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Marvel Tokon 8/10 PC Update Win11 (NYCFurby Framework fgcOS 11) CPU: i9-7980xe GPU: RTX3090 Task Manager Open Youtube: Overall: Significant Upgrade over Launch version. Pachi's team moved fast here. Unsurprising. Issues: Still fairly high overhead and Process Usage (7 PSN services, anticheat etc.) There is probably room for optimization...

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So Jacob Terkelsen, a PC diehard with a history of inaccuracies, did an apples to oranges PC comparison to try to prove Black Myth WuKong's game director was lying or wrong (lol) about Series S's ram limitations coupled with a lack of optimisation experience, being the cause for the lack of an Xbox release. Here's my video debunking him and highlighting numerous inaccuracies and/or misleading aspects to his process, conclusions and data. I've also included a second video where I debunked some of the past things he was also spectacularly wrong about, with similar misplaced analysis and poor methodology. Finally, here is a link to a debate we had in Spaces on X on this subject. Discussion from 3:33:00 onwards. There have been over a dozen studios/devs who have complained about the Series S now, including on memory issues specifically, potentially breaking NDA to do so. But of course, the fanboys continue to try to discredit the developers actually working on these consoles, the folk making the games for this hobby we love, all to pander to their own insecurities and headcanon ideals. Imagine discrediting devs who are willing to share more insight than they ought to, when we should be embracing the insider info. And imagine thinking your own typical play test was equivalent to thousands of hours of QA testing to find worst case scenarios in the game, and of peak ram use. Embarrassing. I should add, I'd imagine the majority of Black Myth WuKong likely runs absolutely fine on Series S. But game optimisation is often about ironing out a minuscule minority of worst case scenarios or issues. Even a handful of problematic areas or instances in a game, could prevent release or certification. Especially if they're egregious (repeatable crashes, bugs, VRAM topping out in a specific scenario etc). #PS5 #SeriesS #BlackMythWuKong

NIB

35,640 Aufrufe • vor 1 Jahr

** MEGA Parodius Scaling Effects Part 1 ** One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect. The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha. Pyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , Vector Orbitex is busy working on Stage 2 tracks so the team is working hard all round on this port. The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either. With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed. So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now. This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it. Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope. We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also. In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage. The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced. We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !! #SGDK #SegaMegadrive #Genesis #Parodius

Shannon Birt

25,545 Aufrufe • vor 6 Monaten

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 Aufrufe • vor 2 Jahren

*** SOTA RETROCON S.O.T.A UPDATE *** Whilst the Versao LTDA team is busy at Retrocon showing off our latest Sega Genesis SOTA update, here is a small snippet of how the game is progressing. This video has 3 parts, our menu screen, rain - wind sub section of level 1, then the boss. Everything is still wip including my gameplay skill lol ( and i thought the controller would help .. ) Some challenges overcome : The Menu screen uses shadow and highlight transparency modes in two ways, the background mode for the light rays and then the sprite mode for the mist - it has a nice overlapping effect too, due to using the forground plane for the light rays (s & h background mode) the entire forground is made up of sprites - all the words are sprites . SaviorMarks sent me a screenshot of an issue with boss leftover Mist sprites affecting the menu screen and I thought that looks really cool - lets do that haha . Sometimes bugs are keepers !! The rain section uses more than 80 sprites, a sprite multiplexor handles the rain whilst normal non plexed sprites make up the moon / clouds in the far background , the lamp posts and lamp light in the mid forground and Fences in the front forground . Without the multiplexor there was too much drop out on the rain at times. The rain is still blinked in alternating X positions due to the pixels per line limit , but it gives a great result still. The lamp lights use Shaded Active Dither as S&H here would not overlap the enemies / player . The Boss was a challenge with its size and full frame updates, up to 650 tiles are changed per animation frame into vram. Custom Dual priority DMA routines and extended DMA timings are used (still NTSC 224 pixels tall screen size but most of the vblank was used for updating tiles ) . These methods were used to update the bosses dual display buffers. I needed to have dual priority DMA buffers as the player / waterfall etc had to update their frames whilst the boss is constantly streaming tiles. There are also S&H transparent Mist sprites used for the boss sequence. It seems if you want everything to break at once target a demo for a retrocon event haha, we had lots of issues mainly with vram getting stomped and as all animating sprites need to be DMA streamed to fit into VRAM as the forgrounds and backgrounds take up a lot of tiles. Some new tools which show the VRAM allocation for the sprite engine on a frame by frame basis helped and a self defragging VRAM system helped quite a bit also. Thankfully things are in a good state now apart from a couple of small bugs that persist. Thanks to SaviorMarks and @MichelinFabio for putting up with and testing all the bugged updates haha !! #SegaGenesis #SGDK @MichelinFabio SaviorMarks #VersaoLTDA

Shannon Birt

10,319 Aufrufe • vor 1 Jahr

First Impression About Neverness To Everness CBT This will be a long or short one and I mostly have plenty of good to say about the game so far and some bad. First I want to get out the way: Graphics In short, we already know its good! But this is definitely playing some part on performance on my end and it wasn't entirely bad experience at all just some fps drops here and there but its playable and 90% of time it was smooth so the performance issues is a easy fix (apart from some I've seen have already started having crash issues so it'll be different for all of us depending on your specs) I'm well in range of the specs so if I'm having some small issues that mean whoever has worse specs will have it worse. Performance/Optimizing the game etc is not something that should be ignored anyway and most of the time developers of recent time feel like they don't care about improving it, I hope NTE by release or during the test will fix the issues by then (crash problems etc + its day one of the test anyway) Second: Combat Just like wuthering waves, the games combat is fun (I still think it can benefit more on having more effects/impact frames etc to really nail the combat experience...) I know people have compared some characters to WuWa characters as "plagirism" but most part alot of characters in the game have their own charm and uniqueness to the combat The boss enemies also may have some unpredictable patterns and can put alot of pressure or aggression on you but isn't exactly too hard thankfully! But its still great because I like how fast pace and intense the fightings are when your in the boss fights Common enemies don't have much going on for them. Third: Story Unlike Genshin and Wuthering Waves the story for NTE or Neverness to Everness is actually more "Human" one of my viewers described it as and I actually agree, I'm not saying WuWa nor Genshin storytelling is bad but the way NTE tells its story is more morden and you can easily be engaged with it and understand everything clearly! The story is also pretty goofy and just like zenless they have great animations and (VERY) expressive with their animations which makes for great overall experience and I prefer this storytelling the most out of other games. (this is a personal preference) The gacha system is some sort of board game but the game gacha is F2P friendly?(For now for what I've seen) and there's no 50/50.. I was also almost able to max out alot of characters that aren't S rank in almost a day too Thats all so far, I'm still experiencing more as I go but this sums up my 5 hours so far into the game on stream and would love to see y'all in the next stream tomorrow. After I reach 50 hours or more I will do a video in conclusion about the game and what more I would love to see. TDLR: The game is good/great don't worry, just some small stuff that can make it better or some stuff that need fixing (despite the combat plagirism drama that was going on)

Aruzien

55,067 Aufrufe • vor 1 Jahr

My Spoiler‑Free Review of Star Wars Outlaws I spent around 30 hours with Star Wars Outlaws, completed the main story, and played a good amount of side content. Overall, I genuinely enjoyed my time with it, even though the game clearly has both high points and noticeable shortcomings. The visuals are one of the strongest aspects of the game. Cities, lighting, character models, and ray tracing all look impressive, and the game genuinely feels like a true current‑gen release. I played on PC with an RTX 5080 and an AMD 9800X3D, and most locations ran smoothly. A few areas were demanding enough that I had to lower some settings to keep the framerate consistent, but the overall optimization felt solid. The planets feel alive thanks to the populated hubs and the amount of environmental detail. You can tell the developers put real effort into making each world feel lived in. The seamless transitions between planets add a lot to the immersion. The worlds look great, even if they aren’t packed with activities, and the planetary travel works well for a story‑driven open‑world game. Even though I have not watched the Star Wars movies, the game still delivered the Star Wars atmosphere convincingly. One downside for me was the absence of lightsabers, which felt like a missed opportunity. Nix, your companion, is genuinely helpful and makes stealth much more manageable. I’m not a major fan of stealth games, and that was one of the reasons I didn’t buy Outlaws at launch when I saw in reviews that the game had a strong focus on stealth. On normal difficulty, the game is flexible enough to let you mix your approach, but you still need to take a few enemies out quietly first if you don’t want to make things harder for yourself. The stealth system itself is simple, maybe too simple for a game that relies on it as much as this one does. I am judging this based on normal difficulty, so harder modes might offer a different experience. Gunplay is satisfying, even if it is not particularly unique. The story left me with mixed feelings. Most characters were not very memorable, and while the mission structure is fine and the pacing works well enough, it never becomes anything special. That said, I enjoyed the balance between stealth, combat, and exploration, and traveling around the planets with the speeder was genuinely fun. The space missions and dogfights were a welcome change of pace. I just wish there had been more mission variety and that Ubisoft had taken a few more creative risks. Combat overall is enjoyable, although the limited weapon variety holds it back and makes encounters feel repetitive over time. One thing I did appreciate was the syndicate system. It isn’t very deep, but it adds some personality to the world and makes the different syndicates feel more distinct. It’s simple, but it fits the game well. Lockpicking and hacking were surprisingly enjoyable. They were challenging enough to feel engaging without becoming frustrating or time consuming. Considering how often you encounter these mechanics, Ubisoft did a good job keeping them fun instead of turning them into chores. The game is in a good technical state on PC. I cannot speak for the console versions, but I only encountered one minor visual bug during my entire playthrough. The only thing that felt off at times was Kay’s facial animations in certain scenes, which could use more polish. Overall, I had a very good time with Star Wars Outlaws. It is not a masterpiece, but it is an enjoyable experience despite its flaws. I can comfortably recommend picking it up on sale or playing it through a subscription. I also hope we eventually get a sequel or another Star Wars project from Ubisoft, because Outlaws offers a good base to work from, and a sequel could expand on it nicely.

𝑨𝒔𝒉𝒆𝒏 𝑶𝒏𝒆

31,138 Aufrufe • vor 7 Monaten

The state of LOW-FI and platform support (Death of PCVR): When the Kickstarter ran back in , the main focus was "Next-Gen VR", meaning at the time PCVR, with high hopes for PSVR2 (which hadn't been officially announced). During the next year or so, we (myself, Noah Rayburn and Mark Schramm #VR #AR #MR) focused purely on supporting PC VR hardware. Rift/S, Vive, Index (including controllers), all WMR devices, etc... Mark even added HOTAS and Leap Motion support. BUT, as I'm sure you know, PCVR has been in decline since around the launch of Half-Life: Alyx, which Anton Hand so eloquently called the punctuation mark on the gravestone of PCVR. The Rift store is a ghost town.. like officially.. even according to Meta, Viveport (lets not even go there), what else we got? WMR Store? Was that even a thing? Anyway... Lucky for us, PSVR2 was just over the horizon and we had the dev kits! How well is PSV2 doing though? Guess is (based on speaking with other top VR devs), not that great... Somewhere in there, the great and powerful Noah Rayburn was able to implement a pretty slick "non-VR mode" upon my request to be able to test the game without having to keep taking the HMD off and on while balancing controllers on my knees and working with janky Quest link stuff. Good news! Non-VR mode is great! No just for testing, but for playing. We decided to go full in on it's development and offer it to the consumers. Bonus, it also runs on Steam Deck! (See video below). Now as we gear up to finish the game and run out of money (hopefully in that order), I'm thinking a lot about the market for the game and our placement in it. We have a decent amount of wishlists (66k on Steam and 24k on PS5) so far. Hope is that launching as a PSVR2 title will capture a good chunk of those users, pushing it up on the general PSN store ranking (notoriously hard for indies to do otherwise), and we'll make some sales to traditional flat PS5 gamers as well. Snowballing a bit if we're lucky. Steam launch could do decently well if timed properly, with hopes of the same "VR first" snowballing effect. Why am I telling you all of this? I just thought it would be good to get it in writing and have a place to point. We are starting to run low on money (PCVR presales have basically dried up), so it's also to let you know that the fire is lit under my ass to ship this thing. That said, it won't ship until its good and done. A delayed game is eventually good, but a rushed game is forever bad. Oh, and before you say "Why not port it to Quest", put down the pipe. I understand that you're not a developer, but take my word for it, that's not happening. Not with this budget(or lack thereof), this sized team , or this generation of devices. Ok. that's it. My longest twitter post. PC/PCVR Preorder and early access: Steam Wishlist PSN Wishlist ❤️🧡💙🖤

Blair Renaud // LOW-FI 🟥🟧⬛

69,789 Aufrufe • vor 2 Jahren

Crimson Desert previews are here and overall, content creators are impressed with the game: - Open world is gorgeous, the game ran remarkably well on this PC build with no FPS drops (7900XTX GPU), the draw distance is insane - Crimson Desert does not hold your hand, there are genuinely difficult puzzles and no yellow paint to guide you, with a ton of mechanics in combat and exploration that all come together and are up to the player to use - Every single questline's cutscenes are motion captured and animated, it does not use generic animations (at least for main quests) - MMO roots from Black Desert are obvious, the skill tree is deeply involved and each build feels entirely unique - Combat is reportedly "really good" with a ton of complex mechanics and great animations - NPCs don't have schedules like a Kingdom Come 2 or Skyrim, they are mostly static but they will react to your actions and there is a full crimes system that you can mess with - You can set arrows on fires by aiming towards any source of fire then shooting, this is used in environmental puzzles. Another way to set things on fire is by pressing down both bumpers which causes Kliff to hold up his sword to reflect the sun's light onto things to set them on fire - Quest givers will contact you by sending a bird with a letter, this will happen naturally in the open world - Exploration is fantastic, each location is entirely unique and you can utilize all the different abilities in unique ways, for example you can launch yourself across a wall OR use a dragon to fly in OR climb it - Boss fights are very advanced, each one is unique with their design and movesets - Side Quests and Random Events are fun, some are as small as rescuing a cat from a rooftop, others are more major storylines - Some quest bugs were seen, but no optimization issues, when they were switched to an Endgame save, many reported a higher number of bugs and glitches but nothing game-breaking. - There are combat finishers and they are unique for each weapon type - Combos are available and they are unique for every single weapon type, there are many button combinations to apply these in combat - Some content creators complained that the puzzles were too confusing as they utilize a very specific ability at times and its hard to keep track of all the abilities that you have - You can buy food or cook it, or hunt and sell that meat - Content creators all loved it, they played 6+ hours and had fun, saying that they just want to play more afterwards - Controls however are described as complex and may be clunky as there are a many button combinations for unique actions It seems like Crimson Desert is shaping up to be a genuinely great game, we are yet to see console footage but if the amazing optimization for PC is anything to go by, we likely have little to worry about. Crimson Desert is dropping on March 19th, I cannot wait!

Synth Potato🥔

342,873 Aufrufe • vor 5 Monaten

[New Xbox Controller Review] #ad Special thanks to Qrdgame_offcial for supplying me with a review unit of their Ferrox M5 Xbox & PC Controller QRD Ferrox M5 The QRD Ferrox M5 is a Wireless Xbox One–style gamepad with a transparent design. Since it targets Xbox One natively, it works automatically on PC and Xbox Series S/X. The included 2.4Ghz USB Dongle also supports Switch and Android with the right adapter (USB C), but I was not able to test those in time for this review. A Wireless Xbox Controller The QRD FERROX M5 comes in a familiar Xbox layout with Hall Effect joysticks, RGB rings around the sticks, and a magnetic & detachable clear shell that shows the internals. The controller feels very similar to a standard Xbox pad in terms of shape and size, but it’s slightly lighter at compared to the usual Xbox controller weight. The lighter weight makes it easier to hold for longer sessions without hand fatigue. The D-Pad is surprisingly good at dialing special moves feels as solid and responsive as the official Xbox controller, and that’s impressive at a lower price point. I spent a few days trying out the Mortal Kombat Legacy Kollection exclusively using this controller and I did not notice any difference at all. Capabilities From what I’ve tested, the controller performs extremely well for action games, fighting games, and shooters. The Hall Effect joysticks offer smooth movement and precise control with no drift issues. The D-Pad uses micro switches, so every input is tactile and accurate. The back triggers support an adaptive “trigger stop” mode, which shortens the travel distance for faster reaction time in FPS games or quicker blocks in Fighting Games. You also get 4 back macro buttons, turbo mode, and adjustable joystick sensitivity with deadzone options. Vibration strength and RGB lighting modes are also customizable. What can it do The FERROX M5 includes an 800mAh battery that lasts around 8 hours of gameplay. It only uses the 2.4Ghz wireless connection, not Bluetooth, so it always requires the included USB Dongle. The good thing is once you sync it with your Xbox or PC, you don’t need to sync it again—it carries over between both devices automatically. The 2.4G connection is stable and low latency, and the controller has a 3.5mm headphone jack for audio and mic support. It also features a quick calibration system to keep sticks and triggers accurate over time. The overall grip and shape feel close to the official Xbox controller, comfortable for long gaming sessions, and the transparent shell gives it a distinct look. Areas of improvement I initially had trouble charging the controller while playing because connecting it to the Xbox via USB would disable all inputs, making it unusable in wired mode. But luckily QRD Support helped and provided me with an updat - I had to connect it to a PC, download the firmware tool from QRD’s website, and update the controller manually. After installing the new firmware, the controller can now charge while being used normally on Xbox, so the issue is fully resolved. The Xbox button also behaves differently on Xbox, where the single press acts like hold and the hold acts like single press; this issue doesn’t appear on PC. Syncing with the dongle took a few attempts on both Xbox and PC, but once paired, it never needed syncing again. The wireless mode is strictly 2.4G with no Bluetooth support, so it cannot connect without the dongle, though the benefit is that one pairing works across both Xbox and PC. Final Summary ✅ Hall Effect Joystick ✅ Lights in the dark ✅ Good D-Pad for input dialing ✅ Light Controller ❌ First sync can be annoying on PC ❌ No bluetooth for phone usage - Dongle is necessary ❌ Needs an update for the Xbox Wired issues which require a PC The Controller is available on Amazon for $59.99, and will be part of the Black Friday Deals on their official website for even more discount! Amazon Link Website Link

thethiny 🐰🍉

16,864 Aufrufe • vor 8 Monaten

This is the last, and final thing I’m saying about this cunt. I’m so done with this insecure bitch. You talked about me for SEVEN hours bro. SEVEN. Sitting there saying the most putrid, FALSE, wild bullshit I have ever heard. Not one intelligent remark came out of your mouth. First of all pussy, we are not on welfare. My husband is active duty military, has been for 7 years. We have our own home, 2 cars, a big family, 2 beautiful children. We both have jobs. He has a degree, I have a degree. I was a personal trainer and health specialist for 8 years. We have every single thing you wish you had bitch. Have some respect for the men and women that fight for your right to be a fucking moron. Secondly “don’t come poison twitch” I was on twitch for THREE years hoe. Before you even threw your titties into the streaming world. Averaged 68 viewers over there, worked my ass off before taking a year off to have my second child. Came back, moved to kick, and in 1 year on kick, I’ve done better than you have in your entire four years of streaming.. four years and you still have NOTHING to show for it. Out here bitching on the timeline that in four years you still haven’t found your people… I wonder why. Lie, after Lie, after Lie comes out of your mouth. I feel sorry for you at this point dude. Nobody likes you. Nobody cares about you. You shit all over mothers, parents, dads, veterans, active duty, all platforms, yourself.. like bitch come on. You can’t be for real.. grow the fuck up. Go to rehab for your addictions, seek therapy. Projecting your deep rooted daddy issues onto everyone else in this world is getting you fucking nowhere. @KayyPlz

ListenLinda

52,687 Aufrufe • vor 1 Jahr

If you take a movement to unpack this visualization... You'll see how it simply breaks down how reality works. At frame 0 you have a static image. Everything is one, this is the monad. As soon as you hit frame 1 there is movement, there is change. Now you have two states, moving, or static. When Nikola Tesla says you can explain everything in frequency and vibration. The difference between frame 0 and 1, is vibration. The difference between movement and no movement. This is like binary logic we use in code which is made up of 0's and 1's. After frame 1, is when frequency emerges. Because the difference between frame 1 and all frames after is about how fast is the vibration/movement happening. If we skip forward to frame 50... You have a shape that begins to emerge, this is the 8 dots, then the 6 dots. Notice how unstable it is, it's 8 dots, then 6, then a moment with 4 in a rectangle These shapes are emergent properties. The first two emergent properties after the monad was vibration and frequency. Next comes shape (i'm skipping over rotation and direction). These shapes of dots can only exist when you have frequency and rotation. This frequency and rotation creates vortex energy. It's the same energy that things like your chakras use. Or the same energy we harness in devices like engines, airplanes, fans, blenders, hard drives, etc. It's also the same vortex energy you'll see in a tornado or hurricane. They are powered because they harness rotation and frequency(change/movement). Going back to the video, notice that it is inside the entire shape, the internal structure is manifesting before the external structure does. Then around frame 60 the hexagon of circles begins to rotate. First it was the two dots that moved and now it's a complex shape that is coming to life. This is a higher dimension (or lower depending on how you look at it) manifesting into existence. The internal state is "awakening" and experiencing it's own change like what happened to the whole shape in the first frames. But it is unstable. That's why it doesn't persist for long. If you think of the 8 dots being the octahedron, they map to the element of air. Air is in the material world, but it is not something you can see. The brief moments the 8 dots are visible is similar to that effect. They are only experienceable between a small frequency band of frames. Now here's where stability begins to appear in the internal structure. This is when the 4 dots appear. You'll see that the four dots, the square, is stable and persists the most visibly for the most amount of frames. The square represents earth in the platonic solids to elements mapping. Earth, is material, it's stable. We build our buildings in squares and with earth because it is a solid shape to build on. This visualization shows you why. Across different vibrations (frame rates) it can self sustain. Between this point and frame 180, you'll see a new emergent property. Which is depth. A new dimension is introduced at around frame 90 but really becomes visible at around frame 110. You can see a foreground and background. There is the shape of the dots, but also the triskellion wave happening in the background. Let's jump to frame 180. Notice how it is the same as frame 0 except... It's flashing. If you were paying attention, you'll notice you could see flashing at frame 90 and frame 120, but they didn't persist for long. At around 150 it started to reach stability and 180 it was solidified. Between frames 150 and 180 there is flashing, but the image is still moving. Only for a brief moment at frame 180 is the movement frozen and the flashing persists. Think of that like your computer screen. It's what your screen is doing right now as you read this. Even tho the text isn't moving, the screen is flashing at 60 or 120hz. The images appear on your device because this flashing brings things to life. The entire material realm and your physical body right now, is doing the same thing. While you look solid... You're flashing in and out of existence at very high frequencies. You can look at frame 180 and frame 0 as the same essence but it is the mid point between an octave change. In the video, the ying and yang was vertical, now it is horizontal. This is a phase shift. If you notice at exactly frame 180, the rotation freezes and then the direction of rotation changes. The process then repeats all the way to frame 360 but in the opposite sequence. Once it reaches frame 360, that is an octave change and the process repeats. Each time you repeat the process is a layering of the same patterns into higher octaves. This is the same as your chakras or how other things work. They are like russian nesting dolls where every octave is layering onto the next. The complexity of your body is a layering of basic principles that emerged in earlier stages. Your organs are built of systems that are built with cells that are built with proteins that are built with atoms and so on. The atoms, work just like your body at a basic level. Your body works just like the galaxies. At each level you'll have the same pattern. This is where the idea "As Above, So Below" from. The monad, splits in two, and so on and so on. One cell, splits into two through mitosis in the same logic. We could spend all day going through examples of how biology, physics, spirituality, etc. aren't really different. They are just categories that we use to dissect these frequencies and octaves of energy but they only start paying attention within the confines of materialism. The problem is, none of the sciences start at the root patterns. Because that is reserved for religion or spirituality. It's too woo-woo to take seriously so it's dismissed. And because of that... We're left ignorant on the simple explanations for how things work. Now you need some expert with tools you don't have access to in order to explain things. When you could be understanding them without the tools. The Yin and Yang symbol in this video is 3,000 years old. It's simple. Yet I just showed you how it explains deeper layers of reality.

Jamal ☯︎ 🔆🧘🏽🧠

13,149 Aufrufe • vor 4 Monaten

Highguard impressions after 12+ hours on PS5 Pro. I've read the PC version is unoptimised, so exp there may differ. Included video of a 17 kill match with randoms where I was also explaining mechanics to a new player. + LOVE the integration of mounts. Morphing onto them and rushing through maps is thrilling, fast and fun; can feel like a medieval soldier charging into battle. + Mounted chases and combat is cool. + Weapons feel punchy and general controls are great. Once you get to grips with it, can be so fast and mobile, inc jumping with mounts straight onto zip lines etc. + As I don't have the attention span of a gnat, I enjoy the exploration and looting downtime between rounds/high intensity action heavy moments. Offers a calm before the storm vibe and allows you to enjoy the scale, environments, mounts and art. + Enjoy the fusion of looting, catching/chasing shield breakers and Counter Strike style bomb detonation or defusing. Things get crazier and crazier over a match, and the environment destruction adds strategy and approach variation, allowing you to mould choke points etc. + Solid skill ceiling with a lot of strategy in team play, abilities, map control etc. Those with higher play IQ and the ability to master multiple mechanics simultaneously, will be highly rewarded. + Most of the characters are well balanced, with differing abilities and strategy purpose. + Weapons are generally well balanced. Don't mind not having my weapons of choice. + Cool art direction and sense of scale. At times a bit like a more fantastical AAA Breath of the Wild. + Maps are well designed with great vistas, draw distances, huge towering structures, good choke points and lots of approach points. Also diverse in biome styles; lava, overgrown, desert, snow etc. + Sound design is strong. Foot and mount steps being exaggerated also brings tension and spacial caution. + Skins of weapons, characters etc are varied and high quality. Even free ones. Many aren't just different coloured variants but totally different outfits and weapon models. + With two good teams, the constant back and forth can make for some thrillingly tight, clutch or saved in the last second type moments. + Nice design details; keeping loot on death, each round loot rarity increasing, shield bearer being a beacon, being able to teleport back to base, mount health etc. + Progression so far seems fair, and cosmetics not too excessively priced. + Performance on Pro has been solid, and I've not had a single bug, glitch, matchmaking error etc. - Shielding up your base needs work. Often times not effective enough. - Image quality is pretty poor, especially in motion. - Most randoms don't have a clue what they're doing and many don't have mics, can make things much harder and less exciting, esp when team play is so effective. - Wish the free Battle Pass had more content, or there were more free unlocks. - On some maps loot is too spread out. - When enemy has shield breaker and you die, can sometimes take too long to get back into the thick of it. - Weapons are a bit uninspired. Basically just typical archetypes like revolver, AR, shotgun etc. - Would have liked more weapons and characters, but for launch it's decent. ___ Overall, so far I'm really enjoying it and have actually been quite hooked. I'm not a clairvoyant so can't tell if it'll hold my attention long term (that'll partly depend on post launch support), but initial impressions have been solid. I was highly critical of games like Concord, Redfall etc, but Highguard isn't that, it's far higher quality. Highguard ultimately has aspects from multiple different games I love, so while individually they're not so innovative or unique, having them all combined together with the mount riding, great gunplay, scale etc, to me is fun, engaging and pretty fresh. Still, this is a more methodically paced and playing FPS; those wanting constant shoot shoot bang bang, look elsewhere. #Highguard #PS5 #PS5Pro

NIB

32,888 Aufrufe • vor 6 Monaten

** MEGA Parodius Scaling Effects Part 2 ** Well - this is the BIG one - literally !! Huge thanks to my team Pyron & Vector Orbitex for their efforts. Pyron has provided all the source frames for Puyon and his spikes / explosion and a lot of analysis video on how the spikes behave / move which was really helpful. Pyron also used his CRT setup for this video as we felt an emulator video would not do it justice - running on 100% real MD hardware FTW. Vector has provided the catchy boss music and its sounding great - as always ! The coding on this has been a bit insane - things done since part 1 post previous: Implemented dual buffering - Last video was single buffered - so VRAM is very tight now , we only have about 40/2048 tiles free. For the longest time I didn't think it would fit - I found a vram jigsaw puzzle that made it work in the end. Double buffering has cleaned up the stability of the animation and matches the arcade scaling effect now albiet costing 2x more VRAM . Vertical Scaling Implemented - the vertical scaler was taken from Lufthoheit ( my other shooter ) and its heavily optimised to reduce cpu usage. During the scaling the vertical scaler partitions the 68k processor registers into 2 sets, 4 registers are allocated to feeding the fast horizontal interrupt (h-int) that drives the vertical scaling , remaining 12 registers are for the horizontal scaler running in the background. This setup is much faster than normal backup / restore register methods, as we do not need to backup / restore registers in the h-int which would double CPU costs. The catch is the momment any background routine tries to use the H-ints registers it would break things so it has to be carefully timed. Added the spike projectiles - this was very tricky to get close to the arcade, they are semi heat seeking missiles basically and hence needed code that worked out angle differences to player at speed theres no time for arc-tan or similar so it uses faster lookup tables to work out the angles . They speed up over time and get larger and whats more we can't keep all the scales in VRAM - we have room for 2 spike buffers only. Also what was a real pain was working out scaled coordinates for the circular launch of the spikes . Added Fish Damage - Shock frame and Explosion frames from Arcade . Very proud of the fact we have the full arcade quality explosion is which is fully scaled also. Added Temporal Masking - which is fancy wording for don't draw nothing to buffer if nothing is there already there for the scaling . So empty Corners and edges can be optimised out to lower cpu costs and rom costs. I had to make some scripting for this and work out what areas did not need drawing at all in the frame, which should be force cleared by cpu and which areas should just be copied from rom. This reduced rom size by 30 kb and with a bit more work we could extend that to 60 kb & get a bit more speedup even doing so. Added a frame limiter . In the last video update we let the 68k burn hot and just pump out frames as fast as it could - here we match the arcade animation rate which does leave the cpu idling at times , particularly in the smaller frames - even at large though we could be running the animation 25 % faster , issue is though that would speed up the game logic and make it less arcade accurate. We had some real bullet / Spike hell simulations going without the limiter but yeah we had to tone it down a bit. Maybe in a hardcore mode we could let it run wild though ! Code is 95% 68k assembly with about 5% C code (v-int as its cold path ) driving things . This sort of thing needs all the speed it can get !! Well now after all that I can return to finish off Level 1 haha - just a wee sidetrack there . No doubt we will polish stage 8 boss some more in time too !! #SegaMegadrive #SegaGenesis #Parodius #SGDK

Shannon Birt

26,539 Aufrufe • vor 6 Monaten

This one is a must read. I hope the takeaway is, at minimum, eye opening. To any player/parent trying to navigate the recruiting process right now - here is some perspective for you. I came across this video recently on Twitter - It’s a video of Juan Soto when he was 16 years old in the Dominican Republic. (Credit to parker hageman for digging it up and posting it.) I decided to do an informal case study. I sent the Soto video to 13 high-level baseball evaluators - 4 current MLB scouts, 7 current and former D1 recruiting coordinators & head coaches, 1 former pro manager/ college head coach, and 1 current JC head coach. All guys that I know and trust to give honest feedback. I told them that I had just started working with this 16 year old international player and that I was hoping to get their feedback from an evaluation perspective. 3 of the 13 knew it was Soto from the video. Of the other 10, here were the results: - 1 current D1 coach said “He looks like he’s gonna get paid. I have money for a ’26 if he doesn’t want to sign with an MLB team. Somebody will pay that swing.” - 2 of them liked his physical upside and bat speed and said once he puts on some weight they think he’s got a chance. - 7 of them said something along the lines of… “He needs to go to a JC”, “he has too much effort in his swing”, “looks like he has some timing issues”, etc... The video was taken shortly before he signed for $1.5m with the Washington Nationals. He is a future Hall of Famer. Let that sink in for a moment. The question is, why were the majority of these college coaches and scouts flawed in their initial evaluation of the short video I sent them of a guy who signed for $1.5m with the Washington Nationals a few months later? - Are they bad evaluators? - Was the video not a good enough representation of Soto’s ability? - Was there not enough context as to his track record and other tools to make an informed evaluation? - Is it just difficult to evaluate a player off of 1 minute of video? - Did the fact that he is an international guy change things? - If he had hit 3 homers in this video reel would they have a different opinion? In all honesty, I wasn’t surprised by any of these responses. I might’ve said the same thing if I didn’t know it was Soto. It is likely a combination of multiple of the reasons I listed above… but the point I am trying to make here is this: I hear all the time from high school and JC players/parents about how frustrated, disappointed, or defeated they feel because they aren’t getting interest from college coaches, and because coaches don’t respond to their emails & DM’s. So here is the perspective that you need to understand: even Juan Soto’s video from a few months before signing a $1.5m contract didn’t garner the type of interest that you would expect. Are you better than Juan Soto was at 16 years old? Are you a future hall of fame caliber player? There are so many factors that go into the recruiting process. It is a multi-sided marketplace where each stakeholder (college coach and player) has to have a mutual need and interest in one another. Baseball is the hardest sport to evaluate and it’s not even close, IMO. Coaches and scouts are wrong all the time. Players can get exponentially better in a short period of time. It’s not always a pretty process, but all it takes is one coach to see something in you and want to invest in you. Dial in the things you can control. Make sure coaches to have the full picture of who you are as a player and why you can help them win. And don’t be upset when you get limited responses/feedback. It happened to Soto too - and he is much better than you.

Josh Nashed

229,875 Aufrufe • vor 1 Jahr

So much of what's circulating about MGSΔ on the internet is unreasonable and unfair. The treatment of the game is really strange and unfair, and I'm going to show you another letter of nobility from the development team that NO ONE has noticed since the game's release in August 2025. No one has mentioned it on Twitter, YouTube, Reddit, etc., yet I have rarely seen anything so respectful. MGSΔ is also a remake that keeps a low profile on the internet, is sometimes ashamed of its subtle additions and improvements, and has HUGE respect for the main MGS3 development team. MGSΔ is also a remake that “hides” its credits in favor of the classic MGS3 credits at the end of the game with Starsailor's iconic theme “Way to Fall,” choosing sobriety and humility when it comes to the development team that worked on MGSΔ. In fact, there are more than 10 minutes of credits for the remake available in the “EXTRA” menu of MGSΔ, presenting the staff working on this project, with a new and already legendary orchestration by Naoki Nakashima that fits perfectly with the Metal Gear universe. Given the considerable work involved, the decision to put this in second place and leave the original MGS3 credits (from the original team) is once again a sign of great respect on the part of the development team. That's not all. From the introduction onwards, the game presents itself as “based on MGS3.” With no mention of the current staff, but rather the “Original” staff (introduction) with their names highlighted. As far as I can remember, no remake project has ever done this in the world of video games. Voluntarily stepping aside to continue promoting the original team, saying (Okamura) “Keep us honest” (for the future of MG) is incredible proof of respect for the saga. Okamura and the development team reading hate messages from angry “fans” on Metal Gear Hotline was also a powerful and painful moment to watch. Okamura also said that he would like to work with Hideo Kojima again in the future. At what point can we say that this is not sincere? I just don't understand. Yet we still see insults, people saying that the game doesn't respect Kojima, and a community divided in two. We also have misinformation, sometimes deliberate by some media (the release of MGSVOL1 saying that the credits did not mention Hideo Kojima), and questionable omissions of the game from major video game events for important titles such as sound design and best remake... I wonder how long this “targeting” of Konami will continue, because OBJECTIVELY, there is a genuine desire to do well. Admittedly, there was a difficult start with performance issues in certain parts of the game (which have been fixed) and a misstep with FOX HUNT, but the game does not deserve the hatred we see everywhere. If we want to see METAL GEAR continue, we need to soften our judgment and trust them. Fortunately, Delta's sales were good and the series will be able to continue evolving, but I still have a slight fear for the future... Because there is always strange hostility on the internet. Sorry if this tweet was a bit long, but it had to be said.

Outsider Snake

33,068 Aufrufe • vor 7 Monaten

First impressions of Lost Soul Aside. Personally I'm really enjoying the combat. As you unlock more skills and abilities, the combos really start to open up and it's fun to just go into Training Mode and see what you can come up with. Boss fights are a standout with a surprising amount of them in the opening hours. Almost feels like a boss rush at times, which is fine because those are probably the best part. Good visuals in Pro Performance mode with a heavy reliance on particle effects. Personally I like it and it hasn't really gotten in the way of visibility. My BIGGEST complaint so far is the movement. The double jump, and by extension the platforming, just don't feel very good. The momentum carries over a little too much which can cause you to fall over the edge by mistake. The jump just feels clunky and the movement in general could use some work. Thankfully most of the platforming stuff is optional. I would also love to see an auto-sprint option for combat. The game is mostly linear with some optional side objectives, puzzles, and collectibles thrown in. Most of these will net you experience and skill points, but there are also weapon accessories and crafting materials. Still a bit too early to make a judgement on the story, but so far it's fine. I've tried both the English and Chinese voiceover and am sticking with English. There are some occasional frame dips when you enter new areas but nothing that's gotten in the way of combat. So far I'd rate it about an 8/10 and am excited to continue playing. If you're here for hack-and-slash gameplay you'll most likely have a great time! #LostSoulAside #PS5 #PS5Pro

KAMI

25,039 Aufrufe • vor 11 Monaten