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I only see stuttering after doing a quick save or quick load and it is really minimal, like a split second. Than all is back to normal. Do not see stuttering in the normal course of play.

Just making sure did you change the size of the "vt_pageimagesizeuniquediffuseonly" to your card memory, here's mine cfg file and the game runs nice without tiering.


com_AllowConsole 1
com_SkipIntroVideo 1
image_usecompression 0
g_showplayershadow 1
r_displayRefresh 60
vt_qualityhdplossless 1
vt_qualityhdppower 0
vt_qualityhdpspecular 0
vt_qualityhdpnormal 0
vt_qualityhdpdiffuse 0
vt_qualitydctpower 100
vt_qualitydctspecular 100
vt_qualitydctnormal 100
vt_qualitydctchroma 100
vt_qualitydctluma 100
vt_usecudatranscode 2
vt_maxppf 1024
vt_maxlockedpages 256
vt_pageimagesizeuniquediffuseonly2 1280
vt_pageimagesizeuniquediffuseonly 1280
vt_pageimagesizeunique 1280
vt_pageimagesizevmtr 1280
vt_minlod -1
vt_uncompressedvmtr 1
vt_uncompressedphysicalimages 1
vt_vmtrcompression none
vt_maxaniso 16
vt_restart
[/CODE]

The card I have is GTX 470. :( No money for upgrade :cry: :cry:

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Here's one for you guys, I am left handed, trying to bind the Keypad 5 key to move forward, but it wont let me, anyone know how to do it from the .cfg file instead of from within the game?

Any help is appreciated!

Thank you!

you can try opening default.cfg , change the bind "w" "_moveforward" to bind "KP_5" _moveforward and see if that helps

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For the record, iD has never really had extensive video setting options via the gui. Plus, the new engine should remove any need for such options as its supposed to be dynamic. As soon as you start hardcoding them you might actually make your gameplay and visuals worse. You shouldn't need to tweak anything once your video driver is optimized, which is not on iD.

What do you want, the screen size scaling back? ;)

you know the more I think about it, the more you are absolutely right. Sure as PC gamers, we expect to be able to mess with settings, but over the years, almost like a ritual at this point, I spend at least my first hour with a new PC game tweaking graphics setttings, making sure it can run and look as good as it possibly can. It is almost like an obsession now that I step back and think about it. Especially now that my time is much more limited these days, I would much rather just start a game, and have it do all of that for me. And I am, minus the tearing, one of the fortunate people who the game has done a great job of auto detecting, looking good, and still getting 60 FPS. So I am no doubt all for games doing this if they do it properly.

Just making sure did you change the size of the "vt_pageimagesizeuniquediffuseonly" to your card memory, here's mine cfg file and the game runs nice without tiering.


com_AllowConsole 1
com_SkipIntroVideo 1
image_usecompression 0
g_showplayershadow 1
r_displayRefresh 60
vt_qualityhdplossless 1
vt_qualityhdppower 0
vt_qualityhdpspecular 0
vt_qualityhdpnormal 0
vt_qualityhdpdiffuse 0
vt_qualitydctpower 100
vt_qualitydctspecular 100
vt_qualitydctnormal 100
vt_qualitydctchroma 100
vt_qualitydctluma 100
vt_usecudatranscode 2
vt_maxppf 1024
vt_maxlockedpages 256
vt_pageimagesizeuniquediffuseonly2 [b]1280[/b]
vt_pageimagesizeuniquediffuseonly[b] 1280[/b]
vt_pageimagesizeunique 1280
vt_pageimagesizevmtr 1280
vt_minlod -1
vt_uncompressedvmtr 1
vt_uncompressedphysicalimages 1
vt_vmtrcompression none
vt_maxaniso 16
vt_restart
[/CODE]

The card I have is GTX 470. :( No money for upgrade :cry: :cry:

Cool, I have yet to try playing with the settings, but am going to give it a whirl tonight. I am guessing I should only put the memory for one of my cards since SLi is technically not working yet.

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For the record, iD has never really had extensive video setting options via the gui. Plus, the new engine should remove any need for such options as its supposed to be dynamic. As soon as you start hardcoding them you might actually make your gameplay and visuals worse. You shouldn't need to tweak anything once your video driver is optimized, which is not on iD.

What do you want, the screen size scaling back? ;)

You're saying their game can account for the hundreds of thousands of different types of hardware combinations out there and accurately set the graphics options accordingly?

Just going by the posts in this thread alone it doesn't seem to be working very well.

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You're saying their game can account for the hundreds of thousands of different types of hardware combinations out there and accurately set the graphics options accordingly?

Just going by the posts in this thread alone it doesn't seem to be working very well.

Agreed. "Auto configuration" is something that can never be 100% reliable especially on pc's with tons of different configs. Anyone who thinks this is a good idea for a pc game is out of their mind.

As long as its optional its fine, but there should ALWAYS ALWAYS ALWAYS be plenty of in game video settings in case the auto stuff doesn't work.

it sounds good in theory, but in practice this will never be a good idea for pc games.

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So I tried out the posted cfg settings, and for whatever reason it did not work for me. I originally tried just copying and pasting the original text file posted, game would not even start. I then remembered Neo said had to change the memory to match my card, so I took his cfg file and did just that, and the game runs, but I have No Textures at all. Literally everything is just flat colors, like that one joke image posted about the difference between the console and PC versions. So is it how much memory my cards have, or is it total graphics memory according to the Nvidia Control Panel. My cards each have 1024 of onboard memory, but the total memory is 3835 IIRC (downstairs on my laptop now). I guess I will try the 3835 regardless of if I get a response, but changing that one setting to 1024, like I said, no textures at all coming in. :s

I may be one of the rare people that are better off letting the game do all of the detection on its own.

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DL, I'm with you, the settings screen is always the first stop when loading up a new game and testing out different configs to get the optimal balance. I'm just reminding many that historically, iD unlike other games has never had a huge selection of settings in the gui. In regard to Viper and trag's point though, the main push of the new engine is that it never tries to auto-detect a certain set configuration profile like most other engines do. In my limited understanding (and huge respect for Carmack's genius), its the real time calculations of the video stream (because of the texturing method) that bypasses the very limitations you are talking bout. Thats why it can also handle such gigantic textures, something no current engine could even attempt. What is the biggest issue for many? The textures - which generally look fine on the console). Its all about how it approaches the problem of scalability. Look at how well the console version holds up to the PC visually.

Think about it this way, in an MMO, you generally run a 'set' configuration that doesn't take into account location, player count, or environment details. You have to switch to a lower profile (like the RAID setting for example) to gurantee your minimum framerate won't tank in a tough battle. By allowing these settings to be fluid, you chance of ever feeling the fps drop is greatly removed. As long as power users can set the range it operates in (ie chose a lower ceiling) I have no issue. Take that away and yes, I'll be screaming murder too.

While I'm sure there will be a patch for the bugs and crashes, I'm firmly convinced that most of the performance issues are purely driver related cause it happens every time iD releases a new engine. They are one of the last bastions of OGL so nVidia/AMD are always lax to maintain it in comparisoin to DX. That RAGE's wizardry uses the very latest OGL I'll bet is a large part of the 'issues' people are seeing.

I don't know how else to explain the night and day difference the new AMD driver brought. Hell, D3 ran like relative crap on my old ATI for 2 months because they couldn't nail it down in the driver. I'm just thankful this time it took 6 hours instead of 8 weeks. Also to iDs credit, the conf file is still available for power user tweaking but I don't think it is the pancea for the current ills.

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Just making sure did you change the size of the "vt_pageimagesizeuniquediffuseonly" to your card memory, here's mine cfg file and the game runs nice without tiering.

Um that changes the texture dimensions lol. 1280 means you're using 1280x1280 textures, aka pretty **** lol.

So I tried out the posted cfg settings, and for whatever reason it did not work for me. I originally tried just copying and pasting the original text file posted, game would not even start. I then remembered Neo said had to change the memory to match my card, so I took his cfg file and did just that, and the game runs, but I have No Textures at all. Literally everything is just flat colors, like that one joke image posted about the difference between the console and PC versions. So is it how much memory my cards have, or is it total graphics memory according to the Nvidia Control Panel. My cards each have 1024 of onboard memory, but the total memory is 3835 IIRC (downstairs on my laptop now). I guess I will try the 3835 regardless of if I get a response, but changing that one setting to 1024, like I said, no textures at all coming in.

I may be one of the rare people that are better off letting the game do all of the detection on its own.

Thats the dimensions of the texture image. Set it to 8192 for the best quality textures. Some sites say the game does have 16K textures but if I change that value to 16384, I just get blue textures everywhere so 8192 works for me.

The game's auto detect general sets this to 4-5k. If you notice lag, change it in game but be sure to use vt_restart after.

At that setting this is what GPU-Z reports:

f7h.png

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Ok after 8 billion rage restarts, I have found what causes the blue screen when I enable 16384 textures and its:

vt_uncompressedphysicalimages 1

Gonna assume that if you want to enable the 16k textures, and have them uncompressed with all the other settings at max even a 3gb video card isn't enough lol. Though to be brutally honest, I cannot notice a difference between the 8192 and 16384 textures. I'll leave it to you guys to see if you can find any differences:

Settings as per my config file posted earlier apart from texture size and compressed images. Anti-aliasing is 8x.

8192 textures uncompressed: http://imgf.tw/413625210.png

8192 textures compressed: http://imgf.tw/517682155.png

16384 textures compressed: http://imgf.tw/131573894.png

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Was reading this article over at Geforce.com and they seem to indicate that vt_useCudaTranscode 2 should be used sparingly and only on 500 series GPUs. It also indicates that the vt_maxPPF value maxes out at 128 and you should be using lower values, not higher, for streaming issues. Lastly, has anyone tried the vt_cudaBudget setting? Anyone have a link to the comperable AMD commands?

So, silly question. Is there a built in benchmark?

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Was reading this article over at Geforce.com and they seem to indicate that vt_useCudaTranscode 2 should be used sparingly and only on 500 series GPUs. It also indicates that the vt_maxPPF value maxes out at 128 and you should be using lower values, not higher, for streaming issues. Lastly, has anyone tried the vt_cudaBudget setting? Anyone have a link to the comperable AMD commands?

Hm didn't know about the vt_maxPPF, thanks for that.

As for CudaTranscode 2, I have a 445M gt card (ie a mid range laptop gpu) and I rarely see my fps drop below 60. If I'm in a really crowded place with a lot going on, then the lowest I've seen it drop to is 53. I can however keep it at 60 fps 100% of the time if I drop my AA to 4x but it doesn't really matter lol.

Your mileage may vary of course, so the only thing you can really do is mess around with the settings and see what works out best. It's annoying but nothing you can really do about it lol.

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For me when I first start up a game i spend AGES playing with all the gfx settings. I like to see how it looks and how each setting and technique affects the performance and looks, it's stupid to not have advanced settings.

What if you want to have higher quality visuals at 30fps instead of 60fps?

What if you want to crank it up to the highest possible to see how your system performs to gauge a new upgrade?

What if you want to trade say post processing effects for 8x AA?

What if you want to benchmark different gpu's?

What if you want CHOICE because you've grown up a PC gamer, its one of the reasons you enjoy it more than console gaming?

What if you just wanna see what the engines capable of looking like on next gen hardware?

Mark my words, they will include gfx options in one of the first patches.

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Alrite more graphical settings for those of you who are bored like me:

com_videoRam "3072" //sets the Video Card memory Set this to the amount you have in MB
com_maxfps "60" //limits the frames to 60 can be changed to what you desire
image_anisotropy "16" //Using the highest setting here but you can set as 2, 4 or 8
image_usecompression 0
image_filter "GL_LINEAR_MIPMAP_LINEAR" //filtering for light maps
image_preload "1" //Use preload images when ever possible
image_lodbias "-1" //LoD settings
image_ignoreHighQuality "0" //Sets up for using HQ gfx
image_ignoreLowQuality "1" //ignores the low textures
image_useCache "1" //Enabled Cache to allow the textures to load properly without popping
image_cacheMegs "125" //Cache size in Megabytes
image_cacheMinK "50" //Cache minimum size in kilobytes
r_swapInterval 1 //VSYNC 1 enabled, 0 diabled
r_useHighQualityPostProcess "1" //Fore High Quality post proccessing
r_shadowsHighQuality "1" //Fore High Quality shadows
r_displayRefresh "0" //keep it so the engine doesn't double render a frame
r_renderer "best" //highest rendering options
r_multiSamples "16" //Set this to 16 or 8 if you're having low-fps as 32 is the Max Multi-sampling
r_useHBAO "1" //Ambient occlusion
r_useRenderThread "1" // 0 Disable or 1 Enable threaded rendering useful for newer cards to increase performance.
r_visDistMult "1"
r_useMotionBlur "1" //use blur
r_skipBump "0"
r_skipSpecular "0"
r_skipNewAmbient "0"
r_shadows "1"
r_cgFragmentProfile "best"
r_cgVertexProfile "best"
vt_lodBias "-1" //LoD settings

Found via: http://www.evga.com/...1255064&mpage=2

Keep in mind, those settings might incur a massive performance hit. For me, my FPS drops to 30-40.

Edit: Forget what I said, it seems to be a bug with the vsync (or maybe the way fraps reports fps when vsync is turned on) since it limits it to 30 fps. Removing r_swapinterval from my config file, and fraps goes back to reporting 50-60fps

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Ok after 8 billion rage restarts, I have found what causes the blue screen when I enable 16384 textures and its:

vt_uncompressedphysicalimages 1

Gonna assume that if you want to enable the 16k textures, and have them uncompressed with all the other settings at max even a 3gb video card isn't enough lol. Though to be brutally honest, I cannot notice a difference between the 8192 and 16384 textures. I'll leave it to you guys to see if you can find any differences:

Settings as per my config file posted earlier apart from texture size and compressed images. Anti-aliasing is 8x.

8192 textures uncompressed: http://imgf.tw/413625210.png

8192 textures compressed: http://imgf.tw/517682155.png

16384 textures compressed: http://imgf.tw/131573894.png

I will have to look at it, but I am pretty sure the 8k textures are the highest actually available in the game. From what I read in an article, there is no difference at all between 16k and 8k, because 16k are not actually there. Will have to look it up again so give me a few minutes but I'll try to find it.

Was reading this article over at Geforce.com and they seem to indicate that vt_useCudaTranscode 2 should be used sparingly and only on 500 series GPUs. It also indicates that the vt_maxPPF value maxes out at 128 and you should be using lower values, not higher, for streaming issues. Lastly, has anyone tried the vt_cudaBudget setting? Anyone have a link to the comperable AMD commands?

So, silly question. Is there a built in benchmark?

vt_cudabudget is some sort of value (I believe milliseconds) that tells the game the maximum time between frame rendering it must obtain before using CUDA. If I remember correctly the default is something like 12 ms, which means the GPU must be able to render frames in 12ms or less before the game engine uses cuda. To ensure 60 FPS, this would be set to 16 or lower, I believe 12 is the default so the game engine can account for spikes in FPS and delays between using and not using cuda. That being said, their is no AMD equivalent.....sadly, ID decided to use CUDA and not OpenCL (which is supported by both AMD and nVidia), so AMD users are left out in the rain once again. :/

EDIT: Here we go: http://www.geforce.c...w-simple-tweaks

Apparently the 16k textures only make minor differences at "the very highest resolutions at the most demanding times"...whatever that means....not sure why that would really show a difference better considering higher resolution displays generally have higher DPI, which makes lower res texture look better but physically smaller.

EDIT2: And here's the correct info of vt_cudabudget:

vt_cudaBudget

This is the budget in milliseconds that the CUDA GPU Transcode feature uses to determine when to increase or decrease workload. The default threshold is 14 milliseconds, which is well below the 16.6 needed to maintain sixty frames per second. This is deliberately conservative to err on the side of caution to ensure that even in the most demanding situations the frame rate remains rock-solid. For users seeking the absolute best image quality, the threshold can be raised, and for those seeking a consistent frame rate, lowered.

I was only wrong about the default value though. :p

More info about what the transcoding does though is in that link above, so read it if you want to really figure out exactly what it does and how it works.

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Um that changes the texture dimensions lol. 1280 means you're using 1280x1280 textures, aka pretty **** lol.

Thats the dimensions of the texture image. Set it to 8192 for the best quality textures. Some sites say the game does have 16K textures but if I change that value to 16384, I just get blue textures everywhere so 8192 works for me.

I guess I need to just play around with some things then, as when I had it at 8192, the game never loaded for me. It launched, and then just did nothing but sit there and froze. So not sure what that is about.

If you do not mind, can you just post the straight code for when you got high textures with no real performance hit that I can copy and paste? I know you have already posted it, but since there are a few different versions floating around in this thread, it would be very helpful to have the exact one I should be able to use. I prefer a constant 60 FPS as opposed to super high graphics and 30 FPS if that helps.

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EDIT: Here we go: http://www.geforce.c...w-simple-tweaks

Apparently the 16k textures only make minor differences at "the very highest resolutions at the most demanding times"...whatever that means....not sure why that would really show a difference better considering higher resolution displays generally have higher DPI, which makes lower res texture look better but physically smaller

Yeah I saw that article and I have to agree with it. I tried the 16k textures and at my resolution I saw absolutely no difference.

I guess I need to just play around with some things then, as when I had it at 8192, the game never loaded for me. It launched, and then just did nothing but sit there and froze. So not sure what that is about.

If you do not mind, can you just post the straight code for when you got high textures with no real performance hit that I can copy and paste? I know you have already posted it, but since there are a few different versions floating around in this thread, it would be very helpful to have the exact one I should be able to use. I prefer a constant 60 FPS as opposed to super high graphics and 30 FPS if that helps.

Sure here it is:

com_AllowConsole 1
com_SkipIntroVideo 1
image_usecompression 0
image_anisotropy 16
g_showplayershadow 1
r_displayRefresh 60
vt_qualityhdplossless 1
vt_qualityhdppower 0
vt_qualityhdpspecular 0
vt_qualityhdpnormal 0
vt_qualityhdpdiffuse 0
vt_qualitydctpower 100
vt_qualitydctspecular 100
vt_qualitydctnormal 100
vt_qualitydctchroma 100
vt_qualitydctluma 100
vt_usecudatranscode 2
vt_maxppf 128
vt_maxlockedpages 256
vt_pageimagesizeuniquediffuseonly2 8192
vt_pageimagesizeuniquediffuseonly 8192
vt_pageimagesizeunique 8192
vt_pageimagesizevmtr 8192
vt_minlod -1
vt_uncompressedvmtr 1
vt_uncompressedphysicalimages 1
vt_vmtrcompression none
vt_maxaniso 16
vt_restart

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Yeah I saw that article and I have to agree with it. I tried the 16k textures and at my resolution I saw absolutely no difference.

Sure here it is:

com_AllowConsole 1
com_SkipIntroVideo 1
image_usecompression 0
image_anisotropy 16
g_showplayershadow 1
r_displayRefresh 60
vt_qualityhdplossless 1
vt_qualityhdppower 0
vt_qualityhdpspecular 0
vt_qualityhdpnormal 0
vt_qualityhdpdiffuse 0
vt_qualitydctpower 100
vt_qualitydctspecular 100
vt_qualitydctnormal 100
vt_qualitydctchroma 100
vt_qualitydctluma 100
vt_usecudatranscode 2
vt_maxppf 128
vt_maxlockedpages 256
vt_pageimagesizeuniquediffuseonly2 8192
vt_pageimagesizeuniquediffuseonly 8192
vt_pageimagesizeunique 8192
vt_pageimagesizevmtr 8192
vt_minlod -1
vt_uncompressedvmtr 1
vt_uncompressedphysicalimages 1
vt_vmtrcompression none
vt_maxaniso 16
vt_restart

Did not have any time since you posted this, so just wanted to say thanks for doing it.

Last night I saw a link on Kotaku to Besthesda's forums with suggestions on them what to try out, so I forced V Sync through the Nvidia Control panel for the first time and honestly that has pretty much made the game run perfect for me. No more screen tearing and a constant 60 FPS, and I think it looks damn good. I also enabled Triple Buffering as from my understanding that helps when you enable V Sync and a game is also Open GL. I imagine since most games are DX nowaadays the Triple Buffering is not used much, but it definitely seemed to also help me get a performance, or something, gain. It with VSync really looks great.

So from this point out it is attempting to get it to look even better but still run good. But if my current settings now with the VSync enabled are the best they are going to get for me, I am very happy. it runs great and looks fantastic. I can only imagine if and when they release their first patch, things will get even better. At least I hope so. I know it is broken for so many people right now, so hopefully it stays working for me once they fix it for them. :rofl:

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Did not have any time since you posted this, so just wanted to say thanks for doing it.

Last night I saw a link on Kotaku to Besthesda's forums with suggestions on them what to try out, so I forced V Sync through the Nvidia Control panel for the first time and honestly that has pretty much made the game run perfect for me. No more screen tearing and a constant 60 FPS, and I think it looks damn good. I also enabled Triple Buffering as from my understanding that helps when you enable V Sync and a game is also Open GL. I imagine since most games are DX nowaadays the Triple Buffering is not used much, but it definitely seemed to also help me get a performance, or something, gain. It with VSync really looks great.

So from this point out it is attempting to get it to look even better but still run good. But if my current settings now with the VSync enabled are the best they are going to get for me, I am very happy. it runs great and looks fantastic. I can only imagine if and when they release their first patch, things will get even better. At least I hope so. I know it is broken for so many people right now, so hopefully it stays working for me once they fix it for them. :rofl:

Anytime. At the top of page 17, I listed a bunch of additional options you can throw into the .cfg file that improve graphics.

You might, however, run into performance issues. Those settings, 8192 textures, 8x AA and 1600x900 resolution use up about 2.3-2.4gb of vram.

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Finally got the game running. Took me two hours to diagnose the crashing and to get it to boot. Turned out to be catalyst control centre.

Was really excited and was first treated to the intro video which sounded like it was being streamed from a low bitrate shoutcast station. Then finally got in game and walked out and was getting well below 30fps and this was on the default settings the game gave me and had the texture streaming bug which supposedly the latest rage AMD drivers fixed (they didn't). So i tried a custom config and modified it to my needs and while it kind of fixed the texture streaming (still was really buggy). The game still ran well below 30fps.

Really annoyed because my PC is no slouch and should handle this game no hassle. Instead i'm treated to this mess... really happy after having to wait for 25GB to download. A couple of bugs like crashes now and then or a bit of slowdown in heavy areas, fair enough i can live with that. This is so unplayable... for once in my gaming life, i'm considering a refund and i've never done that in my 20 years of gaming. I hope for a patch very quickly.

Here are my specs for anyone who is interested.

Intel i7 920 @ 2.66ghz

6GB DDR3

Radeon HD 5870 1GB - i believe this is what is giving me most of the hassle, not cause it is old... just the card and rage dislike eachother.

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How is the language in the game? I'm thinking of picking it up this weekend but the kiddos will be around. The violence doesn't bother me as much as the language... because they won't be paying attention to it but if there is a lot of cussing it makes me feel uncomfortable when they are about :p.

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    • Most boring game ever. Repetitive, empty, predictable, and full of cliches. Total waste of time and money, IMO.
    • Mafia: The Old Country expansion Man of Honor announced, brings back Salieri from original by Pulasthi Ariyasinghe During Summer Game Fest, 2K and Hanger 13 brought out a new Mafia: The Old Country trailer, revealing the game's first expansion. Named Man of Honor, this is slated to add two new chapters to the Enzo storyline that the game follows. There is an iconic character returning to the series with this expansion, with players set to run into Ennio Salieri, the future Don of the Salieri crime family. Fans of the original Mafia, or its Definitive Edition remake, may remember that name as one of the biggest characters in the storyline. This expansion is set prior to his rise to being the kingpin in the City of Lost Heaven. "Set in Sicily during the winter of 1905, Enzo Favara has proven himself a reliable soldier of the Torrisi crime family in the months since his initiation," says the studio about the new chapters. "Now, the Don entrusts him and Cesare with a delicate assignment of assisting Ennio Salieri, a man of honor recently released from prison and intent on reclaiming what is his." Working at Salieri's side, players will be heading into fresh environments as they return to the role of Enzo as a high-ranking soldato. The studio also promises brand-new weapons, fresh vehicles, and charms to collect in this expansion. Moreover, the expansion will add new content to the updated Free Ride mode. Alongside new collectibles and locations, this will add more challenges to beat alongside Salieri, which are described as runs that will "test the skills of even the most elite mafiosi." The Mafia: The Old Country Man of Honor story expansion will release on August 14, 2026, across PC, Xbox Series X|S, and PlayStation 5. It will cost $10 for owners of the base game to jump into.
    • Try installing Logitech Options
    • Telltale returns with The Wolf Among Us, re-revealing the sequel and a new remaster by Pulasthi Ariyasinghe Telltale Games, the studio known for its episodic games from the 2000s, had a surprise appearance at the Summer Game Fest showcase today. The studio has gone through a collapse, an acquisition, and a revival but has largely gone silent in recent years. Today's sudden announcement was for the popular The Wolf Among Us series, with news about the sequel and a remaster dropping. Set after the events of the 2013-released title, the sequel will bring back Biby Wolf for a new adventure in Fabletown. This town of fairy tale characters is becoming unstable, with Snow White not being able to keep order as before. "When a brutal series of crimes threatens to fracture the fragile balance holding Fabletown together, Bigby Wolf, sheriff of Fabletown, finds himself drawn into a dangerous conspiracy that reaches deep into the city’s criminal underworld," says the studio. "As suspicion spreads across the city and powerful forces work against him, Bigby must uncover the truth and decide what kind of sheriff - and what kind of wolf - he is willing to become." At the same time, Telltale also announced The Wolf Among Us Remastered, bringing back the classic with a fresh coat of paint. This will include all five episodes from the original game plus over an hour of extra content that will offer behind-the-scenes videos, cast interviews, image galleries, and deleted scenes. The remaster will also have updated visuals and improved UI elements and accessibility features, alongside upgrades to the animations, audio, and frame rates. Telltale has been working on this project for almost a decade now, but if the new release schedule holds, fans will be able to jump into The Wolf Among Us 2 sometime in 2027. As for The Wolf Among Us Remastered, this is slated to release during this holiday season.
    • I use a Linux laptop every day. I have tried to switch to Linux on my gaming PC which has a 5070 ti. It was not a great experience
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