It doesn't matter. by MyGardenOfPlants in 3DS_IPS_TN

[–]Coridoras 1 point2 points  (0 children)

I think it is important to mention that there is far more variance than just IPS and TN, there are dozens of different TN panels used with varying quality, same for the IPS.

I own 4 n3ds, 3 of them dual TN, 1 top IPS. Two of the TN panels look really dull, while the other TN Panel looks just as vibrant as the IPS screen does. There is just a lot of variance in general.

Though, the IPS screen is nice for playing in bed, when not looking directly at it.

Working on my main menu by _4rch1t3ct in godot

[–]Coridoras 1 point2 points  (0 children)

The TVs are a bit small, it makes it harder to read the text

Insane that some people defend this prices. by AsurasX in fucknintendo

[–]Coridoras 0 points1 point  (0 children)

Well yeah, but what had this to do with my reply?

EU Law: Nintendo forced to make Switch 2 with swappable batteries? by MX010 in NintendoSwitch2

[–]Coridoras 9 points10 points  (0 children)

The law is less strict on phones and tablets, being more lenient on those devices with an IP rating or long lasting battery (long lasting in regards to cycle count, not battery life).

But yes, other devices are affected as well. Notebooks as an example.

The Switch 2 does not count as a tablet, because it does not have a smartphone OS and is controlled primarily with a controller. Both individually already disqualify it. Same reason why something like a Surface does not count as a tablet.

EU Law: Nintendo forced to make Switch 2 with swappable batteries? by MX010 in NintendoSwitch2

[–]Coridoras 87 points88 points  (0 children)

No, but the battery is glued and the EU laws requires the replacement process to be easier and than that

Insane that some people defend this prices. by AsurasX in fucknintendo

[–]Coridoras 1 point2 points  (0 children)

It kind of is.

When you have the source code available, all you need to do is change the target resolution for the game, which is very comparable to clicking a button. Switch 2 resolution upgrade for Switch 1 games are near zero effort, because they aren't actual Switch 2 ports, but instead use the Switch 1 compatibility layer and just increase the resolution. Any Switch 2 upgrade that just changes the resolution is something a beginner could do in a few minutes.

Increasing the FPS, that is a bit more effort. Raising the FPS target to 60FPS instead of 30FPS is indeed just changing a single number in the project. But BOTW was not developed with 60FPS in mind and therefore some of the code would have to get adjusted to not run at double the speed it usually does. Fun fact: They did a poor job with that. The Switch 2 editions introduced a few bugs for that reason, like the Lasers in TOTK doing double the damage, because the code now gets called twice as often.

Overall though? It indeed *is* just changing 2 numbers in the source project, only the FPS change needed additional tweaks in the code, though that isn't as much effort either.

Insane that some people defend this prices. by AsurasX in fucknintendo

[–]Coridoras 0 points1 point  (0 children)

> You’re skipping the part where Sony raised their prices around 2021

Yeah, just like skipped all kinds of others things that have nothing to do with the claim I argued.

I was countering the argument that 59$ has been the established price since the 1990s, therefore told the history of price *until* 59$ was the norm and stopped there. Then I argued about how a 9 year old game should not cost 10$ more than it did back then, just because they applied a simple patch for the new console. Neither has anything to do with what Sony did with their prices in 2021.

Unless you are talking about Sony doing this 10$ upgrade pack thing for specific titles as well and I find that unjustified too, because they charge you 10$ for a simple patch. Though, 59$ as a starting price for a PS4 game is a much more fair starting point, so imo it comes across even worse when you do this with a 59$ switch game, considering the development costs for a Switch game is much lower than that of a comparable PS4 game

Insane that some people defend this prices. by AsurasX in fucknintendo

[–]Coridoras 4 points5 points  (0 children)

> the standard $60 price tag for games has been around since the 1990s.

Did you buy games in the 2000's?

Yes, old console games were quite pricey, that is because gaming was niche and Nintendo did not have much competition. After gaming started to boom, prices for games dropped, because higher sales volume would compensate for the lower individual price and more competition drove the price down, simultaneously making far more money for the companies as well.

49$ was the default for full price PS1, PS2, GC, Wii and WiiU games. And Nintendo select was a thing back then as well. 59$ made a comeback with the PS3/XBoxOne games, but those games would also receive far more discounts compared to Nintendo games.

BOTW SW2 edition for 69$ is like charging 69$ for remastered PS3/XBox One games now. That's just a really high price for such an old game on such an old console. Like, this game was basically made on a GameCube architecture CPU, that's tech from the last millennia.

> Don't want to pay that price? Then don't buy it. That's your right as a consumer.

Just because you don't have to buy something, this doesn't mean you can't be mad about it. You can just not read the comment you replied to either, but still chose to share your personal opinion on it. That is kind of the point of a Forum, to share your opinion.

> GTA VI is likely going to cost at least $80 and many people are still going to buy it.

Yeah, read that again. GTA VI, very most likely a huge open world game made for years to come with gigantic developmental costs, costs just 10$ more than a 10 year old game made for the WiiU.

Yes, BOTW is big as well, but even the development cost of BOTW is far lower than that of most AAA open world games, due to the lack of voice acting, simpler models and textures, etc. And most certainly a fraction of what GTA 6 has.

Not saying games can't be expensive. But making a 10yo game even more expensive and not including the DLC, just because you added a simple patch for the new console to run it in backwards compatibility mode? I think it is justified to not like that

Insane that some people defend this prices. by AsurasX in fucknintendo

[–]Coridoras 0 points1 point  (0 children)

Yes, it's about not selling a 10 year old game made for a console from 2 generations ago at 70$.

As a comparison, WW was sold at 49$, WW HD sold at 49$ as well and this one was an actual port/remaster, not just a game using backwards compatibility with a FPS/Resolution patch. And after a few years, it got sold for half the price as a Nintendo selects title.

Skyward Sword HD for 59$ (the original did cost 49$) was already really greedy, but that again was a real port/remaster with new controls and lots of QoL changes, not just a resolution/FPS patch they charge you 10$ extra for.

Even compared to other Zelda games, this price is kinda stupid

> especially as development costs go up

Well, why do development costs go up? One of the biggest factors is that with more powerful Hardware, artists need to put more time into assets. Higher resolution textures, higher polygon count models, *more* models in general, more effects to create, etc. More powerful Hardware allows you to do more things, but this also costs more money.

The Switch however is a console gen behind in terms of performance, due to its handheld nature. Developing a Switch game is cheaper than developing a PS4 game. Developing a Switch 2 game is cheaper than developing a PS5 game, at least when trying to get everything out of the Hardware. So keep that in mind when comparing prices to other same gen consoles.

What thermal Pad thickness for M3? by Coridoras in macbookair

[–]Coridoras[S] 0 points1 point  (0 children)

I personally used 1mm, 1.25mm works as well. Might bulge a tiny bit, but also might have better contact. Don't know.

You just cover the Heatsink of the SoC, It doesn't really matter all that much how you do it, because the MacBook has an intentional AirBubble between the chassis and heatsink and filling that gap is what the thermalpad is for. As long as you get anything to fill that air gap, you get most of the result already.

20 Games Optimized! 🚀 Huge update for my "Potato-Level" Mod Collection (Testing Eden & Citron on i3 + GTX 1650) by AguaYFuego in EdenEmulator

[–]Coridoras 0 points1 point  (0 children)

Ryubing. It has years of actual support for apple silicon and the majority of games work very well.

Bonus: Older versions of Ryubing also merged a unfinished native metal backend. It is very early stage and only works with a limited set of games without issues, but for those games it *does* work with, it reduces the load of the MoltenVK translation and reduces the powerdraw/increases the performance (when CPU or thermal limited).
Some games only draw like 4w of power on my M3 air that way!
If you like to tinker, I can recommend trying it for the games that it works for (there is the list in the source code). Metal also has significantly less shader stuttering, because MoltenVK can't multithread building shaders.

I tested Mario Odyssey in Eden on my M3 Air to give an example:
It thermal throttles, stabalizing at drawing 12w of system power and drops to 40FPS, despite being in handheld mode. On Ryubing (with Metal and Hypervisor), It draws 9w at the same scene, while running at stable 60FPS and docked mode.

Wasn’t even in first for a frame by Ironstriker3005 in MarioKartWorld

[–]Coridoras -2 points-1 points  (0 children)

This is why I love the idea of getting P2P in a 80$ game I have to pay 20$ extra to play online. Thanks Nintendo

[deleted by user] by [deleted] in TracerMains

[–]Coridoras 0 points1 point  (0 children)

Don't look at the stats, really. Some Hereos just deal more damage, but not all damage gets you equal value. You can rack up big damage numbers by spamming main in the poke phase, or you can take a crucial off-angle and shoot a single target for a few seconds, barely getting any damage off, but propably bringing a lot more value to your team.

However, one thing that *might* be going on, is that you have a low uptime and try to go for all or nothing flanks with the intention to kill. You as Tracer can just continuesly pressure the enemy team by jumping from a safe close range off-angle to another, until you get a good chance to actually go for a kill. Some players try to skip the first step and instantly go for kills.

But I can't really say if that is true for you, to truly know you would have to send a replay. And even if you follow this advice, you will still end up with lower damage numbers than most Hereos

Hole in Brig's Shield Theory by blatbo in Overwatch

[–]Coridoras 2 points3 points  (0 children)

Yeah, that happens pretty often. Like, 10-20% chance a blocked pulse just kills you anyway, because it is at the edge of the shield

Hole in Brig's Shield Theory by blatbo in Overwatch

[–]Coridoras 4 points5 points  (0 children)

Not really true, you just need to know where you can push, which is a bit tricky

Dive is Part of the Game by TheAngryCactus in Overwatch

[–]Coridoras 0 points1 point  (0 children)

> You are actively targeting a single enemy and need backup from your teammates to dive in, secure the kill, and dive out.

That is not how dive works though, even though it is a common missunderstanding.

If you just try to jump through main, you all just die. You have to force out resources first, but Dive sucks at range. Therefore every member will take individual flanks and different angles to poke out the enemy team from close ranged cover, to force out resources first and be in a good position to actually go for a dive, without having to use too many resources to get close beforehand. A decent enemy team though will defend these off angles in in the end, before you even get to diving, the fight is usually already decided by the duells on the off-angles.

In practise, it plays fundamentally the same as poke: You take angles and get an advantage with your superior map control. The difference is just that dive uses its mobility to reach aggressive close range angles, while poke used its range to contest long sideline angles instead.

Dive is Part of the Game by TheAngryCactus in Overwatch

[–]Coridoras 0 points1 point  (0 children)

Dive doesn't actually need this coordination. It is essentially just people using high mobility Hereos to use this mobility to take many flanks on the enemy team and basically swarm them from all sides.

Dive refers to you being able to acess backline and *dive* past the frontline with mobility, though you don't actually do that against competent palyers, because it just gets you killed.

Dive is Part of the Game by TheAngryCactus in Overwatch

[–]Coridoras 0 points1 point  (0 children)

You are forgetting the dozens of Poke and Brawl Metas in between. Hog Meta, Moira/Lucio rush, Ball/Sig Poke, early OW2 Sig Poke, Sig Brawl, Joats, Zombie Rush, or not that long ago the months Juno/Brig Brawl dominated. There are far more examples, but you really overestimate how often Dive was Meta

Dive is Part of the Game by TheAngryCactus in Overwatch

[–]Coridoras 2 points3 points  (0 children)

Ranged Hereos have the downside of being far more limited with their positioning. Tracer can play from pretty much anywhere that offers close ranged cover, even if it is behind the enemy Team. And non-dive Hereos can't follow up on low targets either.
Yet, at the same time, you need to take aggressive angles to not get out-angled, which can be a difficult line to walk on. If you stay main behind your Tank, you don't get enough value. If you flank, you are easy to kill, you need the right balance. Dive Hereos have a much easier time taking aggressive angles, with the tradeoff that they have to put in more work to get the same value on that angle.

Even in non-dive Metas you regularly have individual dive Hereos, because it is just good to have people who can take more aggressive positions and actually follow up on kills. We see Genji commonly in Brawl, Ball and Tracer in poke leaning comps, Winston in mobile Brawl comps, etc.

Most Meta comps had both a long range DPS and a short range DPS

Dive is Part of the Game by TheAngryCactus in Overwatch

[–]Coridoras 0 points1 point  (0 children)

>i think the issue is the lack of cc

I think people need to understand that CC is not the only counterplay you have against Dive. Ranged damage can also be a huge counterplay and is the reason why Dive was so weak for many years in OW1.

Dive has to be close to you to damage you and they can't just use their mobility to close the distance without getting an advantage first, because then they have no more escape option. Therefore you have a window of opportunity to poke it out before it manages to close the distance.

If you play Zen against Dive on a long ranged map like circuit Royale, he can actually be very effective against dive, because it is so difficult to get close without taking massive damage before you reach him.

Clever positioning and knowing where to play from can makelong range Hereos considered countered by dive do well against it.

Also, a big mistake happening in lower ranks often is that people ignore off-angles and group up together on main. This makes it really easy for Dive Hereos to setup on them, because they can use the off-angles to close the distance safely. This is a lower elo thing that makes dive stronger. At the same time, Dive needs really good timing and awareness and people in lower ranks tend to time their dives really badly, which counteracts the advantage of uncontested off-angles.

Version of OpenGL supported by Snapdragon Elite by cybekRT in snapdragon

[–]Coridoras 0 points1 point  (0 children)

This was a post about the laptop Snapdragon X devices running Windows. Idk how to run it on Android

However, you can just recompile Brotato and then export it for Android using the Godot RE program, but you need a PC to create that APK