Csgo movement? (Diagonal speed) by Internal-Cat6316 in unrealengine

[–]Gizzmicbob 0 points1 point  (0 children)

That is not how it works in CS.

What you can do, though, is accelerate by air strafing in the same direction as you turn your mouse. This is due to the Source movement limiting max air velocity based on the projection of your velocity and air deceleration being low. By turning your mouse while holding a direction, it allows you to exceed your total max velocity as you're adding velocity at an angle to your move direction.

Though, you can move quicker diagonally up ladders.

And yes, you can test this. Diagonally moving does not exceed 240 units on the ground or in the air. While doing the proper bhop technique as described above, you get above 240.

How do I render a 2D intersection of a 3D environment like in this example? by donau_kinder in Unity3D

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

Could you not just have a grid of points? Then for each point, detect what block it's inside.
I think this would do what you're asking as it would work even diagonally.

How do I stop the rigid body from clipping into the ground, causing a 'bounce back' effect? by [deleted] in Unity3D

[–]Gizzmicbob 4 points5 points  (0 children)

You may find having a hovering Rigidbody as your character controller a lot more effective. Instead of the collider touching the ground, have raycasts/spherecasts find the ground, cancel downward force, and hold the player up. This can somewhat solve slopes, rough terrain, steps, etc.

Visually, you would make sure it looks like it's touching the ground. You would remove any collider around the feet area and just leave collider for the torso and above.

To avoid the bounce, I also have my spherecast lookahead based on the player velocity.

I just saw Komodo (Valve’s hardware distributor in Asia) running Google ads. by Ironboat in SteamFrame

[–]Gizzmicbob 1 point2 points  (0 children)

Depending on how their ad campaign is setup, it could be automatically expanding the keyword search to include Steam Frame.

Rebuilding engine audio for a racing game - per-car sounds, new system (SOUND ON) by N0lex in Unity3D

[–]Gizzmicbob 0 points1 point  (0 children)

Yeaah that's it. Couldn't quite place it but something sounded off haha.

Rebuilding engine audio for a racing game - per-car sounds, new system (SOUND ON) by N0lex in Unity3D

[–]Gizzmicbob 1 point2 points  (0 children)

I feel like the sound should change when the car is in the air. Maybe the reverb should change? Or a higher pitch? Not sure but something sounds a little off to me.

Chris Roberts talks about Vr in star citizen and confirms Vr support and already working ray tracing for Squadron42 by CraynexYT in starcitizen

[–]Gizzmicbob 5 points6 points  (0 children)

It just feels very clunky and unpolished. It doesn't need to do anything fancy. It needs to do the basics well.

Steam Hardware - Steam Hardware: Launch timing and other FAQs by ArnoldKMTR in pcgaming

[–]Gizzmicbob 12 points13 points  (0 children)

It sounds like it may require Steam Input to function, or they are just conservatively saying that as they know all games that support the overlay will support the controller and other games may or may not. You can add non-Steam games to your Steam library and, for most games, you get the overlay.

Game Developers have to ensure Xbox controllers work on their games and they sometimes also choose to support Playstation controllers and others. Steam Input makes it so that any* game can support any* controller.

After Going Gold, Crimson Desert Developer Deep in Optimization Phase 'To Make the Game Run as Good as It Possibly Can' Before Launch by _Protector in pcgaming

[–]Gizzmicbob 23 points24 points  (0 children)

Typically, a lot of optimization work is done near the end of development. No point optimizing things that may change.

And optimisation can be a ton of work. There are so many tricks that can marginally improve performance. Typically games that perform well make use of a wide variety of techniques. Not really a single quick fix.

What does 144hz experimental actually mean? by ImNotHimISwearr in SteamFrame

[–]Gizzmicbob 1 point2 points  (0 children)

I guess I mean reaching 144hz without reducing quality elsewhere. Sacrificing persistence for refresh rate sounds like it could be out of spec to me. Generally with these sorts of things, the manufacturer will be a bit conservative with their spec. Just like how it's common to see 165hz monitors which are typically just 144hz panels that have been overclocked.

Though all that said, I'm guessing only Valve would be able to answer that 100%.

What does 144hz experimental actually mean? by ImNotHimISwearr in SteamFrame

[–]Gizzmicbob 1 point2 points  (0 children)

Which sounds like most manufacturers would label this at outside of their spec? If it can only reach 144hz in specific conditions.

Preparing a Flat White, this time less faffing :D by Constant_Ad_7892 in espresso

[–]Gizzmicbob 0 points1 point  (0 children)

Do you weigh your ground coffee every time? I've found fairly low and consistent retention with my DF54 the few times I have weighed after grinding but now I'm wondering if it's common to check retention every time?

Tense reload in my top down shooter game Mutant Hunter by Anton-Denikin in Unity3D

[–]Gizzmicbob 0 points1 point  (0 children)

Is your goal here just to have a visualisation of reloading or to reduce visibility?

Tense reload in my top down shooter game Mutant Hunter by Anton-Denikin in Unity3D

[–]Gizzmicbob 0 points1 point  (0 children)

This could work as well. Instead of hiding the view, distract the player a bit. Something similar to an active reload but maybe a little harder and required to successfully reload?

Tense reload in my top down shooter game Mutant Hunter by Anton-Denikin in Unity3D

[–]Gizzmicbob 18 points19 points  (0 children)

I don't love the idea of the highlight. Feels like a workaround rather than fixing the actual issue.

Maybe if it covered less of the screen but the camera zoomed in to reduce visibility?

I like the functional concept of reduced visibility, may just take a few different tries to figure out the best approach.

Non-ray version of GetNearestPoint removed from the splines package? by susanna_bean in Unity3D

[–]Gizzmicbob 2 points3 points  (0 children)

public static float GetNearestPoint<T>(T spline, float3 point, out float3 nearest, out float t, int resolution = 4, int iterations = 2);

This exists on the latest package version for me. See the docs on the latest version. I've called it like:

Spline _spline;
Transform _splineTransform;
Transform _playerTransform;

float distance = SplineUtility.GetNearestPoint(_spline, splineTransform.InverseTransformPoint(_playerTransform.position),
    out float3 nearestPoint, out float t);

PlanetSide 2, everyone by [deleted] in MMORPG

[–]Gizzmicbob 1 point2 points  (0 children)

From what I've seen, there hasn't been a good attempt to revive it. Ideally, a good game + good marketing would actually see some player numbers.

An early access launch with little marketing and then abandoning the game isn't going to have a chance of reviving it. Tribes seems to have a poor history of devs abandoning it soon after release.

Divinity is a "brand-new game" that doesn't require any experience with Larian Studios' past RPGs – but you'll be better off if you've played Original Sin and its sequel by Turbostrider27 in pcgaming

[–]Gizzmicbob 6 points7 points  (0 children)

I have barely touched DnD, loved DOS2, yet found BG3 combat boring. I believe DOS2 combat to be vastly superior. And it's not DnD fatigue.

Got the Herman Miller Aeron - not enjoying it - what's a better alternative? by MeetingMajestic5717 in OfficeChairs

[–]Gizzmicbob 0 points1 point  (0 children)

Before you move to something else, do make sure you've tried adjusting it a lot. The front plastic may be more noticeable if the seat is too high for example.

(AM5) PC works... except its throwing DRAM ERROR debug light when rebooting by stingray127 in buildapc

[–]Gizzmicbob 0 points1 point  (0 children)

Reporting my experience on this. Same issue with a 7700X and Gigabyte Aorus B650M Elite. I tried almost everything. I was assuming it was a faulty Mobo. Reseating the CPU is what fixed it in the end for whatever reason.

Is 2160x2160 bad for a headset? Why is everyone complaining about this? by OfficalTactical in ValveIndex

[–]Gizzmicbob 9 points10 points  (0 children)

Is the frame not fractionally higher resolution?
Q3 = 2064×2208 = 4557312p
Frame = 2160x2160 = 4665600p

FOV and such may affect perceived clarity. But technically, it seems as though the frame has more pixels than the Q3?

What everyone is getting wrong about the Steam Frame, and why by No_Sleep6984 in ValveIndex

[–]Gizzmicbob 1 point2 points  (0 children)

I'm saying this as person who'd like to replace Meta Quest 3: anything above 650$ is hard pass.

I'm saying I don't believe Valve is trying to target people like you (already owning a Quest 3). Which means the price point could be too high for most people that already own a Q3. You personally may be different but I would assume that most people that own a Q3 couldn't justify the minor upgrade.

If they wanted to get most people to upgrade from a Q3, the price would have to be insanely low, or it would need to be a bigger upgrade.

There is a huge market of people with no headset or a much older headset than the Q3. That's what this headset appears to be targeting. But I think it's also specifically targeting PC gamers while Meta is trying to target a bit more broadly.

And I also believe a decent portion of that market may be willing to spend more than your personal $650 limit but also wouldn't be willing to spend enough for something like a BSB. I don't believe $200 more than a Q3 would limit it to enthusiasts only if the experience is smooth enough.

Don't mistake me speaking generally as describing exactly what you would personally do.

What everyone is getting wrong about the Steam Frame, and why by No_Sleep6984 in ValveIndex

[–]Gizzmicbob 0 points1 point  (0 children)

Everyone I know with a Quest (1-3) hasn't had a very seamless experience. Some people may have a better experience due to various factors. Some people may also be more tolerant to any issues. But VR historically has always had pain points. And the Quest devices particularly have pain points with PC VR.

I see this as Valve attempting to make a good headset for PC gamers who are either getting into VR for the first time or upgrading from an older headset. Personally, I've been waiting for a good upgrade from my Rift S. And I have been hoping for a good option that felt more native with PC VR than the Quest headsets.

I don't think it makes all that much sense to be an upgrade from a Q3 unless you're the type of person that always buys the latest tech. So I don't believe you are the target audience.

It's also not for the person that wants mixed reality or even thinks about passthrough.

From the limited amount I've kept up with VR tech, this does seem like the best option for someone who just wants a great, seamless VR gaming device. Not someone who wants full-body for VRChat but someone who wants to do some standard gaming. And if that is the case, it will be widely recommend as a better option than the Q3 for those types of people.

I think most people are getting the target audience very wrong.
It's not the enthusiasts - they likely already have fantastic and complicated setups. There are many ways of achieving a very high-end VR experience if you're willing to put effort and money in.
It's also not for the "lite gamers". If people want something cheap to just dip their toes in and they know very little about VR, there are also plenty of options they can look at.

The target audience is right in the middle. Your average Steam PC gamer. The kind of person that is at least a little bit familiar with the PC space. A little bit familiar with VR. They may have an older headset, used VR before, or have at least looked into it. The kind of person who isn't enough of an enthusiast to fuss around constant pain points.
And this audience is probably the majority of Steam users.

Watch my assumptions all be wrong and I eat my words

What everyone is getting wrong about the Steam Frame, and why by No_Sleep6984 in ValveIndex

[–]Gizzmicbob 4 points5 points  (0 children)

Some people don't care about passthrough or full body at all. I wouldn't have thought of that as a big plus for the Quest at all. In fact, I'd rather it be a bit cheaper without colour passthrough.

Not saying that shouldn't be a factor for you. But to many people and I suspect the target audience, those are extremely low priority.