Well I mean for an indie dev I guess it actually is a great time. Great engines to choose from (Unreal, Unity, Godot) and now you don't even have to think too much of supporting all of the platforms anymore.
I guess it depends how old you are but this is one of the worst times to be a gamer IMO.
I think when the PSP came out that was the peak time to be a gamer. Micro transactions weren't a thing yet. Games being released were finished products. We still had access to our old games and you could get a handheld Playstation for a few hundred bucks.
Games were still being made to play locally with your friends and not just online. Blizzard was putting out bangers and didn't completely suck. The games we bought we actually owned and there was no always online DRM. people had way more disposable income to buy games and more free time to play them.
I would argue this is the worst time to be a gamer.
There is definitely a lot of corporate bullshit in regards to triple-A gaming... but there's also a significantly larger indie community as well.
Depending on what you choose to look at you can decide any one time frame is better or worse. Accessibility is leagues better now than it was then... but there's definitely problems with monetization you see now that wasn't as prevalent back then.
It's not black and white, you're not going to have an objective "best" or "worst" time.
I know you jest, but I'm going to guess it's for the same reason that the RPCS3 developers didn't just concentrate on the 'popular' games. If they know that all the janky broken games work properly, then they'll have confidence that there's no subtle issues hiding in the nearly-perfect ones. A rising tide lifts all boats.
Older PC games have also received some love, as the new version addresses the issue of playing these games on high-core count CPUs. Proton reduces the number of CPU cores observed by games such as Far Cry 2 and 4, The Witcher 2: Assassins of Kings Enhanced Edition, Lara Croft and the Guardian of Light, Warhammer 40,000: Space Marine, Dawn of War II, Dawn of War II—Chaos Rising, Dawn of War II—Retribution, Outcast—Second Contact, and Prototype, allowing them to run more smoothly.
Anyone know of any details as to why this becomes an issue, why many cores causes older games to not work properly, requiring proton to hide extra cores from them?
I am not aware of any games having a problem with too many cores*. But most of those (from memory) seem like peak Pentium era games. For the sake of this explanation I will only focus on Intel because AMD was kind of a dumpster fire for the pertinent parts of this.
Up until probably the late 00s/early 10s, the basic idea was that a computer processor should be really really fast and powerful. Intel's Pentium line was basically the peak of this for consumers. One core with little to no threading but holy crap was it fast and had a lot of nice architectural features to make it faster. But once we hit the 4 Ghz clock speed range, the technology required to go considerably faster started to get really messy (and started having to care about fundamental laws of physics...). And it was around this time that we started to see the rise of the "Core" line of processors. The idea being that rather than have one really powerful processor you would have 2 or 4 or 8 "kind of powerful" processors. Think "i4" as it were. And now we are at the point where we have a bunch of really powerful processors and life is great.
But the problem is that games (and most software outside of HPC) were very much written for those single powerful cores. So if Dawn of War ran past on a chonky 4 Ghz Pentium, it didn't have the logic to split that load across two or three cores of a 3 Ghz i4. So you were effectively taking a game meant to run on one powerful CPU core and putting it on one weaker CPU core that also may have lower bandwidth to memory or be missing instructions that helped speed things up.
To put it in video game (so really gun) terms: it is the difference between playing with a high powered DMR and going to a machine gun, but still treating it like it is semiauto.
But the nice thing is that compatibility layers (whether it is settings in Windows or funkiness with wine/proton) can increasingly use common tricks to make a few threads of your latest AMD chip behave like a pretty chonky Pentium processor.
*: Speculation as I am not aware of any games that did this but I have seen a lot of code that did it. A fundamental concept in parallel/multithreaded programming is the "parallel for". Let's say you have ten screws to tighten on your ikea furniture. The serial version of that is that you tighten each one, in order. The parallel version is that you have a second allen key and tell your buddy to do the five on that side while you do the five on this side. But a lot of junior programmers won't constrain that parallel for. So there might be ten screws to tighten... and they have a crew of thirty people fighting over who gets to hold the allen key and who tightens what. So it ends up being a lot slower than if you just did it yourself.
I am not aware of any games having a problem with too many cores*
I'm making that assumption, correctly or incorrectly, based on this portion of the article...
addresses the issue of playing these games on high-core count CPUs. Proton reduces the number of CPU cores observed by games
It seems to me, based on that description, that there's some kind of quantity issue going on, with games, that made Proton fixing it needed.
Basically, a balancing act problem, that's fixed by just limiting how much balancing you need to do. Using your analogy, making sure there's only X wrenches available to assemble that Ikea furniture.
Far cry 4 is from 2014, it feels wierd that it has the same problem.
DoW Retribution needs to be played on specific version of proton (6.1-GE-2), otherwise you are kicked from multiplayer after some time. Hope they fixed that too, more fps is cool and all but worthless for multiplayer if I'm kicked.