• 0 Posts
  • 326 Comments
Joined 1 year ago
cake
Cake day: June 11th, 2023

help-circle
  • Honestly, I would recommend just giving it a go. You can always save your current controller config and then go right back to it. I only say try it cause when I looked up videos I didn’t quite understand, like I got the idea but it seemed weird. Actually trying it makes a lot more sense.

    Its major issue though is I felt like I was tweaking it more than I was playing, and I have found myself a very good set of controls with the Steam Controller which translated to the Deck, so I know exactly what to set for each game even on the first time. For the Flick Stick setting, I feel like one game would be fine standard settings and another game would need to change, sometimes not even getting it working. So YMMV there.

    P.S. set a binding for toggling an auto-sprint on the back paddle. Auto walking is a default for any game I play!


  • There are a lot of good suggestions here, that you can take advantage of, so I’ll come at it from another perspective.

    With mouse and keyboard, positioning is a snippet of what we use when playing and is more of a tactical spacing. With controller, it is a necessity. This means that as you are playing first person shooters (or third person with controller), your characters movement will be 75% of what you’re actually aiming with.

    On a mouse and keyboard, if you’re slightly off center with a sniper, it’s a simple adjustment to move to the left. Move 1cm.

    On a controller, if you’re slightly off center, suddenly it isn’t as simple, because the joystick is overly sensitive and so to move 1cm is a lighting fast action input, meaning that you’re almost guaranteed to overshoot it, unless your joystick sensitivity is super low. Or, on the opposite end of it, if you try and move the control stick very gently (more on this later), it’s not necessarily a consistent input. This is where aim assist would come in, as aiming down your sights would center it on the enemy, but I think it’s a bunch of bullshit and so we’ll ignore that. Instead of moving the joystick a micron of a second to properly position yourself, moving your characters body (WASD/left analog) is almost always much slower and fine tuned.

    What this means is that as you’re playing games, instead of holding W and maneuvering with A, S, D for counter balance or strafing or whatever, the joystick instead is 60% of the time holding forward, 20% of the time slowly moving in a direction to position yourself better for aiming, and 10% staying still (letting go).

    Another element here is the concept of analog itself. When you’re holding W, it’s always 100%. When you push forward, (game depending) it ramps up from 0% towards 100%, which means that if you turn left or right, chances are that your character might slow down too, because you may be pulling down as you move. What you can take advantage of here is utilizing slow movement to always keep your character moving, which will help prevent being hit and will get you more used to fine-tuning your aim through your movements.

    When I play games on controller, I always try and use gyro, I always keep the gameplay focused on the movement first and foremost, and the analog stick at that point almost purely becomes a look/view stick over a “this is my main form of getting headshots”, where your look inputs are based on getting into the center of the general area you want to aim at as quickly as possible, while letting the gyro and the characters body finish it off.

    Finally – PLAY. Not the game, PLAY with it. Feeling weird? Move your character in circles while bunny hopping to get the feeling of the mechanics for the game, then be silly with the aiming and wiggle the joystick around to familiarize yourself with aiming with the movement wobble. Whether it’s Max Payne, Smash Bros, Doom, Vanquish, Fortnite, all of these games can be manipulated by playing with the weird quirks of their engine.

    Finally finally – I also have a harder time with FPS games on the Steam Deck compared to other methods. Doom 2016 on my Switch was fine to get used to, but on the Steam Deck some did feel odd about it. I don’t have the other modern consoles and their joysticks aren’t super familiar to me, but I think it may be that the Steam Deck’s analog sticks feel like they have a larger travel distance (particularly compared to the Switch of course). Something you might consider trying is the Flick Stick input for the Trackpads, although I personally really, really enjoy low-friction trackball mouse input. Swipe+Tap to aim is just so good and being able to move the view, let go and have it keep moving based on the intertia I input is just perfect.


  • Dang this is pretty huge actually! Steam Deck has this capability through a plug-in, I imagine now it may be able to get further community development now that there’s an official method. And Steam Deck aside, this should be a pretty significant benefit to low-spec gamers or anyone who just wants less software to work with.


  • This is pretty much the only way that I use AI. It can brainstorm 50 ideas faster than I can and format them in a way that I can actually get started on projects rather than planning out each step.

    AI is pretty strong at what I have been calling “permanent facts”. Using any song as an example, it will always have the same key, tempo, scales, etc. As such, when asking for details about a song, listing out the key, scales, tempo, and asking it to show unconventional scales that will play over it. Another example of a permanent fact would be the death date of someone, as that isn’t really going to be changing.

    On the other hand, temporary facts are where hallucination and other inaccuracies come in. There’s no way for LLM’s to get new information, so it doesn’t know about career changes, current ages or net worth. You can utilize permanent facts to get accurate information about temporary facts, but that’s not nearly as useful. I think one of the major issues people have with LLM’s (model creation aside) is that our society really values temporary facts, and so when it gets it wrong people like to point at that as a fault. Which it certainly is, but to me it’s kind of like pointing at Photoshop and laughing that it can’t even be used to write a book - like, OK but that’s not really it’s purpose?

    I think another example of LLM’s definitely being useful was all of those privacy nightmare Excel/Sheets plugins. Privacy aside, that’s basically the ideal use-case for LLM’s as you are pointing out Permanent Facts (the data in cells A-Z) and having it sort them in some fashion. I’ve seen a lot of LLM hallucinations for sure, but I’ve also seen a lot of consistency when actually using it as intended. I’ve yet to have it be “wrong” when I was testing my music information template or when sorting out data in excel.

    Much outside of that though, no. It’s only useful as getting mass amounts of theory in a short session, not so much for being reliable in that information. That might sound like a bad tool, but as mentioned it has plenty of use-cases, people are just using it as a tool very, very poorly. (It can also be used maliciously more easily than most other tools, which definitely prohibits its status as a “good” tool.)





  • Yeah contrary to all the negativity about this in this thread, I think there’s a lot of worthwhile reasons for this that aren’t centered on fawning over the loss of a love one. Think of how many family recipes could be preserved. Think of the stories that you can be retold in 10 years. Think of the little things that you’d easily forget as time passes. These are all ways of keeping someone with us without making their death the main focus.

    Yes, death and moving on are a part of life, we also always say to keep people alive in our hearts. I think there are plenty of ways to keep people around us alive without having them present, I don’t think an AI version of someone is inherently keeping your spirit from continuing on, nor is it inherently keeping your loved one from living in the moment.

    Also I can’t help but think of the Star Trek computer but with this. When I was young I had a close gaming friend who we lost too soon, he was very much an announcer personality. He would have been perfect for being my voice assistant, and would have thought it to be hilarious.

    Anyway, I definitely see plenty of downsides, don’t get me wrong. The potential for someone to wallow with this is high. I also think there’s quite a few upsides as mentioned – they aren’t ephemeral, but I think it’s somewhat fair to pick and choose good memories to pass down to remember. Quite a few old philosophical advents coming to fruition with tech these days.




  • If you are going by titles, GTA 6 is expected to have a reasonably deep single player storyline filled with cultural references.

    The more recent trailer just seemed like them recreating events that happened in real life, and less being a mockery to create commentary on events of real life.

    IMO this is the distinguishing difference I noticed from trailers of previous titles and this current one. Of course it was literally only a minute and 15 seconds of trailer, but it does just seem a little odd to me. Of course, when I wrote a small essay the only comments were “bro piss off it’s GTA” and “it’s GTA you’re reading too much into it.”

    Most just don’t care. And many more have not played the earlier titles which were a little more brazen in their commentary due to the world these characters are living in – CJ as the experience of living in a poorer urban area surrounded by a wider richer city, where you have the dichotomy of what is happening in the story alongside the events on the radio (mostly the hosts reactions), or Niko as an immigrant in New York which brings a different perspective but keeps that thematic class separation while having some pretty decent social commentary.

    GTA5 just doesn’t hit those marks IMO. Yes, there’s active class divide what with Trevor and Michael, but the storyline and the events of all 3 characters definitely have some emotional moments, IMO it just doesn’t hit the same points. Part of this I think is due to each of these characters almost acting as a sort of archetype, not necessarily of character but of game play. Michael is very much set for success, so you can easily progress. Franklin isn’t, and thus has to work for his status. And Trevor is the maniac who just blows shit up.

    In terms of social commentary, there isn’t much that the game actually tries to say, IMO as a byproduct of their overemphasis of the heavily conservative and hyper-capitalist radio, which further is failed by Trevor and Michael being the most average Americans who are part of the problem. And while I like Franklin and his story, it’s ultimately just another story of someone in a bad spot trying to do better, and falling victim to how hard it is to get out. Which, yeah, that’s a decent and very real message, but it’s undermined by it all working out for him and owning a business – don’t worry y’all, crime pays as long as it’s with the right friends!

    So, for me to see the trailer of GTA6 just literally recreating the events that happened in the real world, I sort of feel like the creative insanity where GTA allows us to see whacky shit that could never actually exist is highly diminished as a result of that. Again, it was under 2 minutes of footage and of course there’s plenty more.

    I also personally think RDR2 is not fun and the hype around it is pretty much entirely manufactured as “it’s so good because it’s R* and the ultimate realism!”. Well, that “realism” made for shit gameplay for horses and boring fetch quests. It’s a beautiful game, it’s got a great story, it is not a good game because of that. That’s not to say it is terrible through and through and never has fun moments, I just personally was more frustrated with the game than I was enthralled with it for a majority of my time playing it. Shooting is nice though.

    I must also say, I’ve never been a particularly die-hard fan of GTA or R*. I grew up playing their games at friends houses, so they’re really nostalgic to me. RDR and RD1 were great for their time, Revolver still holds up pretty well today through emulation. Slow for sure, but it holds up. GTAIV was my first real experience at open-world sandbox games, and while I enjoyed my time with it, it definitely is not my sort of game for long-term enjoyment. I can only play the story so many times and then get bored just driving around like a maniac. The best part of IV’s replayability is the physics, which seemed to have been drastically scaled back for GTA 5.

    And I haven’t even gotten into what GTA:O has done, so I don’t have high expectations. I think your assumption of the developer output perspective is likely very apt. GTA5 came out in 2013, 11 years ago. It will likely be on 4 generations of consoles, unless they choose to only sell GTA6 for the PS6 and Xbox1920.

    There is no way that their focus is on a long term single player experience. There’s just no way.




  • Energy restrictions actually could be pretty easily worked around using analog converting methods. Otherwise I agree completely though, and what’s the point of using energy on useless tools. There’s so many great things that AI is and can be used for, but of course like anything exploitable whatever is “for the people” is some amalgamation of extracting our dollars.

    The funny part to me is that like mentioned “beautiful” AI cabins that are clearly fake – there’s this weird dichotomy of people just not caring/too ignorant to notice the poor details, but at the same time so many generative AI tools are specifically being used to remove imperfection during the editing process. And that in itself is something that’s too bad, I’m definitely guilty of aiming for “the perfect composition” but sometimes nature and timing forces your hand which makes the piece ephemeral in a unique way. Shadows are going to exist, background subjects are going to exist.

    The current state of marketed AI is selling the promise of perfection, something that’s been getting sold for years already. Just now it’s far easier to pump out scam material with these tools, something that gets easier with each advancement in these sorts of technologies, and now with more environmental harm than just a victim of a predator.

    It really sucks being an optimist sometimes.