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.

  • Qwaffle_waffle@sh.itjust.works
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    7 hours ago

    Subtitles. I wish I could have suuttiles for halo, the early games. It’s getting better these days, and should be a setting accessible before starting the game (not after the intro movie, I’m looking at you vanilla wow).

  • Owl@mander.xyz
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    13 hours ago

    Save&quit at any time

    So I can just boot up the game, play for 15 minutes and go do other stuff

  • Krompus@lemmy.world
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    13 hours ago

    You just reminded me of a funny feature I found in Elite Dangerous (space MMO) to prevent combat logging (quitting suddenly during combat like a little b***h): if you press Alt+F4, the game doesn’t immediately exit, but shows you a Quit dialog (to main menu or desktop), and there’s a lengthy countdown if you’re near hostile ships. :)

    Doesn’t prevent it entirely, but I thought it was pretty crafty.

  • saplyng@lemmy.world
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    17 hours ago

    If your game supports controller give me the option to change the button faces to whatever I prefer. Some people like Nintendo button layout, others PlayStation, other Xbox. Whatever it is, don’t hard code one set - they’re just some pngs, support them all.

    • yeehaw@lemmy.ca
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      15 hours ago

      I should probably know this, but what’s the deal with full screen vs windowed full screen? What’s the difference?

      Also why do people wanna play windowed? Maybe depends on the type of game…?

        • yeehaw@lemmy.ca
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          5 hours ago

          Oh I see this makes sense. And theoretically better performance in full screen?

          • thermal_shock@lemmy.world
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            4 hours ago

            I never saw a major performance difference, but being able to switch windows without the game possibly crashing is great. Especially in single player games, sometimes you just need to pause and check laundry, or check email. Alt tab and good to go.

            That’s the benefit I use it for. Some games force minimize when you tab off and they can crash when you try to tab back to them.

      • smeenz@lemmy.nz
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        13 hours ago

        There used to be a noticeable graphics performance boost to an app when in full screen mode, but that was back in Windows 7 days and may not be true any more.

    • Hupf@feddit.org
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      16 hours ago

      Genuine question: what issue does this address? Are there graphics driver issues with regular full screen in some cases?

      • thermal_shock@lemmy.world
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        14 hours ago

        Some games minimize and try to lock your mouse to the game if you alt tab out. Windowed mode makes it pretty much seamless, pain free. No difference I ever found, just easier to alt tab out and check a map, take notes, pause and watch a video.

  • discostjohn@programming.dev
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    15 hours ago

    Colorblind options that let me specifically choose the color of each HUD/UI element. I don’t want an overlay for the whole game, I just want to be able to distinguish icons in the UI that might have color-coding too similar for my eyes to perceive at a glance

    • Bosht@lemmy.world
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      21 hours ago

      I cannot name the amount of times I’ve tried to press escape and skipped a cut scene when all I’m trying to do is bring up the menu to pause. I’ll add to this ‘cinema mode’ which some games have. Let’s you go in and view cutscenes again. Should be standardized.

    • Victor@lemmy.world
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      13 hours ago

      I dunno… Depends on the game. If you make a window wide enough you’d start seeing what’s behind you, and that might not be very fair in certain games lol. It might not be very easy to aim but that can be learned. 😅

      • Appoxo@lemmy.dbzer0.com
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        11 hours ago

        Well…
        I could also set my own resolution with the config files (rocket league at last at the time allowed it) or I also could set my own resolution in my gpu driver.

        So what’s the issue then?
        For example, I can’t choose an ultrawide 1080p resolution in Cyberpunk2077.
        Any game usually let’s me set the usual values (like 1920x1080, 1280x720, 4:3 resolutions, 16:10 resolutions, etc etc). So why not let me choose the custom resolution of 2560x1080p ???

        • Victor@lemmy.world
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          5 hours ago

          I’m just saying in certain games setting your custom resolution could be considered cheating.

          For example in competitive first person shooters, if you play on a 16:9 monitor, and you set the resolution to be a ratio much, much wider than your monitor, you will see all the way around the player in 360°. This is how graphics projection math works. Or it did when I last dabbled in writing a graphics engine.

          So I can understand some games not allowing certain odd ratios and FOVs in combination.

          Otherwise I agree, of course we should be able to set a resolution that matches our monitors that we have. 😊👍

  • Auth@lemmy.world
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    21 hours ago

    Every game should have the option to toggle motion blur off, toggle frame gen and upscaling off.

  • RampantParanoia2365@lemmy.world
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    19 hours ago

    Ohh, that type of setting.

    One option I really appreciated in Uncharted 4 was the ability to restart cutscenes, and I wish it was in every game with cutscenes.

  • Ephera@lemmy.ml
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    1 day 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…

  • Sunsofold@lemmings.world
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    1 day ago

    I’m not sure about every game but I’d like to see a lot more games do what Rebel Galaxy did and let you set up paths for custom OST. No game dev can license the perfect soundtrack for every player, but it’s great to be able to slot in what I feel makes the perfect soundtrack. Some people want their fight scenes to be scored with DMX, some want Burzum, and some want the Cronos Quartet. Let them all find their moment.

    • yeehaw@lemmy.ca
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      15 hours ago

      For this reason, “if”, by mindless self indulgence always brings me back to wipeout HD on PS3.

      I had that album set and it sure was an anger for that game.

      “Never wanted to dance with nobody like you!”

    • Sal@lemmy.worldOP
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      24 hours ago

      I personally love that Rockstar has been allowing this by letting people set up their own radio that plays in-game. I myself have 763 songs on my GTA V/Online Self Radio :V

  • SCmSTR@lemmy.blahaj.zone
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    1 day 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.

    • MajorasTerribleFate@lemmy.zip
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      15 hours ago

      Every time I see a slider for any damn setting that ends up going from, say, 3.48 to 3.51 unless I go REALLY SLOWLY, in which case maybe it goes 3.48 3.49, 3.51, or whatever nonsense where I can’t just get my nice round number. Let me type the stupid number.

    • Bosht@lemmy.world
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      21 hours ago

      Fucks sake this for me. Why the fuck there isn’t standardization between games on this is beyond me. I have to go through fucking with mouse sensitivity on every damn game. This is part of the reason I died out of multiplayer tbh.

    • furry toaster@lemmy.blahaj.zone
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      1 day 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