Jon Gregory

Jon Gregory

rocketpunches.cc

Makerspace guy. Once: Game writing at Game Informer (Intern), places that don't exist anymore. Now: Game, 3D art, and IRL tinkering.

👤 Joined on 28 July 2023

142

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678

Following

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📜 Kullanıcı Geçmişi

  • 28 Tem 2023, 17:36
    🎉 Bluesky'e katıldı - İlk kullanıcı adı: @rocketpunches.bsky.social
  • 13 Kas 2023, 16:59
    🔄 Profil bilgileri güncellendi
  • 02 Nis 2025, 12:10
    ✏️ Kullanıcı adı değişti: @rocketpunches.bsky.social → @rocketpunches.cc

❤️ Beğendiği Gönderiler

Advos
18 October 2026 02:44

Ramen

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Bree Lundberg
16 October 2026 16:24

Thanks for checking!

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Pedalboard Games
15 October 2026 17:52

Introducing: The WHEELJAM Collection 20 games from WHEELJAM 2025 and 2026, bundled on Steam for your convenience, and updated with new content, bugfixes, and more. Releasing October 14 on Steam for FREE, and with ZERO use of generative AI for ANYTHING.

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Personally i also dont see a point in it really. Like sure its cool that this bread in stalker 2 is hyper detailed but how often will you notice? Veilguard had crazy detailed wooden planks and i only noticed them near the END of the game. I rather have a game with a good artstyle and a playable foto

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Lords of the fallen INSTANTLY comes to my mind. It hid the lumen setting under post processing. Setting it to low enabled the game to run at a stable framerate. I personally dislike both because like you said they are workflow dependant so you cannot just simply toggle them off.

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