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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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    • Cuktech 10 Ultra charger review: big display, four ports, 110W total power by Taras Buria Cuktech recently announced a couple of Ultra-branded chargers, including a desktop 300W charger, which I reviewed a few weeks ago. For those who do need that much (or who do not want to spend that much on a charger), Cuktech also offers the 10 Ultra, a traditional wall charger with similar features. Four ports, a big display, and up to 110W of power output. After using it for a few weeks, here are my impressions. Disclaimer: Cuktech provided the review unit without any editorial input or pre-approval. Like the 30 Ultra, the 10 Ultra arrived in a box made of nice cardboard with quality print all over it. Inside, besides the charger, you will find a 240W 6A charger, which, this time, is fully braided. While Cuktech always bundles high-power cables with its chargers and power banks, they are usually regular and unassuming. This time, the cable is much nicer, matching the charger's $59.99 price tag. The charger itself measures 67 x 76 x 33 mm or 2.6 x 3.0 x 1.3 inches and weighs about 250 grams. Considering the charger has four ports and a big display, I would say the compact size is quite impressive, albeit a little hefty. The overall design is similar to other chargers from the manufacturer, minus the chrome Cuktech logo next to the four ports. The Cuktech 10 Ultra has retractable prongs for better portability. Its front side is covered with piano black plastic housing two elements: a capacitive button with backlight and a quite large display for various charging stats. Ports are downward-facing, and I have mixed feelings about such a design. It is not the most convenient when you frequently connect and disconnect cables. It makes you bend over to find the right port to connect, and it is a no-go with outlets mounted closer to the floor. On the bright side, design like this eliminates clutter and sagging, especially when using four cables at once. Plus, you get plenty of space for a big display. Ports include two high-speed USB Type-C ports, one Type-C for less demanding devices, and one classic USB Type-A. The first two ports deliver full 100W, while the third is capped at 45W. As for the Type-A port, its maximum output is 18W. In total, the charger delivers 110W of power, but in my testing, I managed to squeeze 117W when charging two power banks and a tablet. Quite impressive. Type-C1 Type-C2 Type-C3 Type-A Single-port 100W 100W 45W 18W Two ports 80W 20W - - Three ports 65W 20W 20W - Four ports 65W 20W 10W 10W The charger can detect handshake protocols and balance power across all four ports according to each device's needs. As such, power is not limited to the values in the table above. You can have two ports charging at 55W, three ports at 45W + 20W, and more. For some reason, Cuktech is not listing the supported protocols, but a quick test showed that it is compatible with PD3.0, PPS, QC5, DCP, and UFCS. When you connect a compatible device, the charger automatically detects its charging standard and displays it on the screen, for example, Apple 6A or Samsung 3A. Speaking of the screen. The main highlight of the 10 Ultra is its 1.57-inch display with a maximum brightness of 700 nits and 160-degree viewing angles. The display takes up most of the front, and it shows various charging-related information, including total output power, current temperature, power distribution across ports with watts, volts, and amps, a screensaver, and more. You can toggle between the different views by tapping the button, and holding it changes the screen orientation (portrait or horizontal, plus flipped) according to your socket position. The screen is very nice. It is sharp, vivid, and the fonts are easy to read. As for settings, you can change the following: Keep the screen on or off Lock the screen orientation (hold the button to change the screen orientation) Keep the USB Type-A port on Toggle power modes The charger has three power modes: AI: standard mode that automatically allocates power to each connected device. Power Priority: prioritizes power for high-demand devices, such as laptops or power banks. Balanced: splits power evenly across connected devices according to their needs I was skeptical at first, but after testing a few devices in different modes, I can see the benefit of these three modes. The most useful is power priority, which gives the first Type-C port more power. When I was charging a 100W power bank (port 1) alongside a 140W power bank (port 2), Power Priority split the total output about 75-30. Balanced mode, as the name suggests, splits the total output between the two ports more or less equally. As for AI mode, the charger uses its brain to detect which device needs more power. In my testing, it figured out that the 140W power needs a bit more juice. As I said, I expected this to be more of a gimmick, but the three built-in modes turned out quite useful. For example, you can prioritize your laptop while giving other ports a little less power, but still enough to charge at acceptable speeds. Unfortunately, unlike the 30 Ultra, this charger cannot display the battery level of the device being charged. This small feature turned out to be very useful when I was testing the 30 Ultra, as it allowed me to see my phone's battery level without picking it up. Like other Cuktech chargers I tested, the 10 Ultra one proved itself reliable and well-made. It uses Gallium nitride semiconductor technology to reduce the charger's size and improve efficiency. It is also better at dissipating heat, but I have to say that when charging two power banks at 117W total, the charger got hotter than what I would call comfortable (hold it for a few seconds, and you start feeling a burning sensation at your fingertips). However, the built-in thermal indicator remained below the temperature threshold, with the screen reassuring that the device operated at "High performance" (I tested it in a 21 °C / 69 °F room). Overall, the Cuktech 10 Ultra is a solid choice. If you need four ports and you like to nerd out on various stats, it is a very easy recommendation. It will take care of your laptop, phone, tablet, and power bank without breaking a sweat, plus the build, material, and cable quality are top-notch. The mode switcher is handy when charging different devices with different power needs, too. I cannot say a display is a must-have in a charger, especially when it makes you more conscious about where to plug it, but it is a neat addition if you have a socket at your table or bed level, so that you can actually use the display and its features. The more important fact is that despite its size and quality, the display does not make the charger that much more expensive than similarly powerful chargers from competitors. Plus, you can save 10% on the 10 Ultra with a promo code on Amazon. Buy Cuktech 10 Ultra charger - $53.99 on Amazon with a promo code As an Amazon Associate, we earn from qualifying purchases.
    • Last week I was investigating an issue with contacts and tried using the new Outlook. In the real (Classic) Outlook, you can easily go to any Outlook folder and present it in a Table View, then customize the columns to show/sort any field, which was exactly what I needed. But of course, the new Outlook doesn't have this feature at all. I gave up. Oh, and can we possibly stop claiming the new Outlook has PST support? What it really has is the ability to use the real Outlook in the background to pretend to have PST support. There is no PST support without the real Outlook installed.
    • Honestly just before Panos left it started to feel like MS just wasnt interested in them so they were being less innovative with them, and then when he DID leave for Amazon its kind of clear the direction is gone. It felt like Panos had both goals and drive, and a vision, but it felt like no matter what his title/department was the Surface devices never had the full interest of the rest of management and he was just pushing a bolder up a hill that MS was adding dirt to as he went.
    • A roguelike and a 4X strategy game are free to claim on the Epic Games Store by Pulasthi Ariyasinghe The final leg of the Epic Games Store's mystery giveaways promotion just landed, and it brought along two more games to keep. Last week's Lonestar and Calico giveaways have now been replaced with copies of Rogue Waters and Songs of Conquest to claim for PC gamers. As always, the game is yours to add permanently to your Epic Games Store library within the next seven days. Diving into the games, Songs of Conquest is developed by Lavapotion. This is a turn-based 4X strategy experience that has players making tough decisions and participating in tactical combat while also managing their kingdom. "Songs of Conquest is a turn-based strategy game inspired by 90s classics. Lead powerful magicians called Wielders and venture to lands unknown," explains the developer. "Wage battles against armies that dare oppose you, hunt for powerful artifacts and expand your territory. The world is ripe for the taking – seize it." Meanwhile, Rogue Waters comes from developer Ice Code Games. This rogue-lite experience has you taking the role of Captain Cutter as he commands his ship and crew through procedurally generated encounters. You'll be recruiting and training crew, use sea creatures, and battle with other ships and pirates. "Set sail as Captain Cutter, a pirate caught in a deadly struggle for power and vengeance," adds the developer. "Navigate dangerous waters, unleash mythical sea creatures, and outwit enemies as you chase legendary treasure and confront dark secrets." The newly available Rogue Waters and Songs of Conquest giveaways on the Epic Games Store are set to run until June 11, giving PC gamers seven days to claim the latest offer. Once this closes out, a new freebie will take its place on the same day, which is slated to be Warhammer 40K Speed Freeks. Don't forget that mobile gamers can check out the Epic Game Store's weekly giveaways on Android and iOS to grab a freebie there as well.
    • Still using Classic Outlook? Microsoft highlights 15 reasons to switch to New Outlook by Usama Jawad As many of you may know, Microsoft has been trying to get customers to ditch Classic Outlook in favor of New Outlook for quite some time now. To that end, it has added numerous capabilities to the latter, including PST features, and it is working on several more, such as a unified inbox. However, customer response has been a bit lukewarm so far, with many considering the New Outlook to be "hot garbage". Now, Microsoft has highlighted 15 features that users can leverage in New Outlook in yet another attempt to get customers to migrate. Although not all of the 15 capabilities are exclusive to New Outlook, in fact, most of them are available in Classic Outlook as well. But Microsoft hopes that this combination of familiar and fresh features will be able to attract existing users as well as new ones. For ease of readability, we have summarized the 15 features below: Pin an email: This makes it easier to track important emails Snooze an email: You can temporarily snooze an email thread for a specific time frame until it becomes relevant again. This can be very useful in scenarios where you don't feel like actively following a thread or simply want to follow up on a later date Add multiple categories at the same time: You can assign multiple categories to an email through a single, simplified interface Sweep: As the name implies, you can define automated move processes on your inbox to declutter it, rather than cleaning it up manually Schedule send: Does exactly what it says on the tin, and can be useful when accommodating recipients in different timezones Simplified folder sharing: The sharing process has been simplified so permissions are automatically applied on parent folders Follow a meeting: This is an RSVP option that lets people know that you won't be able to join the meeting but would still like to access a recap Save calendar views: You can save different views for the calendar based on different workflows Improved meeting tracking: Organizers have more controls in viewing meeting responses, such as the ability to sort and download them. Typically useful when there is a large audience Meeting recap: The Outlook Calendar surfaces a meeting recap with recordings, transcripts, and shared files Filtered views: Allows you to declutter your Calendar so that it's easier to scan and schedule Change a recurring event: Users can modify future events of a series of meetings while preserving the configuration of previous ones Rename your email account: This labeling makes it easier to identify multiple accounts in Outlook Modern themes: Exactly what the name says, plus Dark Mode Keyboard shortcuts: This facilitates flexible user behavior as customers can choose between Outlook for Windows shortcuts, Outlook for the web, or turn them off completely There you have it. It's a decent list, but it remains to be seen if it will move the needle in a meaningful way for users who are attached to Classic Outlook. Again, a lot of the aforementioned features are already available in Outlook Classic, but for some, native functionality is not present, and people typically resort to workarounds. Microsoft will be hoping that it's primarily those capabilities that get people to finally switch.
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