• vrighter@discuss.tchncs.de
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    10 months ago

    yeah this can only work if implemented by the devs. The only reason this can be done for some older emulated games is that there is only a megabyte or two needed to capture the state of the entire system. Not several gigabytes.

    • Ilflish@lemm.ee
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      10 months ago

      I was under the assumption the collections that utilize this system do it by just saving the inputs and timestamps and simulate them as such rather than understanding the entire whole state. I’m not sure how it works with non-seeded elements

      I do agree with you about the dev focus. It would be way more complex even though if feasible if you can simulate without it graphically but you I can’t imagine it just being a system similar to recording or achievements

      • vrighter@discuss.tchncs.de
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        10 months ago

        that only really works with deterministic systems though. You could do that with a 6502 or simple systems because you could perfectly predict what the state of the system would be in just by replaying inputs. everything up to predicting all cache misses.

        consider a badly written game on a modern console (remember that save states should work for any game) in which physics is tied to framerate. Follow the chain… framerate depends on system speed… which, indirectly depends on the ambient temperature (a console running in a hot climate would throttle earlier than one running in an air conditioned cool room). And because modern systems execute more than one process, it also depends on what else is running (were you downloading a game in the background, slowing down the game ever so slightly?) or unpredictable things such as interrupts on certain system timers. And the list goes on and on. Even if the game didn’t have physics depending on framerate, differing deltaTime on each frame means different floating point rounding errors happen, which could accumulate over time.

        So in this case, replaying inputs does not get you the exact state. you were in. there are just too many variables.

    • lemmyvore@feddit.nl
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      10 months ago

      No game should save gigabytes. Even megabytes can be too much. If the game is very linear a save could mean a single number. Even if it has character cosmetic customization and a convoluted plot with lots of choices it’s still usually in the kilobyte range. The larger saves (overall) would be sports games like rally racing where the game needs to be able to provide a thorough replay of every race.

      • vrighter@discuss.tchncs.de
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        10 months ago

        system state is not the same as a save file. System state is the cpu registers, the process’ entire memory space (because you don’t know what the game might do at any point) gpu context, etc.

        edit: example: the save file for older games was measured in bytes. System state is much larger han that. It contains everything not just what the developer decided to allow you to save.

  • ArmokGoB@lemmy.dbzer0.com
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    10 months ago

    Another software patent that no one should respect because it does something that was done 30 years ago.

  • ExLisper@linux.community
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    10 months ago

    New Sony Patent Will Let You Replay A Game From Any Point Possible

    Possible points: beginning of the game

  • Phen@lemmy.eco.br
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    10 months ago

    I just had a revolutionary idea: what if every time you reach a new point in a game, it showed you a certain sequence of icons related to that point in the game. Then, if you ever want to play that part of the game again you can just insert that same sequence of icons into an option of the game and it’ll play from there.

    Then people could also share the sequences they discover with their friends, allowing said friends to skip part of the game if they want to.

      • Phen@lemmy.eco.br
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        10 months ago

        I was afraid I was too old and people wouldn’t even know games used to do this.

    • Joker@discuss.tchncs.de
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      10 months ago

      That’s how our games worked in the 80’s. Most of them used passwords. I remember one that used a tic-tac-toe looking thing where you entered a combination of dots to load your game. I think it may have been Mega Man. Zelda was the first one I remember that actually saved your game. There was a battery in the cartridge.

    • JoeKrogan@lemmy.world
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      10 months ago

      The OG Crash bandicoot had this as memory cards were not widely used at the time. So you would write down the sequence to get back to that section.

  • remotelove@lemmy.ca
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    10 months ago

    This seems suspiciously like a “save game” feature. Many games even auto-save which functions suspiciously like what they are describing as a “trigger point”.

    While I am sure this is new and innovative, it still reminds me of when pyramid schemes mostly converted to MLM terminology. I had a friend that tried to convince me that MLM wasn’t a pyramid. So, I had him draw their sales hierarchy on a sheet of paper for me…

    • andrew_bidlaw@sh.itjust.works
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      10 months ago

      Yes. And this description gives me Alone in the Dark (2007) vibes: they explicitly stylized chapters and subchapters as episodes on dvd. Would they make something original to build a game around this idea? Would it be linear-only, for games like TLOU with limited choices? Or it’s just about patenting everything that’s not nailed down?

      I think it would only stand out if you would be able to rewind and passively watch the in-engine recording of your whole previous gameplay (like in cybersports, or clip editors in some games), with an option to jump in at some sections. But it’s a little too much to implement smoothly, having no reason.

      • remotelove@lemmy.ca
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        10 months ago

        By pure chance, I am watching Edge of Tomorrow as we type. (It’s a Tom Cruise time loop movie, if you haven’t seen it.)

        A game with a story line built around that concept would be very interesting, for sure. However, the old Sierra adventure games came to mind, specifically Space Quest and Leisure Suit Larry, where you just had to keep trying different things until you didn’t die. It was fun back in the day, but it got old really quick.

        Implemention in a sports game is a cool idea, though.

  • Destide@feddit.uk
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    10 months ago

    Ohhh they’re doing an apple and inventing F5 + F8 save states

    • Pyr_Pressure@lemmy.ca
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      10 months ago

      To me it sounds more like hitting f8 reload but being able to choose the f5 quicksave from any point in the game, not just the points that you remembered to save or your most recent f5?

    • Haru@lemmy.worldOP
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      10 months ago

      I think this is more granular than that. More like; pages, paragraphs, or even sentences than chapters.

      • MissGutsy@lemmy.world
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        10 months ago

        Sounds cool and all but I heavily doubt they would do the work to implement it like that. Replay value doesn’t add market value in the view of the producers. So there is not much money to be made from the large amount of work this requires.

        Of course if they ever do it, feel free to correct me, people from the future

        • Haru@lemmy.worldOP
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          10 months ago

          The patent shows that the save states stream through an API, it’s likely this isn’t for local save but for people streaming games. It will open streaming possibilities like letting audiences pick up exactly where the person they’re watching is, or other audient interactions like “beat this section quicker than I did.”

          • MissGutsy@lemmy.world
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            10 months ago

            In that case there is little difference to just sharing a save file, which everybody can already do. If this is everything that the patent covers, then I’m against them having a patent for it. That idea is so generic and nothing somebody should be allowed to have control over

            • Haru@lemmy.worldOP
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              10 months ago

              I don’t disagree as iirc the Stadia had a “Share State” feature that isn’t a far cry from this - though that didn’t rely on trigger points.