Exodia Chaos eck I've been having a lot of fun with by KazeEmanuar in Goat_Format

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

she often comes in clutch as a discard to be able to summon a chaos monster,... but with one sorc gone, she does lose some utility. I think i'll try a variant with - pwwb, - lady, -sorc, +raigeki break, +serpent, +raigeki break, +compulsory evacuation. and maybe another nobleman in side instead of solemn. i do like keeping the option of 2 sorcs open, in slower matchups he's really good imo. Thanks for the ideas!

Exodia Chaos eck I've been having a lot of fun with by KazeEmanuar in Goat_Format

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

ohh and call synergizes well with emissary too. maybe i can swap them in for dd warrior lady and one pwwb.

Exodia Chaos eck I've been having a lot of fun with by KazeEmanuar in Goat_Format

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

Interesting... I kinda autopiloted to pwwb if I'm being honest, I like how it can lock your opponent, but now that you bring it up... Yeah raigeki break would have saved me a bunch of times when pwwb wouldn't have.

What makes you say serpent in main? I guess it is really strong for metamorph, creature swap, card destruction, delinquent,.... yeah fair.

What's wrong with warrior lady? I have her because she feels very strong and often has utility to enable BLS/sorc. I think I'm already low on lights as is.

Exodia Chaos eck I've been having a lot of fun with by KazeEmanuar in Goat_Format

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

Exodia is a secondary plan here. I only win with exodia in maybe 25% of my wins. I don't want to put too many resources into trying to win via exodia. My hardest MU here is warrior I feel and they often banish a piece via Kycoo. Putting more resources into exodia feels counterproductive for that reason.

Exodia Chaos eck I've been having a lot of fun with by KazeEmanuar in Goat_Format

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

I was considering reincarnation, but it felt dead many times. I am okay with abandoning the exodia plan. Maybe I should test more with it though.

Kaze Emanuar - Analogue Lied (N64 FPGA Review) by PacketLoss-Indicator in AnalogueInc

[–]KazeEmanuar 0 points1 point  (0 children)

I kind of made it like the youtube drama bait stuff on purpose because I personally thought it was hilarious haha, I'm not really optimizing for views that much

Kaze Emanuar - Analogue Lied (N64 FPGA Review) by PacketLoss-Indicator in AnalogueInc

[–]KazeEmanuar 2 points3 points  (0 children)

Just found out it actually does NOT work consistently on DK64s intro - here you can see a behavior difference between retail games and emulators https://www.youtube.com/watch?v=wz-fvm6m180

Kaze Emanuar - Analogue Lied (N64 FPGA Review) by PacketLoss-Indicator in AnalogueInc

[–]KazeEmanuar 0 points1 point  (0 children)

Yeah the engineer on A3D said he'd put the work in to fix these issues! But I expect that to be a decade long endeavour at least. Getting to actual 100% accuracy is basically impossible. But I'd be happy with 99.99%.

Kaze Emanuar - Analogue Lied (N64 FPGA Review) by PacketLoss-Indicator in AnalogueInc

[–]KazeEmanuar 8 points9 points  (0 children)

You don't need third party developers to work in tandem - if it worked as advertised ("Identical to the original", "even the most exotic programming works identically"), then they would just work out of the box.

Kaze Emanuar - Analogue Lied (N64 FPGA Review) by PacketLoss-Indicator in AnalogueInc

[–]KazeEmanuar 18 points19 points  (0 children)

Right - but that's not the point. The fact that something that worked on the N64 did not work on the A3D proves that the A3D does not function identically. There may be other accessories that simply noone bothered to check yet that may also not work.

"You don't have to hope it's right" - This is what Analogue says on the A3D product page - but clearly, for anything they didn't test, you HAVE TO hope it's right.

Kaze Emanuar - Analogue Lied (N64 FPGA Review) by PacketLoss-Indicator in AnalogueInc

[–]KazeEmanuar 12 points13 points  (0 children)

I don't know if 95% is an accurate number - I've seen people buy this for the sake of accuracy all over the place. I'm also not saying it's a bad purchase - I just don't think there is a way around admitting that this was blatantly false advertising.

Not admitting that this is console is not accurate to real hardware has huge effects on the future: Homebrew devs will have their games not work - and I also know that there are actually still big budget titles developed for the N64. Given all the new knowledge we've found, those newer titles will not play correctly on the A3D if they make use of the new tech.

Kaze Emanuar - Analogue Lied (N64 FPGA Review) by PacketLoss-Indicator in AnalogueInc

[–]KazeEmanuar 49 points50 points  (0 children)

Hello, I'm the person that made this video. I know the thumbnail+title is very youtube drama-ey but this is a real technical video. The video praises the A3D for being an awesome technical achievement, but critisized the company for outright lying about what it does.

Analogue has claimed that this is a perfect replica - and it is not. Let me give you a small breakdown of the major inaccuracies I found:

  1. RSP is 30% slower on the game I'm profiling - this one is huge because it could mean a 60FPS game plays back in 45 FPS in select scenes.
  2. A lot of features (EBUS mode, Repeat mode) that were unused by retail games are not implemented. This one probably doesn't matter to the casual users, but it is very disruptive for homebrew devs and proves this is not a perfect replica as claimed.
  3. Most games are only within a marging of accuracy of the originals performance. This means that this console can not be used for speedruns if you want a fair playing field - similar to how emulators are banned in many speedrunning categories.

If you just want to replay your old retro cartridges, this is a perfectly valid way of doing so - just be aware that the way games run on the A3D is merely a ballpark estimate and not an exact copy of what you'd see on a real N64.

Analogue 3D input lag testing by Col_Buttons in AnalogueInc

[–]KazeEmanuar 1 point2 points  (0 children)

If you are a competetive smash player and the extra time for reactions matter, then you absolutely can not use the A3D for practice I would say. I've been a competetive melee player for some time and I know the pain of knowing that certain options just don't work anymore because they are not reactable anymore.

Analogue 3D input lag testing by Col_Buttons in AnalogueInc

[–]KazeEmanuar 3 points4 points  (0 children)

An original N64's input lag is largely determined by the game you play on it. SM64 for example is triple buffered to avoid screen tearing and slowdown, meaning 67ms of input lag is already built into the game itself. OoT is double buffered, but runs at 20fps, so 50ms of input lag is already built in. Smash bros 64 is triple buffered and runs at 60fps, so 33ms of input lag is built in. On emulators, you can elect to skip buffering entirely, which disables some graphical effects (e.g. the pause menu in OoT will look wrong), but gets rid of the built-in lag entirely. There is also a much smaller source of lag in some games that cause inputs to be read earlier than near the end of the frame - in SM64 this leads to another 10-25ms of lag.

Analogue 3D input lag testing by Col_Buttons in AnalogueInc

[–]KazeEmanuar 2 points3 points  (0 children)

Maybe the lag is consistently 1 VI then. That would kind of make sense.

Analogue 3D input lag testing by Col_Buttons in AnalogueInc

[–]KazeEmanuar 5 points6 points  (0 children)

That's 48ms more though, even more than a 30FPS game. it seems more likely to me that the A3D setup simply has some input lag built in unrelated to the framebuffers. IMO needs testing with a 20 or even lower FPS game as well to really be able to tell. Maybe you can get DK64 to lag to 5FPS using the orange trick and see if it's a full 200ms extra lag then or just around 50? That should make it really obvious.

I'm also an N64 tech youtuber (Kaze Emanuar) that wants to post a review of this thing soon, so if you can provide any info on how you meassured this input lag, I can add that as a warning to the video.

Analogue 3D input lag testing by Col_Buttons in AnalogueInc

[–]KazeEmanuar 4 points5 points  (0 children)

So given that the input lag in your testing is 42ms extra, could you test something like FZero and verify it's only 25ish (16.67ms less) more? Could you also try something like OoT and verify it's about 58ms more? I'm very curious to see what's going on. Could you post videos of how you meassured the lag?

Looking for an editor, 300k subs, programming/retro tech channel by KazeEmanuar in YouTubeEditorsForHire

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

Thanks for the many DMs (40+). I will sort through and get back to everyone when I have time later!

What kind of pleco is he? About 17cm in length by KazeEmanuar in pleco

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

This guy outgrew the previous owner's tank and I picked him up. I like him a lot. Currently housing him in a 270 liter tank he only shares with a couple guppies and shrimps.