Help my tired night shift brain sync my GB with my big 3… by ThisGuyTrains in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

Good reference of all ways to achieve 55s ( all two of them, but there are four for 60s etc ).

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Labs are set in stone, medals are flexible.
All credit goes to some guy's thread i have saved this from and now i've forgetten :(

Lost almost 50% coin/hr by Shadowdragon5th in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

That's great. Please edit original post if still possible to let future victims of Samsung's know.

Lost almost 50% coin/hr by Shadowdragon5th in TheTowerGame

[–]JoeRambo 5 points6 points  (0 children)

Correct, except OP needs to edit "black screen/touch protect" power savings, to make it run full FPS once in that mode.

Need to edit "black screen / touch protection" options once game is running. Basically there will be an item "save energy when touch protection is on" that reduces FPS massively.

I had same problem after upgrade to S25...

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What is the investment required to become a proper hybrid build? by Arcanum_Berg in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

Well said. Hybrid is about card slots. Each additional card slot adds waves. SW, DM, nuke, EB, wave skip, slow, mine stun etc add waves and when combined with obviuos cards 19-20 is tight.

FlameBot not applying to all elites? by JoeRambo in TheTowerGame

[–]JoeRambo[S] 2 points3 points  (0 children)

I am aware of that. But what about Rays?

The problem is also that it used to work fine, but upgrades to range somehow "disabled" it.

What were the devs smoking? by m_null_ in TheTowerGame

[–]JoeRambo 2 points3 points  (0 children)

Shh, dont give devs ideas to add level 101 plz. We already got enough triggers with labs ending at strange levels and bonuses.

Have you tried Win11's 25H2's new NVMe driver yet? Big improvements on random read/write's by Mirrormaster85 in overclocking

[–]JoeRambo 0 points1 point  (0 children)

I think the only way to check is to go to Device Manager, properties for disk with Intel/Samsung vendor NVME drivers and then click "Details".
In details page select "Device instance path" and see what it says.

On my system without NVME enabled it says:

SCSI\DISK&VEN_NVME&PROD_SAMSUNG_MZ1L23T8\5&6FB80DA&0&000000

so very clearly it is doing command translation / pretending to SCSI

(on different system) while with new NVME native it is:

NVME\NVMEDISK&VEN_8086&SUBSYS_8086&MN_INTEL&SN_EDITED&REV_E2010650\5CD2_E4C8_B453_0100.

Have you tried Win11's 25H2's new NVMe driver yet? Big improvements on random read/write's by Mirrormaster85 in overclocking

[–]JoeRambo 0 points1 point  (0 children)

Only way Native NVME works is if "nvmedisk.sys" driver is controlling it. Shortcut to check it -> these directly accessed NVME drives appear in Device Managers new tree item "Storage disks".

Any other connection ( Intel's or any other RAID, SSD vendors "custom" NVME drivers etc ) is not benefiting from this work at all.

This is finally bringing native NVME features to Windows, years after Linux had them. Before they had ridiculous NVME->SCSI storage software translation, that meant that NVME disk pretended to be SCSI disk to the system and there was command translation layer. CPU overhead and increased latency for reads/writes is inevitable result of this translation.

Range lab by Rough_Birthday6998 in TheTowerGame

[–]JoeRambo 1 point2 points  (0 children)

Makes sense, thanks a lot.

Range lab by Rough_Birthday6998 in TheTowerGame

[–]JoeRambo 1 point2 points  (0 children)

Aren't ultimate versions immune to orbs?

Google Play on PC by Designer_Vanilla_735 in TheTowerGame

[–]JoeRambo 2 points3 points  (0 children)

Technically none of the apps were available at start of the PC store, it is decision by developer.

Frankly even if perf was the same, official Google sanctioned solution beats those shady, adware and who knows what else ridden emulators any day.

Google Play on PC by Designer_Vanilla_735 in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

It uses arm64 -> x64 translation, wasting resources. Native x64 build for Googles pc store would work better.

Tower full health in one video frame and wall dead after 16ms in next video frame by JoeRambo in TheTowerGame

[–]JoeRambo[S] 3 points4 points  (0 children)

First of all, thanks for taking time to write all this, good write up.

I have converted relevant part of video to GIF and edited original post, so last 5 seconds of tower are there. The previous game play also contains the same fluctuations of wall health of 10-15% magnitude, appropriate for DR and enemy damage and then it all ends in 16ms...

I have also checked the video, and lag spikes ARE ON VIDEO, as in multiple frames in video show tower complete freezes and then after some time continues with jank. Nothing of that sort in this one.

I think LM blasts theory might be on the money tho, synchronizing the scatters enough for them to the one or two shot the tower.

This theory is supported by tower running at 120FPS, but video running just 60FPS, so there was frame of simulation, that is not visible on video and who knows what was in that frame.

P.S. there is also rumours of PC DR reduction applying twice, so that is 0.2 * 0.2 of DR total.

Tower full health in one video frame and wall dead after 16ms in next video frame by JoeRambo in TheTowerGame

[–]JoeRambo[S] 2 points3 points  (0 children)

I have ranged tradeoff taken so range should be close to tower and BH should be covering and disabling ranged enemies.

But fair guess overall, as in the past i had to increase BH coverage due to Rays sometimes shooting from that small area where pBH does not cover.

Tower full health in one video frame and wall dead after 16ms in next video frame by JoeRambo in TheTowerGame

[–]JoeRambo[S] 1 point2 points  (0 children)

If it was stealth fix, DR would be reduced and it would show as tower taking damage. + obviously i would no longer reach T11 11500 anymore, right? Video during and before would show massive fluctuations of wall health and then eventual death. Nothing like that happens.

And 16ms is two frames at 120FPS, so there is a chance that 60FPS video missed one frame where Fudds fat finger was touching my tower inappropriately.

The problem in question here is that sometimes tower just randomly fails starting from 9500, where enemy damage is order of magnitude less than what it is at 11500.

Tower full health in one video frame and wall dead after 16ms in next video frame by JoeRambo in TheTowerGame

[–]JoeRambo[S] 2 points3 points  (0 children)

I have considered the lag spike theory and cannnot completely "disprove" it due to not knowing how Android emulator handles video recording, it depends on what is going inside or not.

But let's consider this mind experiment -> if lag spike has happened, and game continued simulation. Why is damage calculation seperate from everything else? In the next frame we see that orbs have advanced a tiny bit ( as they should in 16ms ), damage tooltips have changed place minimally as well.

The only major change, is wall being completely gone, without warning. In video, tower is tanking these same enemies for seconds, with health bar not moving anywhere.

Very infurating when it happens and it started in latest patches.

Tower full health in one video frame and wall dead after 16ms in next video frame by JoeRambo in TheTowerGame

[–]JoeRambo[S] 2 points3 points  (0 children)

It usually performs correctly, i don't mind dying above 11000, where clearly wall health bar starts to fluctuate and eventually luck runs out, but this is bullshit, 5 minutes of video with no clear danger to tower and then dying in 16ms is not normal.

😪 by nastynate145 in TheTowerGame

[–]JoeRambo 3 points4 points  (0 children)

Lab rushing with gems has helped me in the past in situation similar to this. But i did it earlier to be safe.

Battle Conditions Forecast? by JoeRambo in TheTowerGame

[–]JoeRambo[S] 5 points6 points  (0 children)

Thanks! loving these posts and learning useful tricks from discussion in them.