God Simulator 2 Best God

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Alysha

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Aug 4, 2024, 3:57:39 PM8/4/24
to missingchengsal
Thegreat thing about the best simulator games out there is that they often offer you an alternative life to what you're doing outside of your PC and consoles. Whether that's flying a plane, running a restaurant, becoming a TV producer, or even just building an extremely high-end gaming PC from scratch, there is so much choice here about what to get involved with.

Set during the American golden age of railway, between 1830 and 1930, you are the proud owner of an ambitious young railway company. Plan your railway lines and run a glorious range of over 40 historically authentic trains along them. But remember- although a direct line might be more profitable in the long term, it might also bankrupt your company to build! In addition to rolling out your great iron roads across the country, the game affords you a large degree of customization, letting you hire your own employees, each with individual personality types, and even what carriages your engines will pull.


And for those gamers who would rather build their railway closer to home, the game also has a wide range of DLC, giving you the chance to expand your business to parts of Europe, South America and Canada.


Chef Life: A Restaurant Simulator gives you all the control - from the look of your restaurant all the way down to the placement of individual peas on a plate. There's a lot of do when you're running a restaurant, so beyond learning how to make and subsequently plate each dish, you'll also have to manage your suppliers to ensure you've got enough ingredients and organize your team's shifts. Get it wrong and you'll be overwhelmed by the dinner rush, but get it right and you'll feel the rush of running your restaurant to perfection. If you do it well enough, you'll see your place go from humble cafe to Michelin-starred establishment in no time.


Sam Loveridge is the Global Editor-in-Chief of GamesRadar, and joined the team in August 2017. Sam came to GamesRadar after working at TrustedReviews, Digital Spy, and Fandom, following the completion of an MA in Journalism. In her time, she's also had appearances on The Guardian, BBC, and more. Her experience has seen her cover console and PC games, along with gaming hardware, for a decade, and for GamesRadar, she's in charge of the site's overall direction, managing the team, and making sure it's the best it can be. Her gaming passions lie with weird simulation games, big open-world RPGs, and beautifully crafted indies. She plays across all platforms, and specializes in titles like Pokemon, Assassin's Creed, The Sims, and more. Basically, she loves all games that aren't sports or fighting titles! In her spare time, Sam likes to live like Stardew Valley by cooking and baking, growing vegetables, and enjoying life in the countryside.","contributorText":"With contributions from","contributors":["name":"Louise Blain","link":"href":"https:\/\/www.gamesradar.com\/uk\/author\/louise-blain\/","name":"Jasmine Gould-Wilson","role":"Staff Writer, GamesRadar+","link":"href":"https:\/\/www.gamesradar.com\/uk\/author\/jasmine-gould-wilson\/"]}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Sam LoveridgeSocial Links NavigationGlobal Editor-in-Chief, GamesRadar+Sam Loveridge is the Global Editor-in-Chief of GamesRadar, and joined the team in August 2017. Sam came to GamesRadar after working at TrustedReviews, Digital Spy, and Fandom, following the completion of an MA in Journalism. In her time, she's also had appearances on The Guardian, BBC, and more. Her experience has seen her cover console and PC games, along with gaming hardware, for a decade, and for GamesRadar, she's in charge of the site's overall direction, managing the team, and making sure it's the best it can be. Her gaming passions lie with weird simulation games, big open-world RPGs, and beautifully crafted indies. She plays across all platforms, and specializes in titles like Pokemon, Assassin's Creed, The Sims, and more. Basically, she loves all games that aren't sports or fighting titles! In her spare time, Sam likes to live like Stardew Valley by cooking and baking, growing vegetables, and enjoying life in the countryside.


I have an Arduino UNO, but I want to use a simulator to make certain projects that I can not do in real life because I do not have the components and now I can not buy them, also a simulator is useful to test my projects and see if they work and then pass them to reality.


I agree with your point, when things do not go the right way, you do not know if the simulator is at fault or something else. The more parameters you add to the equation the more difficult it is to solve. You also have to get into the mindset of the people who designed the simulator.


I have 3 55" monitors, all exactly the same model. I currently use Nvidia Surround to stretch the game across the screens. Acceptable, but definitely there is a large amount of distortion on the left and right monitors. But I tolerated it.


The time came to replace my graphics card. I originally switched to a high end AMD card, but AMD Eyefinity (the rough equivalent to Nvidia Surround) is being phased out (source: AMD customer support). It would not work on my monitors in any way, so I gave up and returned to Nvidia Surround on a different graphics card.


However, has anyone had success with the MSFS Experimental setup? I read online and followed instructions but there were 2 insurmountable problems. In each monitor one aligns the view (camera) with roll, pitch and yaw adjustments, but I could never align all 3 monitors satisfactorily. Always 1 monitor would be horribly misaligned with the other 2. A runway for example from a wide angle view would look like an 'L' instead of a straight 'I'. No view orientation or zoom setting would fix the problem.


The other problem was the processing time needed for having 3 separate views. Basic mouse clicks or mouse wheel input was insanely slow, cockpit workload was essentially impossible, even on my high end pc.


I guess that is why it is labeled Experimental, but if anyone has had success with this method, I'd appreciate hearing about it. Supposedly the views can be configured with much less distortion. Now that I'm more aware of the distortion in Surround, I'd like to try a better option.


The interface in CS,PX isn't all that easy to figure out which box to check and so forth, but it works very well once you learn the steps. There's an adjustable dohicky in it that makes up for the bezel width which is the key to why I love using this instead of MSFS settings.


You want the display to be set at the native resolution on both monitors which is done with Windows Display Settings. All monitors at the same resolution. So you have to use both WDS and CS,PX to switch back and forth to spanning display and non-spanning. And I had to memorize the steps. But it's been awhile and I forget.


I will try these suggestions. One thing I did not try yet was being eye level with the monitors. As the monitors are large I have them on stands and I have to look up at them (perhaps 10-15 degrees up). Maybe that has affected the left/right monitor orientation. I doubt it but I will try this suggestion anyway.


But I still have a total dealbreaker in the other problem, i.e. how much processing goes into the 3 windows. It seems like the I/O (keyboard, mouse) is processed much slower than usual, as if only 1 out of 10 clicks are accepted. I cannot use this 3 window scenario in a meaningful way. It is unbearably slow. However for purposes of understanding the orientation, I'd like to know better how to align the windows, and I'll try a few more experiments. The lack of distortion as compared to Surround was inticing.


Thanks, yes I got Surround PhysX to work. It is my best and default flying scenario. However, there is unmistakable distortion in Surround in the outer monitors that I would like to get rid of. The experimental monitor setup built into MSFS looked like it was worth a try, but it doesn't look ready for prime time.


I am not an expert by any means, but the larger the monitor/TV likely the farther away you have to sit from it. Everyone has their preference, I very much like the experience of three 55" 4k tv's, although I use them at 1080p right now.


I've got 3 x 50" TV's running with MSFS experimental setup - I find it far better than the stretched solution that NVIDIA Surround produces. Yep, frames take a hit not just with GPU processing time but CPU processing time as well. That said, I can generally maintain 30 FPS at most large airports in the PMDG 737 with AIG Traffic at 80%.


Frame generation helps however it will only work on the main display, not the two side displays. I sit about 43" from the screens. Russ Barlow has some great videos on youtube that describe the ideal setup - thats what I used as my reference.


I'm not sure why people are struggling with this, it is very straightforward. Yes, there's a performance hit but it's not massive. I run my setup on an i7-7700K with a GTX1070 and it's usable. I currently run three 1080p views (not shown here). The only real handicap is that you must run same-size screens, as you can't control the zoom factor on a per-screen basis. Hopefully that's coming...


triple screens is just not very well supported by MSFS, if you have the screens all in front of you at slight angles on a desk for instance - if you have them at 90 degrees to make a box around yourself, it might be ok

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