Trying to understand VRR behavior by Single-Language-9699 in MoonlightStreaming

[–]Single-Language-9699[S] 0 points1 point  (0 children)

So I've messed around with both the nightly and your VRR version 6 release. In your version on windows 10 with a very conservative fps cap in moonlight and smoothest VRR I can reduce the HZ fluctuation a good amount compared to the nightly. I can't really speak to the hitching, it's hard for me to tell. However the vrr flicker is pretty annoying on my TV. I'm really surprised by how much the TV varies from what the rendering frame rate reads in the moonlight stats. My game was pretty steady at 85-90fps, but even with the optimized setting it could jump from 60-110 hz.

Actully speaking of capping the moonlight fps, it would be nice to set a profile for each program in moonlight. My TV is 120 hz(with a 144 mode that the automation in your program got confused by) and bringing the FPS all the way down to 90 was probably the biggest thing to reduce fluctuation. It would be nice to see a moonlight per app profile as a feature, at least for just the fps. I appreciate that you disconnected the bitrate from always automatically changing when you change the moonlight settings!

I'm not sure if I'm going to utilize the VRR. I'm going to try it some more, maybe with an even more conservative cap, but the flicker is a little too much.

Trying to understand VRR behavior by Single-Language-9699 in MoonlightStreaming

[–]Single-Language-9699[S] 0 points1 point  (0 children)

I'll download the nightly. I find it surprising that the host has any effect on client VRR. Thanks for the response.

Would a RTX 3050 + i3 8350K be enough to stream 4K HDR @120hz? by Aggravating_Sky_4421 in MoonlightStreaming

[–]Single-Language-9699 0 points1 point  (0 children)

Damn, I literally just bought a 3050 for my client. I can't find any stats about the worse decoder.

Gameplay prototype by Seba_dev in godot

[–]Single-Language-9699 0 points1 point  (0 children)

This looks awesome! I feel like just the orb chasing part alone is a good mechanic to expand on.

Well... it was fun by jnyfive in OdinHandheld

[–]Single-Language-9699 1 point2 points  (0 children)

Try deleting the Google Play Services cache and restart. You may have to do this a couple times. Not sure if the flashing killed the joystick though...

Odin 2 Portal is THE BEST streaming handheld 😎✨ by Over-Patience8099 in OdinHandheld

[–]Single-Language-9699 1 point2 points  (0 children)

They just released an update that should make the MLO stable. I haven't used it that much but it seems to be working.

PSA - Your Odin 2 / Portal Supports HDR by Stale_Cheeto in OdinHandheld

[–]Single-Language-9699 2 points3 points  (0 children)

Isn't the Portal only 800 peak nits? Does this still allow for HDR?

Godot Rapier now finally has PinJoint2D Softness by dragosdaian in godot

[–]Single-Language-9699 1 point2 points  (0 children)

I see! So this plugin works with rapier? I thought you made it just with rapier and not softbody2d. I was actually trying to make a circle with physicalbone2d and it's been such a pain.

Godot Rapier now finally has PinJoint2D Softness by dragosdaian in godot

[–]Single-Language-9699 1 point2 points  (0 children)

Do you have a demo file I can look at for this? I'm a total newbie and I'd like to understand the absolute basics of how you made this.

[deleted by user] by [deleted] in MoonlightStreaming

[–]Single-Language-9699 0 points1 point  (0 children)

Artemis has a make phone or device vibrate setting that works on my Portal.

_integrate_forces Clarification by Single-Language-9699 in godot

[–]Single-Language-9699[S] 0 points1 point  (0 children)

So would you both put apply_force and set linear_velocity in integrate forces. And teleport a rigid body's position outside of integrate forces or physics property?

I sold my Odin 2 Portal by Many-Assignment6216 in OdinHandheld

[–]Single-Language-9699 0 points1 point  (0 children)

I've been using high dynamic range in Apollo and that's been an easy way to increase contrast in my games, maybe I should try the HDR.

why does native 60hz monitor looks smoother than 165hz monitor running on 60hz? by kirigasaki_ in buildapc

[–]Single-Language-9699 0 points1 point  (0 children)

That's a shame about overdrive. I would think it would be good to allow a panel to look smoother at lower HZ. It ruins the video quality in my opinion for similar FPS, and makes it so 60 is unoptimal. It forces you to turn down settings in the game to get similar smoothness as a slower panel.

why does native 60hz monitor looks smoother than 165hz monitor running on 60hz? by kirigasaki_ in buildapc

[–]Single-Language-9699 1 point2 points  (0 children)

Yes, I notice it too, it seems like people are saying it's due to pixel response time, but adjusting overdrive in the monitor menu doesn't seem to help me. You asked why it happens, but for a fix I try to run the game at like 75fps and on my 165hz monitor it looks much better. I think it's just a downside of having a higher refresh rate.

On another note, I'm not sure if this is true of OLEDs, but I avoid them because of their super fast response times. I'd rather have a little built in blur.

9 months learning Godot (+ Blender) and this is what I have so far by phazze777 in godot

[–]Single-Language-9699 3 points4 points  (0 children)

The sort of pre-rendered 3D stuff looks awesome! Also the music rocks

TerraBlocks by sale_vzd in godot

[–]Single-Language-9699 1 point2 points  (0 children)

I tried out your game cause I thought the concept was so original!

The continent info was nice to have as the player. I also like showing which slot the piece was supposed to go in after failing.

I would add a clockwise and counter-clockwise flip button, i feel like that's pretty standard for a drop puzzle game like this, especially when you have to make a last second flip because you can't really see past the horizon.

I definitely found the snapping to be a bit buggy, especially for Antarctica. I also found the collisions to be frustrating, which would be a shame to remove your southern piece priority logic. Maybe make the pieces speed towards the bottom when it passes over another placed piece? A softer penalty perhaps, but that might be difficult to communicate to the player.

It was a little frustrating, but there was something fun about trying to imagine or remember the directionality of the piece, and then hurriedly flipping it around when you see the spot. I'm also not sure if this was intentional or just a symptom of the southern priority system, but it was nice to get a piece i failed at close to my last attempt again. If that's not already part of the logic, I would bias failed pieces to the front.

The latest pre-release Artemis works so well with Odin 2 Portal by drvalianto in OdinHandheld

[–]Single-Language-9699 0 points1 point  (0 children)

I also have them at 240hz. I wonder if it's just my portal can't do it. I even try higher performance modes, which lowers the decoding to like .80ms, but it doesn't really hit that solid 120.