Hear me out. A few games have shader installations that will usually apply any new settings you put down AFTER you restart the game, and a lot of other games have graphics settings that will only apply after you’ve rebooted the game.

I don’t think it would cost developers ANY amount of money or any significant development time to add a “Reboot game” button (or toggle) every time the player presses the quit button, or give the player a prompt every time they change a setting that requires a game restart (like in both PC versions of GTA V).

I also think ANY game should have a “full potato” mode capable of running in older computers with NONE of the fancy graphics stuff that we have access to today, despite having a decent computer now.

  • Ephera@lemmy.ml
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    1 hour ago

    I also think ANY game should have a “full potato” mode capable of running in older computers with NONE of the fancy graphics stuff that we have access to today, despite having a decent computer now.

    Problem is that the fancy graphics stuff isn’t just additive.
    For example, raytracing is actually relatively simple to implement, since you just make light behave like it does in real-world physics, according to a couple relatively straightforward rules and material properties.
    Lighting without raytracing involves tons of smokes and mirrors hacks and workarounds. For example, mirrors were often faked by building the same room behind the wall, with everything inverted, including the player character’s animations.
    So, making a game with potato graphics typically requires building a second version of the game.

    Of course, there can be a mode that does just turn off the additive stuff, so only that which does not require changing the game implementation. But that can just be one of the graphics presets…

  • dil@lemmy.zip
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    2 hours ago

    Grappling hook with freedom on wear to place it, swinging physics, idc if it makes sense, ill take it in all games. And wingsuit gliding, I may have been one of the only few ppl online who liked that in battlefield. Such a funnway to traverse the map.

  • SCmSTR@lemmy.blahaj.zone
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    11 hours ago

    Enterable values for mouse sensitivity.

    No sliders.

    I’m talking, down to at least the thousandths place decimal, and up as high as I fucking want. This allows your mouse sensitivity to not only account for how you play, but also how everybody else plays.

    And if you’re one of those devs that has the aiming be different than mouse cursor, or even MULTIPLE mouse cursor speed settings, HAVE ENTERABLE VALUES FOR THOSE TOO!!

    Sometimes I’m at 1% and it’s too high still.

    Sometimes I’m at 1% and it’s too low and 2% is too high.

    • furry toaster@lemmy.blahaj.zone
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      9 hours ago

      also, a standard to mouse sens values, a value of 10 should be same across everything, games made in the same engine usually handle the values the same which is great, I for example have the same sens across all source games, but this usually doesnt carry to diferent engines let alone random one off games with custom engines

  • Gonzako@lemmy.world
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    12 hours ago

    An FOV slider. I don’t care if you’re a 2D game, you’re honoring totalBiscuit

  • Credibly_Human@lemmy.world
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    9 hours ago

    Gameplay settings menus that allow you to turn off gameplay mechanisms you simply don’t enjoy, or tune them.

    I’m talking about ones that are like one line of code being set to true instead of false etc. That type of thing.

    Basically things like that and the Atomfall gameplay/difficulty settings menu

    I don’t give a fuck if some pretentious asses “artistic vision” requires the player to backtrack half way across a level on every death or thinks a shitty minigame should be played no less than 153 times every play through. I want to be able to just turn off the unfun shit, and leave on the fun shit.

    This is a game. I don’t care if the developer thinks X Y or Z adds to the experience. If I don’t, within reason I should just be able to turn it off.

    • RightHandOfIkaros@lemmy.world
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      3 hours ago

      I don’t give a fuck if some pretentious asses “artistic vision” requires the player to backtrack half way across a level on every death or thinks a shitty minigame should be played no less than 153 times every play through.

      Then just don’t play that game or use cheats (if its a singleplayer game)?

      I don’t see why a game developer needs to intentionally provide an option to remove mechanics they designed a game around just to please someone that doesn’t want to play the game as they designed it.

      • Credibly_Human@lemmy.world
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        3 hours ago

        Then just don’t play that game or use cheats (if its a singleplayer game)?

        Alternatively, the devs could just have those options, as some games do, and everyone is happy.

        You have such a weird gate keeper take here.

        This is a wishlist. No one is forced to do anything by me saying this is my preference.

        You are stanning for a nonexistent idea of a game. This is an unbelievable level of gatekeeping.

        • RightHandOfIkaros@lemmy.world
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          1 hour ago

          Lets talk about QTEs as an example. Because for QTEs, a developer can easily add an option to entirely circumvent them, with just a single boolean and a single line of code in the QTE input method.

          I think that, for accessibility reasons, it is perfectly reasonable to ask for an option to switch between tapping a button and holding a button to complete a QTE. I think it is unreasonable to ask developers for an option to completely remove QTEs from their game (such as auto-succeed/auto-complete). For many games, this would turn an interactive part of the game which is normally followed by an uninteractive cutscene into an uninteractive cutscene immediately followed by another uninteractive cutscene. Players that disable QTEs could easily be sitting through very long stretches of uninteractive parts of the game instead of interacting with the game, leading to those players complaining about long cutscenes since they usually completely forget they disabled QTEs.

          Shenmue has Quick Time Events. A lot of them. If someone hates QTEs, it would be better for them not to play the game at all than to play without them. It is a core part of the intended experience that enhances the player’s time with the game. You get to interact with the cutscene instead of dropping the controller and turning off your brain. As a player, you pay more attention and keep your controller ready because at any moment you could be hit with a QTE and you want to be ready for that. You as a player have anticipation, excitement, nervousness, fear, etc that the developer makes you feel using mechanics like QTEs. You are more engaged with the game than someone that wants those deleted from the game, and in the end that means you will get more enjoyment out of the game. Someone that wants that turned off wants to play a different game.

          Not every game is made for every person. And thats okay, thats good even.

    • hamsda@feddit.org
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      8 hours ago

      I’m talking about ones that are like one line of code being set to true instead of false etc

      I don’t know how many, if any, settings matching the true/false + 1 line of code restraints even exist.

      If you can change a setting, even if it’s a binary choice, someone had to think about, implement and test everything pertaining to these choices.

      Depending on what kind of mechanic we’re talking about and how deeply integrated into the rest of the game this mechanic is, that could be a big task.

      • essell@lemmy.world
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        8 hours ago

        Checkout the custom settings for Ixion.

        Its exactly what they’re asking for, and it works well

        Increasingly seeing this in games, and I love it.

      • Credibly_Human@lemmy.world
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        7 hours ago

        don’t know how many, if any, settings matching the true/false + 1 line of code restraints even exist.

        Absolutely. For example, turning off running out of stamina, removing item loss, turning off minigames is close.

        There are tons. Atomfall has a ton of options that are similarly simple.

        If you can change a setting, even if it’s a binary choice, someone had to think about, implement and test everything pertaining to these choices.

        Nah. Some choices just arent that complicated. I think you’re over complicating it. We can especially see that this is true in many games where things are modded in. Like in Cyberpunk, just not having to play the minigames is a better experience imo. Like its slightly more than the one line hyperbole, but not much.

        Depending on what kind of mechanic we’re talking about and how deeply integrated into the rest of the game this mechanic is, that could be a big task.

        I feel like you’re getting away from the spirit of my comment here/getting carried away with finding exceptions and technicalities to this thread about no game in particular and hypothetical wishlists of features.

        • hamsda@feddit.org
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          7 hours ago

          I didn’t mean to get caught up in exceptions or exaggerations. I’m no developer either, so I have zero background-knowledge about game-development or game-engines.

          Though as I work in IT (again, no developer) and live within a zero-IT-knowledge friend circle, I tend to try and shine a little light on some things that, to the outside, might seem simple but maybe aren’t. I guess sometimes I’m trying to err on the side of caution a little too much.

          I definitely think there are a few of those one-line, true/false settings that could just be toggled, especially things that are handled by the engine instead of the game-logic itself, though I cannot speak of experience here.

    • qarbone@lemmy.world
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      9 hours ago

      I disagree because it solely approaches games as some sort of “electronic commodity” and outright despises a development group’s artistry.

      Sure, not every game is trying to be art. But games have long gone beyond the realm of simply “entertain me”. That opinion is like saying “books should be made in a way that allows users to change the story whenever and however they want.” It is something you can do but there’s no imperative to cater to it.

      • Credibly_Human@lemmy.world
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        7 hours ago

        I disagree because it solely approaches games as some sort of “electronic commodity” and outright despises a development group’s artistry.

        This is meaningless pretentious gibberish. It’s like saying that watching movie on an unintended device is disrespecting the playwright.

        Why should your desire to put entertaining past times on a pedestal restrict what I should be able to do.

        If you feel that way, then play games as they intend. There is no reason to be against other people having an option just because you don’t like it.

        You are in essence gatekeeping enjoying a video game as a concept. Like people must enjoy them the way you envision.

        That opinion is like saying “books should be made in a way that allows users to change the story whenever and however they want.” It is something you can do but there’s no imperative to cater to it.

        This makes no sense at all as an analogy. Books don’t run on game engines and don’t have recycled bits of logic that game mechanics are comprised of that can be mass changed to great effect. The feature you’re describing would require the equivalent of writing the book a million times over. The changes Im describing are often accomplished on day one by modders, or just included by the developers as a quality of life feature set.

        • qarbone@lemmy.world
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          59 minutes ago

          You are in essence gatekeeping enjoying a video game as a concept. Like people must enjoy them the way you envision.

          What an incredibly inaccurate statement. I love modding video games, I spend more time modding video games than I spend playing video games. I understand that the vision developers have doesn’t often align with what I want from their product.

          I don’t agree that developers should be spending dev cycles making a game functional for a user that turns off any configuration of gameplay mechanics.

          Saying you can just set a variable from “true to false” is so laughably misunderstanding what goes into software development much less game development that it sounds entitled. What gameplay mechanics are you even saying should be configurable? All of them? Just turn off the combat in a fighting game? At what point is a gameplay mechanic integral to the genre/experience? And who is the person or persons that decide?

          Developers should be free to create what they want, and the end user is free to mod it however they want. That includes, for the devs, not purposefully obfuscating things so that modding is more diffcult.

  • termaxima@slrpnk.net
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    12 hours ago

    A combined off switch for TAA, Ray Tracing, DLSS, frame generation, and all of that nonsense.

    I hate that games now turn to soup when in motion, even with motion blur off.

      • termaxima@slrpnk.net
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        3 hours ago

        Ray Tracing is still not good enough and needs “de-noising” which basically just blurs the image.

        DLSS is also absolutely horrible for blur. I would rather have a clear pixelated image than an upscaled mess. (And AMD superFX is barely any better)

    • SCmSTR@lemmy.blahaj.zone
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      11 hours ago

      A combined button would be great, but just having all of these settings able to be directly turned off would be great.

  • BlameTheAntifa@lemmy.world
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    18 hours ago

    Chromatic aberration and film grain. If your game has either of those and no way to turn them off, I wish you a slow, painful death and I will probably refund it.

  • teawrecks@sopuli.xyz
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    16 hours ago

    Adding a reboot button is ONLY necessary if the game isn’t made correctly. There is otherwise no reason to ever need to restart the game. I would see the addition of a restart option as lazy or an admission of failure by the dev.

    • Katana314@lemmy.world
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      7 hours ago

      I could still see it as an admission of imperfection.

      Arc Raiders includes an “unstuck” feature. They’re aware their physics system isn’t infallibly perfect, and getting stuck permanently could lead to loss of hard-earned gear. So, if a player is in one spot for more than a minute, they offer an option to teleport you to a safe place a few feet away.

  • LiveLM@lemmy.zip
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    22 hours ago

    An option to choose what controller glyphs I want to use (Xbox, Playstation, Nintendo, directional) and a option to always use those glyphs even when mouse input is detected, so I can use Gyro without the glyphs constantly flickering ☺️

    • CileTheSane@lemmy.ca
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      3 hours ago

      I prefer the 4 circles glyphs that shows the appropriate face button highlighted. It’s device agnostic and helpful when I’m switching between playing on my Switch and playing on my PC with an Xbox controller.

  • hikaru755@lemmy.world
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    24 hours ago

    Not quite a setting, but every game should be required to tell you how long ago the last save was when you quit the game. I absolutely don’t understand why it’s only a tiny minority of games that does this, it is such an obvious thing to do

      • hikaru755@lemmy.world
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        10 hours ago

        I’m thinking specifically when you exit the game, and it says “Are you sure? All progress since you last saved will be lost”, it should just have an additional “(last saved 2 minutes ago)” line in there. I think the recent Spiderman games did that, iirc

        • SCmSTR@lemmy.blahaj.zone
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          2 hours ago

          Ah yeah, then absolutely. Warning you that you may be fucking up and then having you quit on faith is an insane move by a dev.

      • Kangy@lemmy.dbzer0.com
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        11 hours ago

        Well yes and no. Stellar Blade for example. When you click exit to desktop it pops up the usual unsaved data will be lost stuff but also has a timer below it showing when the last save was made