

Bit late, but in theory, it should work just fine, even at 60 fps, given that the Steam Deck’s display resolution is only about half of 1080p.
Bit late, but in theory, it should work just fine, even at 60 fps, given that the Steam Deck’s display resolution is only about half of 1080p.
Use supersampling. Either at the driver level (works with nearly all 3D games - enable the feature there, then select a higher than native resolution in-game) or directly in games that come with the feature (usually a resolution scaling option that goes beyond 100 percent). It’s very heavy on your GPU depending on the title, but the resulting image quality of turning several rendered pixels into one is sublime. Thin objects like power lines, as well as transparent textures like foliage, hair and chain-link fences benefit the most from this.
Always keep the limits of your hardware in mind though. Running a game at 2.75 or even four times the native resolution will have a serious impact on performance, even with last-gen stuff.
Emulators often have this feature as well, by the way - and here, it tends to hardly matter, since emulation is usually more CPU-bound (except with very tricky to emulate systems). Render resolution and output resolution are often separate. I’ve played old console games at 5K resolution, for example. Even ancient titles look magnificent like that.
Just pirate the game. She won’t get a penny and you can play one of the better recent open world games. I’ve never particularly liked Harry Potter, even before the author showed her true colors, but I still enjoyed this game.
This is perhaps the one game in development right now that could release at any time this year, next year or the year after that and it would still perform incredibly well. It’s pretty dead-set on being the largest entertainment launch in history. In other words: They can give it all the time it needs. The only worry from Rockstar’s and Take 2’s perspective is that they need to coordinate it with the behemoth of a marketing campaign that will be accompanying its release. There won’t be a last-minute delay, but if it needs more time, they need to realize this months ahead. So far, it seems to be on track or else the CEO wouldn’t release statements like these.
Since there is no PC release at launch and since it’s only targeting four different hardware configurations for the time being (both variants of the current-gen PS and Xbox), they don’t need to worry about making it run reliably on a wide variety of systems. Just like every other AAA developer, they are probably cursing Microsoft for releasing the cut-down Xbox Series S, but given what they have achieved in the past with hardware far less powerful, I doubt that Rockstar’s tech wizards will have too much trouble with getting GTA VI to run on this affordable console.
You are right about crunch though. Rockstar is notorious for this, always has been. I hope they’ve learned their lesson by now, realized that all crunch does is make people burn themselves out for worse results, but who knows, given how secretive the firm is.
GTA V and RDR2 weren’t broken upon release, so why assume the worst with this game?
Counterpoint: There are early access games that have been under continuous active development for many years, but are also worth playing in their unfinished state. BeamNG.drive - a highly realistic physics-based driving simulation and sandbox - for example has been available for purchase for almost ten years and since then, it has seen quality updates in regular intervals. While this isn’t the developers’ only revenue stream (they are also making simulation software aimed at professionals), word of mouth and the resulting influx of new players is enough to finance the development.
I glued reflective stripes to my drone to make it more visible, for two reasons: Making it easier to see it by me and others so that people would never think I was secretly filming them.
Signal has better privacy and that’s why I’m using it, but that’s where the advantages end. It’s far less reliable. Most people are using WhatsApp.
Denuvo on decades-old games, for reasons.
It is worth mentioning that EA themselves gave Sims 2 with all expansions away for free a few years ago. This version is neither difficult to find nor to run. Sims 1 is a bit more temperamental, so there might be some value to this re-release, but I’d wait until they inevitably remove Denuvo in a few months to a year, unless you absolutely have to revisit it right now.
Edit: Apparently, Denuvo isn’t used on the old games, but instead on Sims 4 expansions included in the bundle.
Someone should compare it to the unofficial port (also, known as “Brazil project”, which has been out for a while now) and see which is working more smoothly.
Can’t wait for the inevitable mods that unlock the cosmetics without this requirement.
I vaguely recall playing one of the two about 20 years ago (looking at the screenshots, I think it was the second game). It was a bonus game on a CD of some computer or gaming magazine. Even two decades ago and this shortly after release, it felt unbelievably dated and clunky already. The PC port was also complete garbage, with lots of bugs, awful visuals even by PS1 port standards and poor controls.
If you’re nostalgic for these games, they might be worth revisiting (although you’re probably remembering them being more impressive than they actually were), but if you’re not, I doubt they are worth picking up, even with the improvements from gog.
Just to compare these two to another dinosaur game from that era that received similarly poor reviews as the PC version of Dino Crisis, Trespasser was far more sophisticated and fun, in my opinion at least - and certainly a technical marvel by comparison. It’s not just that it’s fully 3D, with huge open areas (not possible on PS1, of course), but also the way it pioneered physics interaction. My favorite unscripted moment was a large bipedal dinosaur at the edge of the draw distance stumbling - possible thanks to the procedural animations - and bumping into the roof of a half-destroyed building, resulting in its collapse. That’s outrageous for 1998! I’ve only ever seen this happen once at this spot in the game, so it’s certainly not scripted.
It’s been out for a long time, just not legally.
Nope.
Looking at the screenshots, I thought it was a port of a mid-gen PS4 game, but apparently, it’s a one year old former PS5 exclusive. Then again, this might explain the modest hardware requirements. You don’t see the minimum GPU on a AAA open world game being a GTX 1060 6 GB (a card from 2016) very often anymore. Perhaps it’ll run well on the Steam Deck, which is always appreciated. Reviews are solid enough that I might pick it up on sale.
I’m not the same user, but I’m still interested in your list.
Maxwell came out in 2014, Pascal in 2016 and Volta in 2017. Pretty long run for Maxwell in particular.
I was curious about the AMD side of things: They reduced support for Polaris and Vega (both 2017) in September 2023 already.
Thanks for the PSA, I had kind of forgotten about this wretched DRM.
It’s based on the Xbox 360/PS3 console port of the game. People figured this out pretty quickly, because a VTOL flying mission that these consoles couldn’t handle was missing from the remaster as well (later added back in with a patch). Colors are oversaturated, texture, object and lighting quality are down- or sidegraded (many not worse on a purely technical level, but different without being better for no reason, as if the outsourced Russian devs had a quota of changed assets to fill), lots of smaller and larger physics interactions are gone, because they were never part of that old console port. AI (quite a bit selling factor on the original as well, on top of the graphics and physics) is simplified as well. The added sprinkles of ray-tracing features here and there, as well as some nicer water physics do not make up for the many visual and gameplay deficiencies. On top of that, there are game-breaking glitches that weren’t part of the original.
The biggest overall problem I have with it is that it just doesn’t look and feel like Crysis anymore and instead has the look of a generic tropical Unity Engine survival game. The original had a very distinct visual identity, a muted, realistic look, but with enough intentional artistic flourishes that made it more than just a groundbreaking attempt at photorealism. You can clearly see this if you compare the original hilltop sunrise to the remaster. Crysis also had an almost future-milsim-like approach to its gameplay that is now a shell of its former self.
I will admit that to the casual player, many of these differences are minor to unnoticeable. If you haven’t spent far too much time with the original, you’re unlikely to notice the vast majority of it and might just notice how ridiculously saturated everything looks.
At the very least you can still buy the original on PC. On gog, it’s easy to find, but on Steam, it’s hidden for some reason [insert speculation as to why here]: If you use Steam’s search function, only the remaster appears. You have to go to the store page of the stand-alone add-on Crysis Warhead (the only Crysis game that did not receive the remaster treatment, likely because it was never ported to console), which can be purchased in a bundle with the original as the Maximum Edition (this edition also does not appear in the search results): https://store.steampowered.com/sub/987/
Somewhere above 720p upscaled to 1080p with the help of FSR should work for 60 fps. The lower render resolution is likely enough to compensate for the lack of VRAM. This is all theoretical, of course.
How’s your CPU situation?