![]() The Apple Watch Series 4 had a strong launch and shows demand for the new health-oriented features like the ECG.Alongside the iPhone 11 range announcement, Apple confirmed that it would no longer sell the iPhone XS – it's being dropped from the company's line, but that doesn't mean you can't buy it. Carrier sales will most likely pick up over the next few weeks. Many customers will go for the 256GB version, especially if they are upgrading under the Apple program. Carrier channel offers for switchers were more rational than in past years and there were zero free upgrade programs offered this launch, which will keep opening weekend volumes in check. Overall, the first day showed us the power of Apple’s iPhone Upgrade Program driving initial sales over carrier specific deals. However, store checks did point to Apple launches as being a positive as it draws traffic and accessory sales. BestBuy and Target did not open early like Apple stores and carrier channels. National retailers did not see pent up demand.Apple store checks saw rampant Apple Watch interest while carrier channels were much slower. There was a lot of excitement around the new Apple Watch, a surprising trend which is likely fueled by the new features that the watch offers. Almost half of all customers in line were getting the Apple Watch Series 4.Many buyers commented that a 128GB may have been a significant volume winner, but early purchases were inclined to go with 256GB over 64GB by a wide margin. Stores only had a very limited number of 512GB devices in stock. The 512GB price point was often deemed excessive and too expensive. It provides the best in terms of memory need and price for customers. 256 GB is the sweet spot for most customers.These customers were mainly going for the cheaper and smaller form factor iPhone XS, as it fit more with what they previously were using and were waiting for this upgrade. Non-upgrade program customers were switching from older devices (iPhone 6s, 7, 7 Plus).Pre-orders within carrier COR (corporate owned retail) stores saw significantly more interest for the XS Max than the XS.This leads us to believe that pre-orders in non-dealer stores were healthy and that many dealers did not get launch-day devices. The week prior, these stores had expected to have devices. Dealer store checks in southern California and the east coast showed limited or zero supply within dealer channels on launch morning.Sales in this channel will happen more gradually when subscribers have time or are conveniently in an area of their carrier store. Aside from this, customers also won’t wait in line at 8:00 am to get the new upgrade. While carriers are offering good promotions, many customers are also not currently eligible for upgrades yet. This is likely because most customers who wanted to upgrade were on the iPhone Upgrade Program and had to go to an Apple store instead of their carrier. Carrier stores were open but saw smaller customer demand. ![]() These customers mostly own the iPhone X and just wanted to get the newest and best device. This is due to many customers upgrading their phone under Apples iPhone Upgrade Program. The iPhone XS Max won out the initial device sales drive 2-to-1. ![]() With the ease of online sales, lines are no longer the best gauge of sale success. Only a small amount of Apple enthusiasts still enjoy camping overnight in front of metro Apple stores instead of pre-ordering online. People are still coming in to be the first to get a new device, but it is much tamer than in the years past.
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![]() I'm guessing that's to do with the suggestion people say to set it to unlimited When i turn off vsync and set fps limiter to unlimited it goes away ingame. Even in character selection main menu since it has vsync on i think. I was having issues with this game when i set vsync on or fps limiter below 100 i got horrible fps drops when i moved my mouse around. I did still have to set "Framerock Locking" to "Unlimited" in the video settings, since I'm on commented on T22:31:07: Game worked OOTB for me with recent Proton-Experimental. It seems that with a recent Proton or game update, the launcher trick is not needed anymore. ![]() ![]() Is there anything else I should try doing to get it to actually load the commented on T17:23:31: The graphic and the collapsed window will remain open until closed and don't load anything. These only appeared after I had changed those file names as before nothing would happen when trying to launch. These only appear on proton versions that are 4.2 or older otherwise nothing happens. Hey, so I too did change the names of the Launcher and BorderlandsGOTY files and now when I run the game in proton 4.2 a graphic comes up and a collapsed window that is black also appears. Game crashes before startup with proton commented on T16:32:38: Second, set "Framerock Locking" to "Unlimited" in the video settings, especially if you're using NVIDIA, to fix the framerate commented on T17:07:49: First, as mentioned on the ProtonDB ( ), you have to rename "BorderlandsGOTY.exe" to "Launcher.exe". You have to change two things for this to work good. Name of the game with compatibility issues: Borderlands GOTY Enhanced.Issue transferred from posted on T00:37:24: Compatibility Report GOLDEN KEYS showing 75 - so they are common with my Borderlands 2 (change Your path as needed, that is my SteamLibrary folder on some big_disk with PROTON v.3.7-8) Managed to terminate program withĬhmod u+x "$/protontricks 729040 d3dx9 d3dx9_36 vcrun2005 vcrun2008 vcrun2015 Game freezed EVERY time i eliminated last bandit in Firestone.Game started but with stutering and flickering / increasing frame rate through inGame menu, let's say 'unlimited' (tweak that later if needed) fixed that Also, disable launcher and startupMovies through that menu.Renamed BorderlandsGOTY.exe to Launcher.exe (and vice versa, just in case). Now you shouldn't confuse this with a remake. It's a genre that doesn't age as badly as many others and while newcomers will likely want to avoid the "tank" controls at all costs (you really need to have played this sort of game back in the day to appreciate them, and even then most will likely opt for the modernised version).Īs we look at scoring this masterpiece we also need to consider the quality of the remastering. The plot, the puzzle design, the characters, and the wonderfully designed Mexican themed afterlife, along with the sublime soundtrack, certainly holds up well enough after all these years. ![]() With an added bonus of a console debut (PS4 and PS Vita). And after many years without a version of the game playable on modern computers (the back of my old copy states it's compatible with Win 95/98), this remastering is most welcome. Powerful forces in the shape of Sony and Disney (new owners of all the old Lucasfilm Games and Lucasarts properties) made it possible for Double Fine and Tim Schafer (who wrote and directed the original) to gain the rights for Grim Fandango. Or should we say the first golden age, as we've been treated to a number of great adventures in recent years, from Telltale Games various episodic offerings, the many titles from German genre specialists Daedalic Entertainment, and games like Machinarium and Life is Strange, as well as Double Fine's Broken Age and The Cave.ĭouble Fine takes us to the subject at hand - the remastered edition of Grim Fandango. ![]() Let's get this out of the way before we proceed any further: Grim Fandango is without a doubt one of the best adventure games ever made, and in many respects the pinnacle of the golden age of adventures. ![]() While I won’t go into all the technical details here, the basic idea is that each metaball has a function associated with it that defines the surface of the metaball. Metaballs, on the other hand, are what is called an “implicit surface”, which means it is defined by a mathematical function, rather than points in space. Your standard 3D model is what is called a “mesh”, and it is defined by a bunch of points in 3D space, connected by edges. Metaballs are interesting because they work differently than most 3D models do. What is a metaball? It’s basically these gloopy 3D balls that join together when they get close to each other. This challenge was accomplished in 2 main ways – using Metaballs, and Rigblocks. The challenge was finding an interface that allowed players with no prior experience to easily create reasonable looking creatures, while still allowing a huge range of possible designs. The other extreme would be to simply use pre-made models, which is what most games do. However, anybody who’s used these types of tools can tell you that there is a pretty steep learning curve, and most players aren’t professional 3D modelers. On the one hand, they could have simply shipped a full-blown 3D modeling tool like Blender or Maya with the game, and let players create anything their minds could think of. Getting this to work was a challenge from both a game-design standpoint, and a technical one.įrom a game-design perspective, the designers had to find a balance between two extremes. Without further ado, let’s get started.įirst, let’s take a look at modeling – the creature creator allows players to sculpt a huge variety of creatures, from simple worms to incredibly complex, realistic monsters with hundreds of separate components. Basically, this video was really difficult to make, so if you could leave a like, comment, share, or subscribe to this channel, I would really appreciate it. That’s because a lot has happened while I’ve been working on this video, including moving to a new apartment, getting Covid, discovering a blood clot in my lungs, and having a minor existential crisis. But how does any of this actually work? Let’s find out by exploring the modeling, texturing, and animation of the player created creatures in Spore.īefore we get started, some of you may have noticed that it’s been a while since I’ve posted on this channel. Spore’s creature editor lets players craft custom creatures that they can actually control as playable characters in the game. In Spore, players can guide the evolution of a species of creatures from the cell stage to a galactic civilization, but the part of the game that stands out the most to me, and I think most players, is the creature creator. Let’s talk about Spore – the 2008 life simulation strategy game made by Maxis Studios and designer Will Wright. What’s up designers, and welcome back to Rempton Games. |
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