on steam at the moment, Cyberpunk is 20.99.
Switch 2 version is 69.99
πthanks for trying nintendo.
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on steam at the moment, Cyberpunk is 20.99.
Switch 2 version is 69.99
πthanks for trying nintendo.
If you know where to look, a certain athletic woman can give it to you for free if you're on a Steam Deck!
Wii fit trainer?
Now thatβs one fit girl.
She even gets it done in Smash.
Nah it's amΓ©lie poulain
Or you could reward CDPR for maintaining support and releasing a wonderful DLC for it with a purchase on a platform that lets you own your games (and is incidentally owned by CDPR too)
While I agree that one should support developers of games they enjoy if they are able, I recently tried another playthrough of this game and it reminded me how unpolished it is.
Things like
Perhaps games like GTA spoiled us, but I just found these too annoying to continue.
Do you know how to use said athletic woman's installers on the Steam Deck, or Linux in general?
Sometimes adding the installer as a non-Steam game and running it through Proton works, otherwise I use Lutris. You can find tutorials online for setting it up to use with FitGirl's installers.
Although specifically for Cyberpunk 2077 I had issues with the install, so I found a no-install version, I believe from DODI.
I don't know where to look. Please help
!piracy@lemmy.dbzer0.com is a good start on the sidebar
Or for me it would make CP2077 and hundreds of other games free to play on the Steam deck (since I already own them)
You can buy it on a cartridge for Switch and later resell it.
I donβt miss selling my two month old games for five dollars at GameStop.
Nintendo games have actual resale value. First party titles especially.
Normally, I would agree with you. In the case of game keys, even though I have a physical cartridge now I have to make sure that servers are still up and available for me to download a game. So the massive market for retro games is kind of null and void if youβve got a cartridge with nothing but a transferable license agreement on it and no way to actually get the game.
For someone owning both devices and actually trying to decide which version to get, both are decent in portable mode with the Switch 2 taking the lead in docked mode (as the Deck doesn't increase its power limits in docked mode whatsoever). So I'd probably get the Switch 2 version if I didn't have a desktop PC to go with my Deck, but I do, so my "docked" experience (playing on my PC) is vastly superior anyway, with the Deck getting the portable part done.
For a technical comparison it's kind of inaccurate I think. Yes, it's certainly impressive that the Switch 2 can run this game in portable mode likely consuming less than 10 watts for the entire system while producing okay graphics. And it's clear that DLSS does a lot of heavy lifting here, but:
I still think the Switch 2 is very impressive in terms of performance in portable mode, certainly more than I expected when hearing about the rumored Ampere architecture and the Samsung manufacturing process.
It also shows that something comparable to DLSS (likely FSR 4) would be hugely beneficial to PC handhelds so I hope that the Deck 2 will properly support that. Sad that AMDs Z2 series don't, but I hope Valve is cooking another custom chip with AMD soon.
You might want to look into sunshine and moonlight for streaming from your PC to the steamdeck. It means your deck will only sip battery, fans will be whisper quite, and the graphics will be stellar, all for a tiny amount of latency.
Does anyone notice much difference between 25 fps and 30 fps at these screen sizes?
I don't have one these handhelds, but in general, I've found that smaller screens make lower frame rates feel a lot less choppy.
Why would a smaller screen make framerate not matter? Textures and resolution, sure, but framerate always matters.
Because the distance (and the angle subtended within your field of vision) traveled by a moving object from one frame to the next is shorter.
The shorter the distance, the more it looks like smooth movement vs. sudden jumping.
Yes but frame rate is primarily about responsiveness, not aesthetics, which is why AI frame generation is a horseshit idea.
Yes but frame rate is primarily about responsiveness, not aesthetics,
In games that tie physics and inputs to frame rate, 25-30 fps is about a 30-40 millisecond response in the worst case; usually less. That's plenty fast enough in most games I've played. And not all games do that anyway. So I can't say I agree with your statement as a general rule.
What game do you play where that's not fast enough?
In any case, it's irrelevant to my point. The comment you responded to is explicitly about the frame rates feeling choppy. Meaning visual effect.
You also said "feel" not "look". If you exclusively meant aesthetics you should clarify it in your own comment.
Also, responsiveness is not about if something is "fast enough" it's about making the thought>action gap as small as possible for better immersion and player control. Higher FPS means there is a more consistent time from input to effect. If i press a button in a 30 fps game the input delay can be anything from almost none to 1/30th of a second (30ms, which if you played online games back in the day is not great), and there is no way to tell how much it will be. The more frames the less of a possible variance you experience.
Also all input is tied to framerate, if you have examples of games that have their input loop completely separate from framerate I'm all ears, especially given rendering is not on demand.
You also said βfeelβ not βlookβ.
I did, in order to express that I was thinking of overall sense conveyed by the visuals, rather than whether differences in frame rate could be noticed under scrutiny. Words often have multiple meanings depending on context.
[Edit: I also said "choppy", referring to the slide-show-like visual effect that most of us have seen at very low frame rates. I also described animation mechanics that are obviously about the appearance of motion. So there was no reason to assume that I was talking about the inter-frame input lag on which you are so fixated.]
you should clarify it in your own comment.
I could, but I won't. I already clarified for you twice. I'm not interested in further indulging your combative insistence on misinterpretating what I wrote, and nobody else seems to have had trouble understanding me. Bye bye.
The difference being 25 v. 30 is the murky side of DF here.
The game runs at 40fps on Switch2 in handheld and in docked with a 120hz display. DF chose to lock it to a 60hz display so the game would lock back to 30.
It's disingenuous.