So we know that we can charm some enemies to fight for us but I hope we can also make them go berserk also,preferably with coated bolts(like frenzy in skyrim or berserk darts/blades in AC BF/Unity)
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You seem to have a misconception of what compiling means in terms of software engineering. Compiling is the process of translating the written source code into processor specific binary code. Is a complex multi-step process that results in the creation of a binary executable. It requires absolutely no intervention on the part of the developers, it's automatic. If the game's source code was available, we could compile the game ourselves, me, you, everyone, provided we had all the dependencies. It literally is as easy as pushing a button.
Compiler Optimizations are nothing more than flags you can activate to make the compiler perform extra steps such as loop unrolling, function inlining, aligment, array stacking, etc, when translating the source code into binary. This will produce a faster executable. Some optimizations are architecture dependent; an executable compiled with such optimizations will perform bad on a CPU of a different architecture. Obviously these optimizations are not enabled when producing executables for a wide variety of CPUs.
What I asked is for the devs to compile the game once more after they compile the official executable but to activate more aggressive and architecture specific optimizations this time. In order no to create extra work for them, this special build would be completely unsupported and undisclosed.
As a GNU/Linux user I've compiled more software than I'd like to admit. I've also compiled plenty of code written by me. Depending on the project this process can range from trivial to gruesome. There is one thing that remains constant no matter the extent of the project: re-compiling. Once the code is compiled re-compiling will remain the same, i.e trivial a mere push of a button, as long as the code remains the same as well. To call re-compiling a project "Work" is beyond hyperbole. Any software developer will attest to that. Hell CDProject has to re-compile the game every time new code is introduced. It is an extremely annoying process due to the time it takes on large projects but it can't be called "Work".Asking the developers to compile the game again is not only asking them to do more work, it's also asking them to include that work in a finished product.
I now see your point and completely agree with you. I still believe it is their place to decide what they release and how.ou do not release code you have not tested as extensively as all the other code in the project. You do not make it available as a hidden component or via a side channel. It's simply not professional, and a sign that amateurs are driving your product development, to do any of those things.
Thinking there is no requirement for compiler optimizations is how we ended up with vanilla Skyrim. The devs felt pressured and ashamed after an "amateur" developer named Boris Vorontosov hacked some basic optimizations via dll injection into the game's executable memory, and they gave in and released a build with full optimizations. We have this "amateur" developer to thank for the fact that Skyrim runs as well on the PC as it runs today.You do not, as a matter of business practice, ever release code for which there is no requirement.
I wish microsofts hardware was not such crap!! lol... I wish for TW3 gameplay to look at least as good as Ryse Son of Rome.
I mean yeah, I wish it looked way better.. but that's microsofts fault for being cheap I guess, I might have to buy a ps4 just to play TW3, if the graphics are going to suck that bad on my xb1 what a shame.. because, I know these devs can do way better to make this game the best for us gamers, but can't because the xb1 one is a gimp, it's not fair to the devs or gamers Waaaaaa lol..
The graphics don't appear to actually "suck" on any platform. The Xbox One has performed better than anyone thought it would with this game. They've put a lot of effort into making it look good on all platforms, and it shows.
If your definition of "not sucks" requires good performance at 1080p, though, they haven't promised that they can get the Xbox One up there, but it's not for lack of trying.
I would really like to see options for minimalistic interface. Some of the people who were lucky enough to participate in the hands-on event (as well as some devs if I recall correctly) have compared TW3 to Gothic games. Which is purely awesome. But remember how minimalistic the interface was in Gothic? I'd like the same for TW3. All the HUD elements popping up completely ruin immersion for me. I wish items / NPCs could be highlighted instead of having a name / button / action text pop up above them.
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Regarding the HUD, you will be able to change the size of the icons/fonts as well as hide certain/all elements. Hope this answers some of the questions
That's good news. I just hope it's customizable enough so folks can disable individual elements. Heck, I'd even hide it all!
I would really like to see options for minimalistic interface. Some of the people who were lucky enough to participate in the hands-on event (as well as some devs if I recall correctly) have compared TW3 to Gothic games. Which is purely awesome. But remember how minimalistic the interface was in Gothic? I'd like the same for TW3. All the HUD elements popping up completely ruin immersion for me. I wish items / NPCs could be highlighted instead of having a name / button / action text pop up above them.
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Yeah, I agree. I don't want the controls to be simplistic though (simple on and off), because we may need to have text for those that aren't speaking in English (e.g. the Nilfgaard soldiers).