Alex is never on vacation lol. He’s posting here!
PSN may be heading to PC/deep integration, GPU prices falling of a cliff.
Alex is never on vacation lol. He’s posting here!
PSN may be heading to PC/deep integration, GPU prices falling of a cliff.
Alex is never on vacation lol. He’s posting here!
'Direct Storage' is listed in the game files so at some point they've messed around with it and added it to the engine so not quite sure what you're talking about?Unless the DirectStorage APIs are 100% identical to the regular file I/O, then you wouldn't just be able to swallow one set of API calls for another.
If it was that easy, Microsoft could just implement an option higher up in the OS, along the lines of the compatibility flags.
'Direct Storage' is listed in the game files so at some point they've messed around with it and added it to the engine so not quite sure what you're talking about?
Microsoft may well have have experimented with DirectStorage but you said "Hex edit to enable Direct Storage in the game". You would need to hex edit and change the call of every regular Windows/NTFS I/O API call to the DirectStorage API equivalent - assuming there are equivalents and - the big assumption - that the APIs take the exact same parameters as the long-standing I/O API calls.
I think this is incredibly unlikely, at the very least you would expect DirectStorage to support, possibly require, more fine-grained prioritisation and provide more flexibility with regards to targeting the destination of read data. If it was really easy to support DirectStorage, every game would offer it with virtually zero effort to the developers.
'Direct Storage' is listed in the game files so at some point they've messed around with it and added it to the engine
Hex edit mod to disable the annoying forced sharpening in Spider-Man.
I always thought it didn't look 'right' compared to when I played it on PS and now seeing this, this is it...
It's the sharpening, I could never put my finger on what it was.....
Thanks for sharing..
Yes, sharpening filter. That's the same trick used by Xbox One launch games against PS4 ones. Very odd that Nixxes thought it was necessary. Nobody complained the PS5 game was not sharp enough as far as I know.
It's not really the sharpening, at least not the issue with the egregious specular aliasing which is the most prominent difference in image stability. I tried this and it made very little difference. It's primarily an issue with their DLSS implementation.
We also have no idea if the PS5 isn't using some level of sharpening either.
Fixed various ray-tracing related crashes, including a crash that would occur when enabling ray-tracing on PCs with Intel Ivy Bridge CPUs.
The latest patch includes a sharpening slider, and fixes the white artifacts on buildings. It's like Nixxes are reading this thread!
Also I wonder if the new crowd/traffic spawn rates now more accurately reflect the console settings. I believe this is one of the settings Alex was unable to match to console level.
NB. they also improved HBAO+ and DLSS in the previous patch 5 days ago.
Why are you talking about Microsoft?
The GAME itself references Direct Storage in it's own files which is what I was talking about that a hex edit may or may not enable it, Microsoft were never part of what I was saying.
You seem to be mis-reading or ignoring this part of what I said when referring the game and the developers who ported the game, not Microsoft.
The only way a hex edit could enable DirectStorgae in Spider-Man, is if the game already includes a completely operational DirectStorage implementation that is disabled.
It MAY even be functional and just waiting for a patch to enable.
Which is exactly what I was alluding to being a possibility if you bothered to understand what I was saying correctly, next time if you don't understand then ask instead of coming at me with your condescending tone and explaining something to me that I'm already aware of.
That would be thousands, probably tens of thousands of hex edits. Every part of the game that dealt with I/O, steaming and assets would need to be changed to use that DirectStorage branch of code of I/O, streaming and asset management.
Or maybe just a single one.
How? Please explain in software engineering terms, a single hex edit could swap the entirety of the I/O for the game? How do you envisage the game is structured for a single edit to change everything? use C, use pseudo code.. go nuts.
You've never written a remotely complex programme calling Windows APIs have you? This isn't an attack on you here, most people haven't, I'm just trying to gauge your experience in writing code - particularly involving any file of I/O necessitating the reading or writing of data from a filesystem.Why would the whole I/O need to be changed?
You make a single edit to swap the game from the normal 'traditional' I/O over to the implement Direct Storage system.
You've never written a remotely complex programme calling Windows APIs have you? This isn't an attack on you here, most people haven't, I'm just trying to gauge your experience in writing code - particularly involving any file of I/O necessitating the reading or writing of data from a filesystem.
I'm assuming the answer is no, in which case I simply wouldn't know where to begin to explain how complex what you are proposing is and why a single, or handful, of hex edits couldn't achieve this.
I think his hypothesis is that an entire DirectStorage based IO stack has already been implemented into the game as an alternate path, but isn’t being used for whatever reason. E.g., perhaps the implementation is complete, but testing/validation was incomplete and the devs decided to play it safe and use the legacy stack in the shipping game. But the code paths still exist and the hex edit is meant to switch to them (per the hypothesis).You've never written a remotely complex programme calling Windows APIs have you? This isn't an attack on you here, most people haven't, I'm just trying to gauge your experience in writing code - particularly involving any file of I/O necessitating the reading or writing of data from a filesystem.
I'm assuming the answer is no, in which case I simply wouldn't know where to begin to explain how complex what you are proposing is and why a single, or handful, of hex edits couldn't achieve this.
I think his hypothesis is that an entire DirectStorage based IO stack has already been implemented into the game as an alternate path, but isn’t being used for whatever reason. E.g., perhaps the implementation is complete, but testing/validation was incomplete and the devs decided to play it safe and use the legacy stack in the shipping game. But the code paths still exist and the hex edit is meant to switch to them (per the hypothesis).
It’s certainly plausible, but is predicated on a number of independent assumptions being true. Occam’s Razor tells me that this is unlikely.
Given how deeply grained the I/O and asset management would be in a game like Spider-Man, which is predicated in streaming in the city around you at all times, there you have to be two independnet entire code bases in the one binary and which could be flipped at the start from a hex edit. Chance of that? 0.0%. It makes literally no sense to build and distribute a game in this way.I think his hypothesis is that an entire DirectStorage based IO stack has already been implemented into the game as an alternate path, but isn’t being used for whatever reason. E.g., perhaps the implementation is complete, but testing/validation was incomplete and the devs decided to play it safe and use the legacy stack in the shipping game. But the code paths still exist and the hex edit is meant to switch to them (per the hypothesis).
It’s certainly plausible, but is predicated on a number of independent assumptions being true. Occam’s Razor tells me that this is unlikely.
Sir, give me your bank details, I would like to buy you a coffee!