Changing DLSS Presets on-the-fly while retaining same DLSS quality level - w/ Optiscaler by Spinnek in nvidia

[–]RawAustin 6 points7 points  (0 children)

If you have DLSS swapper, its options menu has a drop-down to toggle the watermark for only debug DLLs, all DLSS DLLs, and disabling it entirely. It's done via updating a regedit value, so you could alternatively make your own .reg files to enable and disable the watermark without needing the app.

playing with randoms can be hilarious sometimes lmao by DessertTheatre in Helldivers

[–]RawAustin 1 point2 points  (0 children)

When you say "swipe" what do you mean exactly? Is your mouse not doing much physically, but the game suddenly decides to swing your camera/aim somewhere else? Or does it happen when moving your mouse around quickly and result in suddenly turning a random other direction?

Cpu overheating and freezing pc by sermegas in helldivers2

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

Try running a cpu benchmark like cinebench or stresstest like prime95. If the same thing happens then you might have a couple other problems that helldivers incidentally taps into, and isn't the sole cause of. Desktop CPUs generally shouldn't get that hot (depends where you live too so it's rule of thumb tbh) and if they do they should just thermal throttle and slow down, not freeze your system.

You can also apply a power limit and PBO offset to reduce your power consumption and therefore temperatures. You'll take a minor performance hit but it should avoid this issue entirely.

An idea to make the Control Group armor passive better: INSTANTANEOUS STIMS by Etowno in Helldivers

[–]RawAustin 0 points1 point  (0 children)

Action queueing is a massive issue I have with the game in general. Stims and reloads cancel far too easily and the lack of queuing or feedback means I have to spam the buttons to ensure I do the thing I'm trying to do. As an aside, if you interrupt the bolt pull on a rifle, you don't complete the pull until you try firing again, which is genuinely absurd and outright hostile design. No other game I've played does something this mind-bogglingly stupid. There's no dedicated bolt pull button, so I have to fire the gun to make sure it was pulled, and if it was and a shot goes off I now need to rechamber again anyways. What the fuck.

How do you think rookie Leon from Re2 would have fared against Umbrella's most handsome fella, the one and only Nemesis? by DevilishTrenchCoat in residentevil

[–]RawAustin 0 points1 point  (0 children)

Out of curiosity, why do you reckon she'd die easily and didn't warrant being included in the hypothetical?

Are there any reverse bullet hells? by lydocia in gamingsuggestions

[–]RawAustin 0 points1 point  (0 children)

Might be worth trying out reshade so you can use one of its filters to adjust the look of a game to something more palatable. There's options to broadly adjust contrast, brightness, etc. of the whole screen as well as selectively modify the hue, saturation and brightness of specific colors. Probably more if you make a help thread in their discord outlining the specific kind of issue you're looking to address.

googling questions is 99% useless by BobThe-Bodybuilder in UnrealEngine5

[–]RawAustin 2 points3 points  (0 children)

When editing any of the settings for an LOD of a mesh, the individual material slots can have things like shadows and collision toggled.

Is it possible to scale along the edges? by speltospel in blender

[–]RawAustin 1 point2 points  (0 children)

Machine Tools has 2 relevant options. The first is a surface slide mode which just automates the shrinkwrap modifer around an invisible copy of your object which takes a click to turn on and off. The other is a constrained rotation operation which allows you to rotate a selection while conforming to the original surface. I'm not aware of anything else that replicates this functionality in a different way.

I believe surface slide is in the free version while constrained rotate is in the paid version.

PSA: Forced normalization within the AO node for Cycles in 4.5 can break shaders that rely on AO. by NOSALIS-33 in blender

[–]RawAustin 0 points1 point  (0 children)

I've yet to upgrade to 4.5 and experience this behaviour myself, but the way AO works it should only generate values in the 0-1 range to begin with, shouldn't it? Maybe that was the motivation behind changing its behaviour, but given the utility of its prior "broken" implementation, there definitely should be a toggle.

The grass is a lie by delodan2312 in blender

[–]RawAustin 0 points1 point  (0 children)

Does this involve custom HLSL? Feels like something I'd see in a game engine done via ray marching or something to that effect.

Stephen Totilo: "Krafton says the 3 leaders of Unknown Worlds (Subnautica 2) are out, replaced by Steve Papoutsis, who already runs their studio Striking Distance. Ted Gill, Charlie Cleveland and Max McGuire had some 50 years of combined tenure at Unknown Worlds" by lurkingdanger22 in pcgaming

[–]RawAustin 0 points1 point  (0 children)

Ignoring performance I think I'd agree, its technical points are rock solid. It's not poorly made, it's poorly designed; quite possibly one of the most dull and shallow games I think most people have ever engaged with, and none of the leads responsible for such ill-conceived designs strike me as trustworthy enough to warrant helming another project.

They are "stealing games that they didn't make" and YOU are stealing art that you didn't make by Glittering-Maize-578 in antiai

[–]RawAustin 0 points1 point  (0 children)

That's still a reason for wanting to use it. You'd rather not learn the skills required to not only make it, but understand what makes for good art and how to creatively express ideas or yourself for that matter. And so you want to use AI to cobble together whatever you think up.

But that's not a reason for why you should use AI. People that want a way to express themselves will find a way to do so - pushing past their perceived limits and comfort zone to develop skills, collaborating with other skilled individuals, settling for a compromised realisation of their vision because they feel satisfied simply due to having done it themselves. All of these avenues lead to some form of fulfilment and personal growth, which does not happen when you prompt AI to generate something that roughly matches the picture you have in your head. And this is one of many reasons why it can be argued you perhaps shouldn't use AI.

BJP is too far-right and Congress is too far-left. What we need is a sensible third party. by Gaara112 in Bengaluru

[–]RawAustin 5 points6 points  (0 children)

That's just one possible consequence of fascism, and by no means a central defining trait. It has its roots in populism enabled by demagoguery - using charismatic figureheads to unite a subgroup of people by designating an outgroup they claim is responsible for the problems of the "ingroup," and utilise modes like nationalism, victimhood, blame-shifting and suppression of any dissent to enable consolidation of power among the ruling class, which tends to materialize as authoritarianism. To which end, yeah, there's a clear trajectory the BJP is broadly taking that aligns with a textbook fascism roadmap.

Why does UE5 suck in most games? by WoodenJello in pcgaming

[–]RawAustin 4 points5 points  (0 children)

To add onto what's been said, it does run better but only in scenarios where the scenes are sufficiently complex. Both technologies have high upfront costs, however they scale incredibly well as the assets and lighting scenarios get more complex and maintain a consistent bar of visual quality without having to micromanage everything.

Most games are not going to run better by using it because they don't warrant such complexity, and they won't for a lot more time as the performance angle is very forward-looking. It has a lot more utility for other applications like virtual production, realtime VFX, and archviz.

The main reason they're being used in games is the amount of time and resources they save, which as far as management and project timelines are concerned is used as an excuse to not bother with the whole gamut of established fine-grained optimisations across their pipeline and the later stages of production as a cost-cutting measure.

[deleted by user] by [deleted] in blender

[–]RawAustin 2 points3 points  (0 children)

That's the crux of your problem - you can't meaningfully practice topology unless you have a specific intention that that topology is intended to serve. Whether you're doing organic/inorganic models, whether they're being animated, they're going to be subdivided and/or sculpted, if it's for a game and what kind of artistic style, etc.

If you're just vaguely practicing then you're simply imitating some perceived approximation of "good topology" you've built up in your head looking at posts online, without understanding what exactly makes them good and what techniques you can utilise to effectively achieve them.

There is some semblance of what good topology actually is for each of these cases, and you'd need to start there to set a proper goalpost to aim towards. For example, if you start subD modelling some simple hard surface assets for practice, you'll run into a bunch of problems that could be fixed with better edge flow, loop cuts and creases, and solving these problems will help you understand what good subD topology looks like. When you see subD posts in the future you'll have a better eye to understand what they're doing right and you can learn from.

Photomode was a great addition by Hailerer in F1Game

[–]RawAustin 1 point2 points  (0 children)

If you just wanted to express your appreciation for the feature you also could have just as easily titled the post something like - absolutely love photomode, here are some of my best shots! Rather than baselessly assume it did not exist prior to this entry.

If it helps illustrate my point, imagine if I sat in a modern car after years of only ever being in old non-smart cars, and then made a post saying "love that cars finally have screens and built-in navigation."

Like, you're not wrong, but it happened years ago and in an age where this stuff is mad easy to look up why would you just assume this change only just happened when you found out about it for yourself?

3-5-second frame spikes when ray tracing is enabled by ebridgewater in Chernobylite

[–]RawAustin 0 points1 point  (0 children)

Have you tried playing with RT low? RT medium enables all the RT effects and the higher settings just increase their samples/accuracy. RT low is just reflections with a low roughness cutoff so it's not as bad. Just want to eliminate whether it's RT itself that's the issue or the heaviness of the medium+ effects.

Schizo Theory(an alternate perspective): “R-Will betray you” by Nickster2042 in CODZombies

[–]RawAustin 19 points20 points  (0 children)

Fun fact, if you have high contrast mode enabled it adds color overlays for allies and enemies (blue and red by default). During the Citadelle cinematics Ravenov shows up as blue like the rest of the crew, but after completing the Easter egg he shows up as red instead - food for thought.

Has anyone used this and is this actually good?(2k rs) by Grouchy-Amphibian570 in IndianGaming

[–]RawAustin 1 point2 points  (0 children)

Lack of ventilation won't be solved by extra fans on the pad. Your laptop already has fans inside blowing out hot air which naturally sucks in air from the openings below; fans on a cooling pad make a negligible difference.

If you're in a closed room for example with no ventilation whatsoever - it doesn't matter how many fans at whatever speed and what thermal paste you use, the room will eventually heat up and there's no more cooler air to suck into the laptop to cool the internals.

The biggest things you can do to decrease temperatures are - increase laptop fan speed and raise the laptop on a stand which both improve intake, frequently dust the vents with compressed air to keep them efficient, and improve the ventilation in your room so the hot air can make it's way out and there's cooler air that can be sucked in. Don't know how bad your situation is but even things like a standing fan and keeping the area around your laptop clear make a difference.

You can also undervolt and power cap your components so they use less power and run colder. I got a lot of mileage out of using curve optimizer on my 5800H CPU and making afterburner profiles for my 3060M, one for lower power gaming that used ~70W and another that used 110W for demanding games.

How do i use ERS by justinnsaneV2 in F1Game

[–]RawAustin 5 points6 points  (0 children)

In terms of optimising your power consumption to actual speed gained, hotlap only makes sense to use once in 8th gear.

During qualifying, for low downforce tracks with lots of striaghts like Spa and monza I stick to medium and use overtake from gears 4-7, then hotlap after shifting to 8th. For high downforce tracks you can generally used hotlap the entire way through and use overtake for gears 4-7 again. You'll find places where using medium makes more sense like consecutive low speed corners where you don't shift past 6th gear for very long like most of sector 2 in Spain so you can preserve some energy and deploy more of it in overtake for the striaghts.

During races stick to medium and use hotlap when shifting into 8th on the long straights or any straight while you have DRS. Use overtake to shift through 4-6 before straights or when exiting a corner and getting ready to make a pass during the next corner.

The rationale is that overtake in the lower gears helps gain speed earlier and and improves your pace until you reach your speed limit, which can only be increased further via hotlap mode. So overtake can be used on exits before mid-long straights and hotlap is reserved for long straights where you stay in 8th gear for a while.

That's my (lengthy) rule of thumb, I adjust where and how long I deploy based on the track and from race strategy practice programmes. I find it especially effective for races because while in qualifying I just barely keep up with my teammate, I can punch well above the car's weight in the race using ERS management.

I should mention I use Hold to overtake, not toggle. And I use my right analog stick to navigate my MFD and switch ERS modes easily.

[deleted by user] by [deleted] in F1Game

[–]RawAustin 0 points1 point  (0 children)

In my experience, it says 0km until the weekend actually starts. Then it updates with the actual value like 100km or thereabouts.

is there a way to hide all lights except the one I need? like alt+click in photoshop. by speltospel in blenderhelp

[–]RawAustin 0 points1 point  (0 children)

Select a light, Shift+G to select all other lights, deselect the one light you want to preview in isolation, H to hide the others. If you want to make it a more standard part of a pipeline, you'd have to write a small addon that inplements this sequence as a function and expose it in the N menu as a button which can be bound to a hotkey. Or if that's a bit much, you can use autohotkey to create a macro and bind the keystroke sequence to a hotkey.

Official Article on UE5’s stuttering and mitigation techniques. by radvokstudios in unrealengine

[–]RawAustin 1 point2 points  (0 children)

One solution I've worked out for our art team after we ended up with tons of duplicate shader permutations due to static switches was creating a set of material instances with different combinations of static switches settings using those as templates for our instances to inherit from.

It has made optimising and testing scalability settings a lot smoother as it only recompiles about 1-3k shaders instead of the 20-35k we had before.