this post was submitted on 26 Nov 2025
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Hear me out. A few games have shader installations that will usually apply any new settings you put down AFTER you restart the game, and a lot of other games have graphics settings that will only apply after you've rebooted the game.

I don't think it would cost developers ANY amount of money or any significant development time to add a "Reboot game" button (or toggle) every time the player presses the quit button, or give the player a prompt every time they change a setting that requires a game restart (like in both PC versions of GTA V).

I also think ANY game should have a "full potato" mode capable of running in older computers with NONE of the fancy graphics stuff that we have access to today, despite having a decent computer now.

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[–] SCmSTR@lemmy.blahaj.zone 2 points 30 minutes ago* (last edited 29 minutes ago)

Enterable values for mouse sensitivity.

No sliders.

I'm talking, down to at least the thousandths place decimal, and up as high as I fucking want. This allows your mouse sensitivity to not only account for how you play, but also how everybody else plays.

And if you're one of those devs that has the aiming be different than mouse cursor, or even MULTIPLE mouse cursor speed settings, HAVE ENTERABLE VALUES FOR THOSE TOO!!

[–] Gonzako@lemmy.world 1 points 46 minutes ago

An FOV slider. I don't care if you're a 2D game, you're honoring totalBiscuit

[–] termaxima@slrpnk.net 4 points 1 hour ago (1 children)

A combined off switch for TAA, Ray Tracing, DLSS, frame generation, and all of that nonsense.

I hate that games now turn to soup when in motion, even with motion blur off.

[–] SCmSTR@lemmy.blahaj.zone 1 points 28 minutes ago

A combined button would be great, but just having all of these settings able to be directly turned off would be great.

[–] londos@lemmy.world 5 points 4 hours ago* (last edited 4 hours ago)

Local server

Edit: or any server

[–] teawrecks@sopuli.xyz 3 points 4 hours ago

Adding a reboot button is ONLY necessary if the game isn't made correctly. There is otherwise no reason to ever need to restart the game. I would see the addition of a restart option as lazy or an admission of failure by the dev.

[–] BlameTheAntifa@lemmy.world 10 points 7 hours ago (1 children)

Chromatic aberration and film grain. If your game has either of those and no way to turn them off, I wish you a slow, painful death and I will probably refund it.

[–] LiveLM@lemmy.zip 22 points 11 hours ago (1 children)

An option to choose what controller glyphs I want to use (Xbox, Playstation, Nintendo, directional) and a option to always use those glyphs even when mouse input is detected, so I can use Gyro without the glyphs constantly flickering ☺️

[–] MrScottyTay@sh.itjust.works 3 points 10 hours ago

This would be killer!

[–] pachrist@lemmy.world 5 points 8 hours ago

System clock in the top right corner.

[–] hikaru755@lemmy.world 19 points 12 hours ago (1 children)

Not quite a setting, but every game should be required to tell you how long ago the last save was when you quit the game. I absolutely don't understand why it's only a tiny minority of games that does this, it is such an obvious thing to do

[–] SCmSTR@lemmy.blahaj.zone 0 points 27 minutes ago (1 children)

Like a timestamp on the save?

[–] Kangy@lemmy.dbzer0.com 1 points 1 minute ago

Well yes and no. Stellar Blade for example. When you click exit to desktop it pops up the usual unsaved data will be lost stuff but also has a timer below it showing when the last save was made

[–] Kolanaki@pawb.social 9 points 11 hours ago (1 children)

Everything should be controllable. Give me all the options. Every graphical feature, every UI element, even gameplay mechanics. If it is as simple as adjusting a number or selecting something from a table, give me the option to control it myself.

[–] Damarus@feddit.org 1 points 2 hours ago

Okay you can now control the shadow casting behavior of every single entity in the game individually. Happy?

[–] creature@lemmy.world 20 points 13 hours ago (1 children)

pausing during cutscenes - it's weird that this isn't always an option even in AAA

[–] Randelung@lemmy.world 9 points 12 hours ago

Also skipping them, please.

[–] flamiera@kbin.melroy.org 16 points 14 hours ago (3 children)

When I want to quit your game, I mean it.

I do not want to be prompted several times as attempts to keep me in the game when I just want to leave.

[–] SCmSTR@lemmy.blahaj.zone 1 points 27 minutes ago

Games that honor alt-f4 INSTANTLY are amazing

[–] VindictiveJudge@lemmy.world 4 points 11 hours ago (1 children)

Relatedly, I've noticed ports of console games, particularly by Japanese devs, and especially Sqeenix, not actually having an option to quit to desktop. Sometimes hitting Esc will pop a plain system theme window with an option to close the program, but I've seen ones that didn't even have that and had to be killed externally. It's not as bad as it used to be, but even exiting DragonQuest 11 is a pain.

[–] Kolanaki@pawb.social 5 points 11 hours ago* (last edited 11 hours ago)

This is also hella common in a lot of online or multiplayer live service games recently. Forces you to alt-F4 if on PC. Especially bad with Sony's playstation ports; they treat it like you're on the PS5 and can just switch games to automatically close the running one.

[–] Krudler@lemmy.world 2 points 9 hours ago (2 children)

I just want to let you know that when I was director of production at a multimedia studio, one of the rules in my ux design "bible" was that an interface must never present an "are you sure" prompt to a Quit action. Yes there were fights over it.

[–] tal@lemmy.today 5 points 7 hours ago

Historically, it was conventional to have a "you have unsaved work" in a typical GUI application if you chose to quit, since otherwise, quit was a destructive action without confirmation.

Unless video games save on exit, you typically always have "unsaved work" in a video game, so I sort of understand where many video game devs are coming from if they're trying to implement analogous behavior.

[–] IronBird@lemmy.world 1 points 6 hours ago

might sharing that, i had kinda started my own recently but curious if i missed anything obvious

[–] JandroDelSol@lemmy.world 10 points 15 hours ago

separe audio settings for bgm, sound effects, etc

[–] Assassassin@lemmy.dbzer0.com 67 points 20 hours ago (9 children)

Motion blur - OFF Screenshake - OFF

[–] Krudler@lemmy.world 3 points 9 hours ago

Also fuck Bloom to hell

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[–] missingno@fedia.io 18 points 17 hours ago (1 children)

If I'm going to put 100+ hours into a game, there better be a setting to mute BGM, because no matter how good the OST is I will eventually tire of it and want to listen to something else.

[–] CentipedeFarrier@piefed.social 5 points 10 hours ago* (last edited 10 hours ago)

Similarly, granular audio options that separate dialogue from ambient from music from system sounds. Definitely don’t need my ears blown out just to hear dialogue.

I like having the background music very low, but not off, system sounds a bit above that, sound effects higher than system but lower than dialogue, which is maxed. And of course ambient sound levels really depend on the game and what kind of ambiance it has.

Same thing with granular contrast/gamma/etc. Don’t just provide a few preset options, especially if they can only be set before you start the game (also they should never only be set from the main menu, never). Let the player choose whatever they want on the fly. I love playing with everything bright so I can see wtf I’m doing, I don’t give half a shit if the devs think it should be so dark it’s not navigable. I disagree.

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