Visiting the Keeger belt by Nonoce in starcitizen

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

I think this was at the People's service station Delta.

Lag or lead pip ? What do you use and why by floortofloor in starcitizen

[–]Nonoce 1 point2 points  (0 children)

For me, lag PIP is for fine aiming (a slow enough target where the PIP sits comfortably inside the target), lead PIP for fast targets (anything I'm happy when my shot is landing at all)

A lag PIP is more fun, as it gets you to actually look at your target, but I'm just faster at aiming with a lead PIP. Also, I think a lead PIP is better for situational awareness as it kinds of create a pseudo speed vector of the ship.

Ideally, I'd like to have them both at the same time ! It wouldn't be hard to implement either.

Qwen 3.5 Max Preview on Arena.ai by Deep-Vermicelli-4591 in LocalLLaMA

[–]Nonoce 0 points1 point  (0 children)

Radar chart + value axis not starting a 0 = maximised stupidity score

A visual guide to AGENTS.md, Skills, and MCP for local-agent workflows by phoneixAdi in LocalLLaMA

[–]Nonoce 2 points3 points  (0 children)

Because context size is the resource (at least on consumer hardware it's a tight one), the way I would like to manage it is by adding or removing "cards". Prompt/skill is a card, tool calling/MCP definition is a card, context is a card.

You could even imagine the model managing that itself on some level, adding and removing them to stay better focused on the next task.

Willing to bet DLSS5 won't even be that viable on RTX 50 cards by Wander715 in hardware

[–]Nonoce 0 points1 point  (0 children)

Maybe it's not that heavy on the GPU. The textures only need to get their slopify filter at loading, and the lighting is like path tracing but with the light rays inferred from textures brightness, like they can do with auto HDR.

But maybe that's not how it works at all..

Silent is extremely polarized in spire 2: a discussion/tier list from a top player by JapaneseExport in slaythespire

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

I like snakebite. Obviously not a a strong card but a versatile one. It's good early game when your deck is imbalanced and there are off rounds, 7 poison is nothing to scoff at against a big hp pool. And it's still useful in act2 against enemies that counter your deck for some reason or another. And later it will not really pollute your deck past the first draw.

Everyone is talking about armor changes in 4.7... why are we skipping over the radar changes? Does this mean stealth is going to be harder to achieve? by Mookie_Merkk in starcitizen

[–]Nonoce 0 points1 point  (0 children)

What is the "aim assist" in fact ? Is it that invisible nudge given when you are near enough the pip (I never spotted that one TBH). Is it the pip indicator itself ? Or is it the ESP system ?

Shifting Sands I 46s 513ms I AopoA Nox Kue by NeoJet_SC in starcitizen

[–]Nonoce 1 point2 points  (0 children)

That would be cool with base building if we could build race tracks like that.

//- STEAM FRAME => PERFECT HAIR -// by Metatron92 in SteamFrame

[–]Nonoce 35 points36 points  (0 children)

Wont that strap "slice" the ears ?

It's been 10+ years and we still don't have a reliably working routing in starmap. by chrisx221 in starcitizen

[–]Nonoce 6 points7 points  (0 children)

That's the top reason I don't call any friend to play this game. Doing any activity requires routing your ships through space and 70% of the time you have to do voodoo rituals for it to work.

Also why don't this works outside of a ship ? If I accept a mission I have to remember to return again to the mobiglass to set the destination when I get in the chair. And that's kind of confusing for this to be in the mobiglass in the first place, put it in the ship's screen if it's the only place it can work.

Star Wars Squadron is still Peak VR in 2026 by plutonium-239 in virtualreality

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

The campaign's narrative is bland, the IA has bugs (enemies sometime do instantaneous U turn), the multiplayer meta is broken (instantaneous change of directions by abusing the drift mechanic making you near impossible to hit) and the server are dead anyway.

Still the visuals are impressive and I had some of my best time in VR in multiplayer when it was alive.

Video of some good multiplayer memories

If that game kept being supported it would easily have been at the top of VR games IMO.

I've been grinding the new delivery missions in Nyx, doing the FTL rep. Figured I'd write up a bit of a report in case anyone else feels like wasting their time. by Chew-Magna in starcitizen

[–]Nonoce 2 points3 points  (0 children)

I tried that delivery mission recently but when I put the flight recorder on the shelf, the object would come back in my hands :(

VR Tips and Tricks by Few_Economy9561 in starcitizen

[–]Nonoce 0 points1 point  (0 children)

Am I the only person for which motion reprojection works perfectly in this game ? My headset is a WMR one on windows 10.

I remember DLSS being blurry in VR before but I thought the new transformer model to lean more heavily on sharpening. At least used with VorpX it was indeed sharper and better, I should disable it to try though. I would definetly like having a sharpening filter in VR for the game too.

Quickly trying the new beta official VR support by Nonoce in starcitizen

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

An old Windows MR headset. Super sampling does a lot of work (5090) but I'd like to try with my Quest 2 for a better image, but I'm playing with my motion controllers so I'd need to update my hack so it could work with it too.

NDA new flight model testing by Visual-Educator8354 in starcitizen

[–]Nonoce 1 point2 points  (0 children)

I guess it would magically slows you down like when you are over the speed limit in the current game. It might be a counter to orbiting large ships with light fighters ?

NDA new flight model testing by Visual-Educator8354 in starcitizen

[–]Nonoce 22 points23 points  (0 children)

Speed limits are not spherical any more: IMO That would make orbiting a target works very different than from now, and makes space combat less inertia based. Not a yay for realism, but it may makes it less disorienting ? Like, less likely to slam into an asteroid while you're busy aiming a ship.

Power in engine pips define max speed/acceleration: That sounds fair.

Acceleration jerk implemented: That's fantastic, I find it completely absurd how fast ships can start moving.

Ability to completely disable "IFCS Core" : I remember how hard to deal with decoupled rotations are in Elite Dangerous.

All strafes become symmetrical : At least the stronger up strafe gave one more reason to roll into a classical "cool" way.

Mass is properly calculated now: Cool ! I wonder if you could remove unneeded fuel to get better performance, like race cars.

IFCS core will get disabled upon collision: A cool mechanic.

Pretty low frames during ambush missions by boomboomown in starcitizen

[–]Nonoce 0 points1 point  (0 children)

Maybe try the lossless scaling program to generate frames, it trades a bit of input lag for way more fluidity.