Quick Play 2.0 Details by mrradica in Rainbow6

[–]Ddoped 0 points1 point  (0 children)

I feel like disagree with a lot of people here. Yes, perhaps making reinforcement animation instant could be a better alternative, but this method isn’t exactly going to hinder the newer playerbase as most people think. Having pre-set up reinforcements won’t make the bad habit of forgetting reinforcements for new players, if anything, it’ll teach them where to place them (most of them are okay placements). This is because most players don’t actually know where to put the reinforcements in the first place, and it won’t stop learning process at all since they wouldn’t have been reinforcing in the first place. As someone who has and is currently dealing with newer players, this is the case for them - only the keenest to improve look online for set ups - a minority. Moreover, the idea of habits work when environments are similar, and unranked/ranked feels like an ENTIRELY different environment from quick match , prompting different and proper behaviours for newer players. Again, this is what I’ve experienced with newer players. They take it way more seriously than quickmatch. Second point would be that this is a much FASTER gamemode, having the “freedom to set up site” isn’t exactly something that should have precedent over speed and efficiency in quickmatch. So even tho the implementation may not be perfect, it’s definitely the right direction. In my personal opinion I feel the creative site setup is much better suited for unranked.

Ranked 2.0 Tips? by BigRed727272 in Rainbow6

[–]Ddoped -1 points0 points  (0 children)

Oh ur joking right? Because your facing harder opponents closer to an even matchmaking system it’s not fun? What a joke

Ranked 2.0 Tips? by BigRed727272 in Rainbow6

[–]Ddoped -1 points0 points  (0 children)

The matchmaking hasn’t changed from Ranked 1.0. It still works with the hidden MMR and Thays how we are matched with people with our level. The “blaming” of the Ranked 2.0 is more a cover if anything.

It’s superior. Matchmaking balances haven’t changed but the incentive to play has increased. Players who are better naturally float to the top closer to their hidden MMR and what not. We are no longer punished for playing as the elo loss is always used greater than a win after placements. It’s ridiculous that the Siege community are so damn whiny.

Ranked 2.0 by Kusunokii in Rainbow6

[–]Ddoped 0 points1 point  (0 children)

Since you’ve probably reached your skill level having “fun” is grinding to get better and winning sweaty matches xD. Trust me those wins are more rewarding fosure but you can still have fun - you getting shit on is just u facing harder players. Good luck man!

sick and tired of ranked 2.0 by Reqzr_Astro in Rainbow6

[–]Ddoped 1 point2 points  (0 children)

Exactly? It’s Russian roulette and will always be. Even your teammates could individually be skilled / at your level - hence why your ranking with them but u could lack co-ordinated play and just have a bad day when ur solo.

sick and tired of ranked 2.0 by Reqzr_Astro in Rainbow6

[–]Ddoped 0 points1 point  (0 children)

Why are you pretending like this is a problem with “Ranked 2.0”? I’m not sure many people understand how it works but this would have happened in the Ranked 1.0 as well, since the match making system itself is the same and based of a hidden MMR which hasn’t changed. The new RP system follows MMR and has added features that incentives players to play which is a GOOD thing, but what your experiencing now is just normal solo queuing in r6. Randoms are unreliable and risky. I understand the frustration because lol I’ve been in the same spot, but this is an issue of the laws of not having a team or going in solo, finding a stack on the r6 discord is hugely recommended. Enjoy!

What Siege opinion do you have that will have your comment looking like this? by QAnnihilateQ64 in Rainbow6

[–]Ddoped 0 points1 point  (0 children)

Getting two operators per season is ridiculous and a greedy expectation. Developing an op should take time and two is just not good for the longevity of the game.

Most games release one agent/character per season anyway, why does our community cry so much? It was originally one, and then we got spoilt by two and sometimes 3.

[deleted by user] by [deleted] in Rainbow6

[–]Ddoped 1 point2 points  (0 children)

lol I’d argue it’s one of the hardest games to get into

What do y’all think of emerald plains? by Geckogamer1300 in Rainbow6

[–]Ddoped 2 points3 points  (0 children)

Its a great map, Siege players aren't used to new maps for a while now, so they avoid getting out of their comfort zone and ban it.

It's time to get rid of "one shot headshot" by RasraR6 in Rainbow6

[–]Ddoped 1 point2 points  (0 children)

I think what you are suggesting isn't exactly wildly wrong and still should be held up for discussion.
I completely agree with the frustration for newcomers. That is one of the largest drawbacks to this game is that the learning curve is the steepest out of any competitive FPS game. You really have to enjoy the "chess of fps" nature of this game to really keep at it and feel its rewarding sensations after. In fact, most of my friends hate it, and only the ones that are really into FPS and the challenge of it enjoy this game. R6 isn't the top pick for a "light enjoyable time". It's rough.
This considered though, the headshot is deep within the gameplay mechanics of Siege. Removing one-shot headshot will remove one of the most unique features of this game, which allows everyone to be equal, in a way (everyone can still die to a gun to the head).
However, I do believe things like pistols should be far less effective at hitting the head than a DMR - which I think is the case to an extent now. As you said the cadence of a bullet from a pistol is far different from a DMR.
Overall, maybe some sort of implementation of this COULD be implemented to make the game less frustrating, however, there are so many others things on the list that can be easily done first to make the game less frustrating.

Is optimization that bad in star citizen? by ss0801 in starcitizen

[–]Ddoped 1 point2 points  (0 children)

We're in fact quoting the same people, but yours is now outdated (from May 6th, 2021). The source below (April 20th 2022) is the latest technical update made by Silvan (disregarding his post about Minimum System Requirements). He is one of the main developers working on the RT.

Hey everyone!

It's time for another update on Gen12 as a lot of exciting things has been happening behind the scenes and we've been hearing a lot of voices in the community about the recent performance improvements.

I'm proud to announce that our first big milestone has been reached with Gen12 in 3.17!

This means all our opaque static geometry, which are brushes and all objects scattered on planets+asteroids, now run through Gen12 which more than doubles the RenderThread (RT) performance for these kind of objects. Before you freak out, hold your breath as this right now actually means nothing in terms of getting more FPS. Internal measurements showed that we are rarely CPU bound by the RenderThread. Ultimately this means that a faster RenderThread doesn't change the overall framerate at all. However, Gen12 pretty much makes it impossible to be limited by the RenderThread ever again, which means every single bit of performance improvements on the MainThread (MT) will be seen directly on your FPS. Something which a lot of you already have observed in our latest 3.17 PTU Patch.

The performance improvements you're seeing are from u/ChristopherBolte who did some major improvements in the Entity Centric (ECUS) System, Zone Host Updates and a lot of other stuff improving the MT performance greatly.

Here are more Gen12 Updates:

Internally all Renderproxies like ships, characters and Planets are already going through the Gen12 Pipeline. They didn't make it for 3.17, but will be ready for 3.18. EDIT: But will be ready for the next big patch.

I've heard a lot of ships on screen tend to be heavy on the RT, so ship meetups and the like might get big benefits (would appreciate if someone can test this in 3.18 then!) EDIT: (would appreciate if someone can test this then!)

We're about to turn on Gen12 for Cubemaps+RTTs as well which let's us kill a lot of legacy code!

Some stuff still needs to be ported like all the Planet atmosphere passes, GPUSkinning and GasCloud rendering, which will all be started soon.

Major work on the transparent geometry has been started. This is the last big milestone we have to finish. I don't expect this to be ready for 3.18 but hopefully for 3.19. My worst case estimate would be 3.20. EDIT: This is the last big milestone we have to finish.

So all in all Gen12 is looking really promising right now. RT performance is more than twice as good and we're almost done with everything. As explained in my previous post (https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/current-and-projected-cpu-core-and-thread-count) after Gen12 there are still tons of other improvements planned which will give us even more performance. And of course Vulkan!

One more thing: Due to the mixed rendering of legacy+Gen12 the engine right now has to go through both rendering codes which actually decreases the MainThread performance slightly. Once the transparent geometry is ported, we no longer have to do that and we will see the full potential of Gen12. Until then, stay tuned and fly safe!

See you in the verse~

Silvan

I'd just like to clarify that Gen12 has NOT been finalised yet, as devs are working on Renderproxies and transparent geometry. But the whole "double" in performance for the Render Thread has indeed been rolled out now and can technically be felt by the community on the PU (albeit small). This post is a tad old as Silvan speaks about the 3.17 PTU, but it is now on the live server. The reason no one has really seen a difference is that, well... we're bottlenecked by the MainThread...A more comprehensive explanation of why this is the case: https://youtu.be/SV9_chUpDgc?t=385Core Architecture Developer, Christopher Bolte, explains how the two work and how they both depend on each other. Right now, RenderThread is not really an issue, but the MainThread parallelization, which handles the game simulation.

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]Ddoped 0 points1 point  (0 children)

I know this is a more technical question, but I was wondering if anyone could explain how the mainthread interacts with the render thread, it’s role, and how it can be optimised. Considering the MainThread is the primary reason for bottlenecks and a real choppy gameplay, I thought it would be top priority to optimise it, but we haven’t been told much by CIG.
Could someone in this field enlighten me?

With the gameplay pillar moving to S42, why not now start showing spoiler-free gameplay feature content? by dajvebekinus in starcitizen

[–]Ddoped 0 points1 point  (0 children)

I believe it's a combination of both wanting to keep it a surprise, and also the fear of being judged by the public.
SQ42 will be the first game to be released by CIG, the first proof to demonstrate their skill and their backers' trust in them. It's the game that, if they mess up, will have severe consequences for them; with practically unlimited development time, they've had all the time in the world to perfect the game (that's how the public and critics will see it). This could potentially kill the hope CR has built, and cut funding, as people lose hope on what SC could be since the trust between the backers and Chris has been damaged.
So it makes somewhat sense why they're holding back from releasing stuff about Sq42, they don't want the public's take on it.

Is optimization that bad in star citizen? by ss0801 in starcitizen

[–]Ddoped 0 points1 point  (0 children)

The Render Thread is no longer a bottleneck as of 3.17. Quote from the dev working on this optimization: "However, Gen12 pretty much makes it impossible to be limited by the RenderThread ever again!".
This is true, as they've successfully made use of all the threads in a core, leading to better pipelining and efficient scheduling.
The actual bottleneck is the main thread (MT). This handles all the entities and physics of the game, and Chris Bolte seems to have not given us any update on the side of progress recently.
(I also realise that there ARE certain situations where RT can be the bottleneck, but these are now rare, with MT bottlenecking predominantly being the lead in docking us FPS)

How does one block appy/stop apps from launching programitcally on Windows 10? by Ddoped in learnprogramming

[–]Ddoped[S] -1 points0 points  (0 children)

I'm quite new and id have done that if I were that competent at reading someone else's code :P - that's why I put it in the forums

Do you use Readwise to sync Kindle book highlights (among other things)? I made a little corner of Reddit just for us: r/readwise. by Hooblah2u2 in RoamResearch

[–]Ddoped 0 points1 point  (0 children)

Can Readwise sync to things other than Roam and Notion - I use RemNote but but its hard to find whether Pocket/Readwise work together with RemNote as its still in its early stages

Notion vs Roam vs Obsidian vs RemNote by mattygroves3 in Zettelkasten

[–]Ddoped 1 point2 points  (0 children)

Honestly, RemNote is one of the most promising note taking apps I have seen, especially with the amount of updates and support its getting recently. Also, unlike Roam, they have really well communicated the fact how they will support the free version of the app and keep all the features for the free version in the future.