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Joined 1 year ago
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Cake day: June 11th, 2023

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  • For missing the FOV option, most of the time it’s some boneheaded decision to keep the console and PC games identical, as the console versions are optimized to handle exactly the amount of stuff that could be on the screen at once with the default FOV. There really is no real reason not to add it in the PC version - quite a few games do have a disclaimer akin to “If you increase the FOV, you might see graphical glitches”, but that’s fine.
    As for the super ultrawide there is an actual obstacle, the UI. You often can’t use the same one as you either have them horribly stretched, sitting in the middle kinda blocking your view or spread uselessly all the way at the edges. So someone has to actually do some work to make it work.

    As an example, here’s Starfield super ultrawide comparison between the default FOV and 120 degree FOV. You can imagine the performance cost and possible visual glitches you might get from doing that.




  • But there would be no-one to do so. In a copyrightless world George R.R Martin would need to have another job to pay the bills and wouldn’t be able to dedicate his time for writing, and HBO or anyone else pouring massive amounts of money to create shows also wouldn’t be able to exist as they would gain no profit from what they do as their creations would also be in the public domain. Unless you live in an utopia with universal income and replicators that completely eradicate any need for money or ownership of anything, copyright itself as a concept is vital, the issue is just how corrupted the current system has become - which is mostly due to the greed of Disney.








  • Usually they don’t. Something like Horizon Forbidden West credits almost 3500 people even though Guerilla Game has less than 500 employees, most of the rest is absolutely massive bloat from different outsourced teams and Sony departments - like the “Head of Opportunity Markets Business Operations Tim Stokes from Sony Interactive Entertainment Inc.: Global Business Operations” was undoubtedly very important for the development of the game.

    As for Baldurs Gate 3, Larian Studios currently has 450 employees in 6 different locations, so they are actually around the same size as Guerilla. I wouldn’t be surprised if the credits end up being well above a thousand people (D:OS2 has around 500 credits even though Larian back then had only 130 people).