
^ Nailed it in one. Hopefully Witcher 3 has learned some lessons from other recent RPG's failures. At the very least they've said "no QTE's" - another 'consoley' mechanic which often feels cheap & tacky (sometimes even childish) on a PC + K&M.
 
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BSim500

Golden Member
Jun 5, 2013
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One simple thing that can make the mouse more challenging than most people typically play, is to take away the crosshair at the target, and force people to aim down the shaft of the gun. Some games have also made the mouse behave in a manner more like someone trying to aim with a gun, where it sways a bit, and has acceleration built into the game engine, which also makes aiming a bit more challenging, yet giving the player the tactile feel of moving with your hand.

Indeed you are arguing for not having 1:1 mouse movement to screen movement. I agree. Adding to what you said, what would be cool is if the mouse could have variable friction or inertia.

Agree with what you're both saying in theory, but in practice non 1:1 screen movement often translates to "broken mouse acceleration" as people use different mice with different dpi's which don't always have the same effect when devs try and "experiment" with a static "inertia" mechanic. Likewise, devs who try and introduce "gun wobble" usually overdo it - just as they still can't get even the far simpler head bob mechanics right after years of trying without it ending up "giraffe in a surgical collar simulator" in many popular FPS games...
 
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I have to agree. I can't understand why they don't make PC the lead platform since the consoles are mid range PCs. It's got to be easier to cut settings down for consoles. Instead they have added GW "features" like putting lipstick on a pig. Yes they don't really work all that well and simply use up resources for things that hardly make a difference.

As for Kb/M support I suppose they don't mind alienating their core fanbase? Maybe in looking towards "greener pastures" they may lose what they have. It does look like Kb/M support will be tacked on.

unfortunately, console is where the money is. and they have standardized hardware, so optimization is easier. And this is my own opinion, but i think devs ultimately realize that even if pc games are poorly optimized, that will just drive more to buy it on console.
 

bystander36

Diamond Member
Apr 1, 2013
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Agree with what you're both saying in theory, but in practice non 1:1 screen movement often translates to "broken mouse acceleration" as people use different mice with different dpi's which don't always have the same effect when devs try and "experiment" with a static "inertia" mechanic. Likewise, devs who try and introduce "gun wobble" usually overdo it - just as they still can't get even the far simpler head bob mechanics right after years of trying without it ending up "giraffe in a surgical collar simulator" in many popular FPS games...

I realize that competitive gamers would cry about such things, but they do exist in single player games, just not often. It could be easy enough to offer both mods. They do with ironsites. And I'd argue that the sway or wobble that exists in the games I've tried is actually pretty tame compared to real world aiming. It really is not easy to hold a gun perfectly still.
 

Spjut

Senior member
Apr 9, 2011
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unfortunately, console is where the money is. and they have standardized hardware, so optimization is easier. And this is my own opinion, but i think devs ultimately realize that even if pc games are poorly optimized, that will just drive more to buy it on console.

I also believe the studio wouldn't have the same amount of resources if it weren't coming out for consoles. PS4 and Xbone + PC is a much bigger market than just PC.
 
Aug 11, 2008
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@ BSim

Looking back on DA:I, probably the worst "consolization" they did was limiting the spell slots to 8. When I played DA:O, I thought the quickbar slots were way more that needed, but at least the option was there, you did not have to use them. I played DA:I as a mage, which is probably the class with the most need for a lot of quickbar slots. I really hated when I got to the higher levels that I had to pick powers that were passive, just because I had no more slots to assign active skills to. The problem really showed up when I started adding power to the Knight Enchanter speciaization. I actually had to remove some powers to use new ones.
 
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