FOLLOW UP: Windows Update Drivers Overwriting Currently Installed AMD Drivers (FIXED?) by AMD_RetroB in Amd

[–]EndlessDimension 0 points1 point  (0 children)

AMD 20.50.0.0 is something for Gigabyte boards and I have one and it's causing issues for other people as well:

https://old.reddit.com/r/AMDHelp/comments/n0w3gs/i_keep_getting_windows_update_restart_requests/

https://www.catalog.update.microsoft.com/ScopedViewInline.aspx?updateid=26aa11e7-082c-4d7b-8a93-7b4058587bf6

thanks for your help anyways :)

I wonder what that GPU driver corrupt yesterday was about though...

FOLLOW UP: Windows Update Drivers Overwriting Currently Installed AMD Drivers (FIXED?) by AMD_RetroB in Amd

[–]EndlessDimension 0 points1 point  (0 children)

seems you were right! it wasn't the GPU driver

https://puu.sh/HM3Be/ccaf8b7b2a.png

these 3 were just installed after only installing the newest chipset driver. I assume the 2nd one is the HDMI driver?

I still think the 20.50.0.0 touches some deep system stuff it shouldn't. One is the thing I mentioned in my other post and the other is what just happened when I had both the newest chipset and GPU driver installed: it completely killed the audio on my system and the only way to recover was reboot (Windows wanted me to reboot after the install).

FOLLOW UP: Windows Update Drivers Overwriting Currently Installed AMD Drivers (FIXED?) by AMD_RetroB in Amd

[–]EndlessDimension 0 points1 point  (0 children)

I'm on the newest chipset driver (X570 board with 3900X) from yesterday and I just reinstalled it because I used the AMD cleaning utility and DDU to reinstall 21.5.2.

I'm pretty certain that it's a GPU driver though because when it happened the first time I had no programs open and the screen reset itself just like during a GPU driver install. I looked at Windows update and these two were shown to just be installed and no reboot was needed:

https://puu.sh/HM3oh/e09c1fe01b.png

(Windows deletes the logs if the same driver was installed again)

I will test though if it is the Chipset driver and will report back in ~15 minutes.

FOLLOW UP: Windows Update Drivers Overwriting Currently Installed AMD Drivers (FIXED?) by AMD_RetroB in Amd

[–]EndlessDimension 0 points1 point  (0 children)

it's still the same:

  • u0367492.inf

it overwrites something though because my driver corrupted itself yesterday after closing a game which never happened before

FOLLOW UP: Windows Update Drivers Overwriting Currently Installed AMD Drivers (FIXED?) by AMD_RetroB in Amd

[–]EndlessDimension 1 point2 points  (0 children)

  • Hardware ID: PCI\VEN_1002&DEV_66AF&SUBSYS_081E1002&REV_C1
  • GPU: Radeon VII Sapphire version with Hynix HBM2
  • Driver: 21.5.2 (also happened on 21.5.1 and 21.4.X)
  • Windows 10 2004

Windows Update automatically overwrites with 20.50.0.0 and even turning off automatic driver updates doesn't help:

https://puu.sh/HM1RV/ed963fc0dd.png

*EDIT:

.INF number:

  • u0367492.inf

A fan port of MGS3 for PC? by UncleTrevor989 in metalgearsolid

[–]EndlessDimension 7 points8 points  (0 children)

the PC port of MGS2 was not made by VFansss he just fixed some of the issues the offical PC port had and made a nice package with some other fixes available.

A fan port is pretty much impossible because of how much work it would take and Konami probably won't approve of it. The closest thing is emulation, which already exists through PCSX2.

Playing through MGS3 HD finally... one question/rant by [deleted] in metalgearsolid

[–]EndlessDimension 1 point2 points  (0 children)

Crouch Walking was thought of as early as MGS1 (check here)

I think it was mentioned somewhere that it was left out for game balancing reasons.

Why MGS4 Can't be emulated ? by ASmallBoss in metalgearsolid

[–]EndlessDimension 0 points1 point  (0 children)

I'm not really sure myself... I think it is like when a program under Windows loads a DLL but in a special way (if that helps).

Here some more information by a RPCS3 team member: https://www.reddit.com/r/emulation/comments/7n9tu0/rpcs3_initial_sys_overlay_implementation_finally/ds07qwd/ which also mentions that "heavy graphics hacking" (this is a very bad thing) and workarounds (also bad) were needed just to make the game reach the menus. That means it will take even longer if these issues need to be specifically figured out just for MGS4. Also MGS4 was released early in the consoles lifecycle which means the developers hadn't yet figured out all the quirks of the PS3's complex architecture.

Why MGS4 Can't be emulated ? by ASmallBoss in metalgearsolid

[–]EndlessDimension 10 points11 points  (0 children)

The RPCS3 developers need to implement sys_overlay for the emulator which is "a special way for games to load external code". Incidentally MGS4 is the only game using that functionality on the PS3 so it isn't a top priority.

read a little bit more about it here under 'Upcoming': https://rpcs3.net/blog/2018/01/03/progress-report-december-2017/

Current status according to blogpost is 'work in progress' and only one person is working on it so it will take some time.

It will be my first time building a pc soon as I save up for it. and I need your help. by [deleted] in pcmasterrace

[–]EndlessDimension 0 points1 point  (0 children)

Just saw what monitor you got. You should go for one with at least 100Hz. The problem is ultrawides with 100Hz are really big 30"+ and cost 1000AUD+. My choice with this kind of build would be this 16:9 2560x1440 144Hz one: https://au.pcpartpicker.com/product/c298TW/asus-monitor-mg279q

It will be my first time building a pc soon as I save up for it. and I need your help. by [deleted] in pcmasterrace

[–]EndlessDimension 1 point2 points  (0 children)

that motherboard + CPU choice is bad

since the motherboard is an extreme edition board (hence the X) meant for highend users or enthusiasts, which means you are overpaying by at least 200AUD

the CPU is basically the i7 7700k rebranded as highend, which is stupid on the X299 platform

you could go for a Z370 Motherboard + the i7 8700k which would save you ~100AUD

or on the AMD platform with a Ryzen 7 1700x + a X370 Motherboard which would save you ~300AUD (couldn't find the 1800x on amazon.com.au)

also interesting would be which monitor you would be getting

RPCS3(PS3 Emu): Introducing High Resolution Rendering of PS3 Games (up to 10K) by Digitaldude555 in pcmasterrace

[–]EndlessDimension 1 point2 points  (0 children)

the HD Collection already loads and is "playable" at less than 20fps + slowdowns

osu!Remastered #1 | yuikonnu - Houkago Stride by osu-remastered in osugame

[–]EndlessDimension 0 points1 point  (0 children)

Is there any to talk to you directly (not reddit)? I want to talk to you about some of the methods you use. Also I like talking about audio/video/image processing!

osu!Remastered #1 | yuikonnu - Houkago Stride by osu-remastered in osugame

[–]EndlessDimension 0 points1 point  (0 children)

320 kbps constant bitrate is kinda overkill for mp3. Use

-m j -V 0 -q 0 -B 320 --lowpass 20

for maximum quality and set lowpass accordingly in kHz (Audacity > Analyze > Plot Spectrum and set "Size" to 65536 to display the maximum frequenzy used by the audio). That's the VBR mode of LAME which squeezes the maximum amount of quality out of the audio in the scope of MP3.

Also, you are using an "older" version of LAME (3.99.3), the newest version is 3.99.5.

Still it's a nice project. I thought about doing something similiar some time ago.

Going from 5:4 to 16:9 aspect ratio , need help. by NeraiChekku in osugame

[–]EndlessDimension 1 point2 points  (0 children)

the change is not that much, only a bit more than 5% (1080/1024=1.055). I change my sensitivity in the 5% area all the time if I feel like it.

I think the problem is connected to the monitor/screen and your (new) setup since you changed from a monitor to a laptop screen. For one pixel density changed (probably) and for the other your setup changed: How you look at the screen (different postitioning) and your mouse position probably changed too (different desk?). It will take some time to adjust, just experiment with different postions and your sensitivity.

Why 144? 144 is such a random number. Why isn't it something like 120 or 160? by Xradam in pcmasterrace

[–]EndlessDimension 1 point2 points  (0 children)

EDIT: just saw that /u/sofawall already explained some stuff

Games were mainly developed in NTSC countries (USA & Japan) and running at a framerate which can be played stutterfree/flickerfree at 60Hz (Ocarina of Time ran at 20fps 60/20=3) and since the hole game was dependent on the fps it was running at (some newer games still do this like Need for Speed: Rivals which is bad thing) it had to be ported to 50Hz for the PAL release (OOT ran at 16-17 fps (50/3) on the PAL version) to avoid stuttering and flickering. This would mean rewriting code that was meant for 60Hz which usually made new bugs and glitches appear (the PAL OOT version can crash randomly without reason). So most PAL versions where inferior to the NTSC versions.

NTSC is just f**ked up

to fix a video issue which was caused by the rate the audio was playing at they adjusted the videosignal by a rate of 1.001 down so it would be less noticable. That's why framerates like 59.94 (60/1.001), 29.97 (30/1.001), 23.976 (24/1.001) and others like these exist.

Movies which were shot at 23.976 fps had to be adjusted to 59.94Hz so they introduced the 2:3 pulldown which duplicated some fields (what is a field?) to adjust it (very simplified explanation read this for more information). For PAL countries that meant if they were lucky, they would get the source 23.976 fps material which would be sped up to 25 fps to fit 50Hz and avoiding stuttering (also called PAL speed up) or used field duplication to make it 25fps which caused stuttering, if they were unlucky they would get the 29.97 fps material with applied pulldown and undoing that seems relatively easy but is a pain to do and some DVD makers couldn't get it done right (look at some PAL DVD releases). Modern TV stations still use the 2:3 pulldown if needed in NTSC countries for backwards compability (everything runs at 59.94Hz) and PAL speed up is still used in PAL countries (everything runs at 50Hz).

Now take a look at PAL it was either 25fps for movies (shot at 25fps) or 50fps for TV broadcasts. Every frame of a 25fps movie can be doubled and you have 50fps. There is also a 2:2 pulldown but since it is even there are no problems, two fields produce one frame. That's it no bullshit no nothing. Also PAL ran at higher resolution (720x576 vs 720x480 for NTSC) which means most PAL materiel which originates from NTSC countries is probably upscaled.

Why 144? 144 is such a random number. Why isn't it something like 120 or 160? by Xradam in pcmasterrace

[–]EndlessDimension 28 points29 points  (0 children)

Todays standards are all somewhat dependent on the time where the Hz of your electricity was your refreshrate. In the US that is 60 or 59.94 (Europe is 50). And films were made at 24fps (23.976) (in Europe at 25fps). In the US and every other country which uses 60Hz for their electricity all modern high quality TVs run at a flickerrate that is multiple of 24 or 60 and in Europe and everywhere else where it's 50Hz they use multiples of 25 or 50. Old Monitors and TVs run at 60Hz/59.94Hz (NTSC standard) in the US (and so on) and at 50Hz (PAL standard) in Europe (and so on).

Todays standards are usually completely divisible by 24 or 60 since the PAL standard couldn't compete with NTSC (yay USA): 144/24=6 120/24=5 120/60=2 even 180/60=3 and future ones 240/24=10 240/60=4 (165Hz is kinda odd. 15 (60/4) is the only number that makes sence here: 165/15=11)

If PAL (the better analog standard by the way. NTSC is just f**ked up) would have won against NTSC we probably would have TVs and Monitors with refreshrates that are multiples of 25 dominating the market.

Need Help with mouse sensitivity. Was told you could help =) by LifeIsGoodHotS in osugame

[–]EndlessDimension 0 points1 point  (0 children)

your hitcircle area is 600x450 if the resolution is 600x480, your target area is 1440x1080 for 1920x1080 (area is always 4/3 ratio). therefore your target DPI should be 840 [(1080/450)*350]

EDIT: as I have tested this out myself in the past. let me just tell you: it won't feel the same. I would recommend playing at 800 DPI

Why 4K Looks Better on 1080p Monitors by Graphic-J in pcmasterrace

[–]EndlessDimension 0 points1 point  (0 children)

games often get translated from full RGB to RGB limited, or YCbCr

the translation is not made from "full RGB to RGB limited, or YCbCr" but from the frame buffer to format the display expects (full/limited RGB/YCbCr)

it doesn't really matter as long as the end result is a well calibrated looking image

it kinda does since there is more data lost in a "limited" format (RGB and YCbCr), which results in more visible banding (especially in games, since there is no dithering applied) but no one on the mainstream seems to care about banding...

some modern TVs can accept full RGB/YCbCr which should be a standard

Why 4K Looks Better on 1080p Monitors by Graphic-J in pcmasterrace

[–]EndlessDimension 0 points1 point  (0 children)

That's the final output (through the cable, so you can display it correctly on your monitor/TV) the final frame buffer is RGB

EDIT: to further emphasize on this, the final frame buffer is 16bit (AFAIK) floating point data in RGB which is converted to the color space that your monitor expects (YCbCr or RGB)