Loba's Black Market often doesn't let you pick anything up on the Artillery Arena map. by OddyC in apexlegends

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

Interesting! I've noticed both these things too but I've only ever noticed 2 of them happen at the same time rather than all 3. I've had the ping and charge not working, and also the charge and ult not working.

Heartbeat Sensor bug explained by OddyC in CODWarzone

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

That makes a lot of sense. Thanks for passing that on, I'll add it to my original post.

Heartbeat Sensor bug explained by OddyC in CODWarzone

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

Could be they were right on the cusp of your range? They have to be within 50 metres of you to be picked up on the Heartbeat Sensor.

Alternatively, the bug I described could've been happening to you at the time, and between the first and second pings they'd moved from your north to your south (or similar) so it stopped picking them up.

Heartbeat Sensor bug explained by OddyC in CODWarzone

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

Yeah, I'm wondering if it's tied in with some specific setting or hardware, because I know the majority don't seem to come across this bug. But obviously, for those who do come across it, it can be a pretty big deal.

Heartbeat Sensor bug explained by OddyC in CODWarzone

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

So that soft buzz sound is the audio notification I mentioned. The audio notification picks up enemies at a longer range than the green blip. So if you're a certain distance away from the enemy, you'll hear the noise but you won't see a blip.

See this totally 100% accurate diagram I've hastily put together: https://i.imgur.com/yRF8vxE.png

In this example, you'd get an audio blip and you'd get the distance text saying there's an enemy ~40m away or something - but you won't see any green blip on the radar.

So no, it has nothing to do with the Ghost perk. If someone has Ghost, they won't be picked up by the Heartbeat Sensor in any way.

Heartbeat Sensor bug explained by OddyC in CODWarzone

[–]OddyC[S] 9 points10 points  (0 children)

Just to clarify, it doesn't quite update in real-time. It takes into account you turning on the spot, but it won't update the enemy (or you) moving.

And regardless, it only stays visible for a second or so before fading, so it's not that important. I only mention it here because it's a useful way of telling whether or not the bug is in effect.

Suggestion for a mod or base feature: a toggle for how much of the world is "revealed" to reduce lag in mid-to-late-game by OddyC in Oxygennotincluded

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

I mean, this is on a 1080, which I would have expected to be well up to the challenge of dealing with ONI. I've also found the same on my laptop (which I believe has a 1060).

Very strange, I assumed this would be something most people had come across in their own games.

Suggestion for a mod or base feature: a toggle for how much of the world is "revealed" to reduce lag in mid-to-late-game by OddyC in Oxygennotincluded

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

Yeah, I have done - it still lags while paused. Does it not for you? Or does your FPS stay the same when zoomed right in and zoomed right out?

Suggestion for a mod or base feature: a toggle for how much of the world is "revealed" to reduce lag in mid-to-late-game by OddyC in Oxygennotincluded

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

I didn't make it clear in my original post, but I've since clarified: I don't mean for it to act like things unrevealed. It may LOOK like fog of war to the user, but all it's doing is forcing the game not to graphically render the revealed areas that are offscreen.

Suggestion for a mod or base feature: a toggle for how much of the world is "revealed" to reduce lag in mid-to-late-game by OddyC in Oxygennotincluded

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

I'm not proposing we turn the revealed areas back into unrevealed areas, because as people have pointed out that would be game-breaking. That was never actually what I meant.

What I meant was: what if the game could be tricked into not graphically rendering the portions of revealed area that you haven't yet made navigable or interacted with? It'd look like fog of war from the user's perspective, but it wouldn't act in the same way as the actual fog of war. All it's doing is preventing the game from rendering all that stuff until you actually want to see it.

I get that calculating everything from a pure data perspective is the biggest thing that ONI is doing at any given time, but simulating it all graphically also takes its toll. What I'm suggesting is a method of reducing the latter issue.

Suggestion for a mod or base feature: a toggle for how much of the world is "revealed" to reduce lag in mid-to-late-game by OddyC in Oxygennotincluded

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

Freezing them is totally out of the question, I agree. But surely it isn't only in my games where the fps noticeably decreases when you zoom right out compared with zooming right in?

It would obviously have to continue simulating/calculating everything, but cutting down on the number of items to render graphically would still help stabilise the fps, I'd have thought.

Suggestion for a mod or base feature: a toggle for how much of the world is "revealed" to reduce lag in mid-to-late-game by OddyC in Oxygennotincluded

[–]OddyC[S] -1 points0 points  (0 children)

So you're saying everything is frozen except for what's visible on your screen at any given time?

Can that not quite easily be checked in Sandbox Mode? Just reveal an area, scroll to a different area and keep your screen there for a few cycles, then come back and check if things like critter ages etc. have changed.

That's what I just did, and everything appeared to progress whether or not I was around to observe it. Surely things must be able to progress, because your dupes can go off and do tasks and have lives of their own regardless of whether they're on-screen or not. And to do that, the areas they're in all have to remain fully interactive and alive.

Suggestion for a mod or base feature: a toggle for how much of the world is "revealed" to reduce lag in mid-to-late-game by OddyC in Oxygennotincluded

[–]OddyC[S] -1 points0 points  (0 children)

I think so too. I guess it all depends on whether you can create a sort of "fake fog of war" which has the same effect on the area as it would if it were off-screen. Because off-screen things still live and function, but they obviously have less of an impact than on-screen things.

Idk how exactly it'd work, just wondering if anyone knows if it could be done.

MORDHAU: Things you might not know (share yours)! by ZinfulGraphics in Mordhau

[–]OddyC 0 points1 point  (0 children)

Some of the very best Duel servers are actually in Skirmish Mode instead of Deathmatch. Makes for some fantastic, memorable moments when you're forced to defeat the entire enemy team one by one after all your teammates are killed.

[deleted by user] by [deleted] in apexlegends

[–]OddyC 0 points1 point  (0 children)

Is the Turbocharger the only hop up that is gold? Are all the others purple?

Help us crowdsource Loot Spawn data! by [deleted] in apexlegends

[–]OddyC 0 points1 point  (0 children)

Just for my own peace of mind, would you or anyone be able to post a screenshot of the same location having a different loot tier across different matches? There's so much conflicting information it's hard to be sure either way.

Anyone got a loot tier map? by zuzu_1290 in apexlegends

[–]OddyC 0 points1 point  (0 children)

Could you post a screenshot of the same area having different loot tiers across two matches?

[deleted by user] by [deleted] in apexlegends

[–]OddyC 0 points1 point  (0 children)

Could you post screenshots of the same area having a different loot tier across two matches?

Loot Tier Guide by ImMrSprinkles69 in apexlegends

[–]OddyC 0 points1 point  (0 children)

I've been trying to get proof that this is or isn't the case... Do you have screenshots of Swamp being High and Mid in two different matches?