this post was submitted on 13 Nov 2023
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[–] remotelove@lemmy.ca 52 points 2 years 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.......

[–] Whirling_Cloudburst@lemmy.world 42 points 2 years ago (2 children)

Many emulators have been doing something like this for quite a while. Its called a "saved state." In some cases, a saved state can introduce bugs into the game play and mess up your progression, but that is just in emulation.

[–] sigmaklimgrindset@sopuli.xyz 12 points 2 years ago (1 children)

Hell, Nintendo has this on their Switch online emulator. Are they going to have to remove that from NSO because Sony patented it?

[–] crashoverride@lemmy.world 1 points 2 years ago (1 children)

Nintendo did it on the wii

[–] sigmaklimgrindset@sopuli.xyz 1 points 2 years ago

They did, but that isn’t really relevant to the discussion. The Wii Virtual Console is discontinued and technically doesn’t have live support from Nintendo like the Switch and NSO currently. If Sony somehow did get a patent for save states in games, I don’t think it would retroactively apply to the Wii.

[–] vrighter@discuss.tchncs.de 41 points 2 years ago (2 children)

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 2 points 2 years ago (1 children)

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 2 points 2 years 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 1 points 2 years ago (3 children)

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 20 points 2 years ago* (last edited 2 years 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.

[–] mrnotoriousman@kbin.social 1 points 2 years ago

My BG3 saves are massive. Not at the PC but very much in the Gigabytes

[–] Phen@lemmy.eco.br 33 points 2 years ago (5 children)

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.

[–] deur@feddit.nl 7 points 2 years ago (1 children)

So many people did not read the sarcasm from this lol

[–] Phen@lemmy.eco.br 3 points 2 years ago

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

[–] Mikelius@lemmy.ml 6 points 2 years ago

Just got flashbacks of Lemmings from my childhood when reading this comment, lol

[–] JoeKrogan@lemmy.world 3 points 2 years ago* (last edited 2 years 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.

[–] Joker@discuss.tchncs.de 1 points 2 years 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.

[–] Princeali311@lemm.ee 0 points 2 years ago

Mystical Ninja for SNES did this

[–] ArmokGoB@lemmy.dbzer0.com 22 points 2 years ago

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

[–] AceFuzzLord@lemm.ee 21 points 2 years ago* (last edited 2 years ago)

This sounds emulator savestates with more steps.

[–] ExLisper@linux.community 17 points 2 years ago

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

Possible points: beginning of the game

[–] sirico@feddit.uk 15 points 2 years ago (2 children)

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

[–] vonxylofon@lemmy.world 10 points 2 years ago (2 children)

That's not what the article says. This is basically a save game for every-ish moment in the gameplay + a facility to launch the game at the scene you're watching a video of, which is massive amounts of data + progress sync, so if they figured out how to do that at scale, it's legit innovation.

[–] Carighan@lemmy.world -4 points 2 years ago (1 children)

So... they're inventing level codes you can re-enter to start from there.

I'm massively impressed by Sony, clearly revolutionary technology right there.

[–] vonxylofon@lemmy.world 2 points 2 years ago (1 children)

If you can encode your entire game progress into that level code, then it's just that, yep.

[–] SomethingBurger@jlai.lu 1 points 2 years ago (1 children)

Yes, that's why NES games sometimes had 50 character codes.

[–] vonxylofon@lemmy.world 3 points 2 years ago

Yes, NES games. Now try that with Baldur's Gate.

[–] Pyr_Pressure@lemmy.ca 1 points 2 years 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?

[–] nicman24@kbin.social 11 points 2 years ago

did they grant a patent for a mission select screen

[–] iAvicenna@lemmy.world 6 points 2 years ago

Sounds like a billion save files taking up space

[–] MissGutsy@lemmy.world 6 points 2 years ago (1 children)
[–] helloharu@lemmy.world 1 points 2 years ago (1 children)

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

[–] MissGutsy@lemmy.world 1 points 2 years ago (1 children)

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

[–] helloharu@lemmy.world 1 points 2 years ago (1 children)

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 1 points 2 years ago (1 children)

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

[–] helloharu@lemmy.world 1 points 2 years 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.