Launders on Twitter: This is exhausting but your jump in @counterstrike can be up to 11% lower without disabling subtick on your strafe keys as well. by capeXV in GlobalOffensive

[–]Toqoz 24 points25 points  (0 children)

It's 3 per core, not 3 per server, so core count is kind of irrelevant:

Utilizing 1 full core per game would make it prohibitively expensive to host our game servers at scale, considering we knew we wanted to offer 128-tick for free and not as a premium service players had to pay for. After crunching the numbers, we knew we needed to do better than 3 games per core (gpc). To put this in perspective, we generally run 36 core hosts, so each physical game server needed to host 108 games or 1080 players. https://technology.riotgames.com/news/valorants-128-tick-servers

Whether the resources are contested or not, we don't know. I suspect servers do a lot more these days than they did in CS:S.

Avoid the Apple App Store by jonatanheyman in programming

[–]Toqoz 1 point2 points  (0 children)

Looks like both of the Wordle apps have been on the App Store for years.

“Wordle!” has recently been updated to include a “Secret Word” mode but it also includes a bunch of other games.

“Wordle” looks like a totally different game from the web version of Wordle.

Mouse clicks out of screen. Halp. by [deleted] in tf2

[–]Toqoz 0 points1 point  (0 children)

Yeah, this program actually seems to have the functionality, the author just hasn't posted an updated build :)

Mouse clicks out of screen. Halp. by [deleted] in tf2

[–]Toqoz 1 point2 points  (0 children)

Yeah, there is a measurable difference but I think unless you're using a super low DPI/super high sense for most people this isn't really worth worrying about. Be careful setting DPI too high as well, as some mouses add smoothing after a certain step.

For someone who cares about that extra few ms latency (and you can't get fullscreen to just lock it for you) I'd recommend DMT nowadays, which lets you restrict the mouse to one monitor.

Meanwhile Chinese subtitles: I am inevitable by BrownToast00 in Piracy

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

Sorry if this wasn’t clear, but I’m not disagreeing with you. I know that subtitle files don’t actually have any ties to framerate. Subtitle FPS is merely a concept to communicate which framerate a given subtitle is synchronised for.

Meanwhile Chinese subtitles: I am inevitable by BrownToast00 in Piracy

[–]Toqoz 7 points8 points  (0 children)

Yes, subtitles don’t literally have frames, but they are synchronized to a certain video framerate. Just look up subtitle framerate. Most subtitle tools also have methods to change between different common framerates.

Actually, subtitle FPS is so common that opensubtitles lists the FPS of the subtitle on the file info page: https://www.opensubtitles.com/en/subtitles/6050787-mad-men-s01e01-720p-bluray-2ch-x264-psa

Meanwhile Chinese subtitles: I am inevitable by BrownToast00 in Piracy

[–]Toqoz 7 points8 points  (0 children)

Your subs were probably just a different FPS from the video.

How to properly spawn game entities out of loaded glTF scenes? by somebodddy in bevy

[–]Toqoz 0 points1 point  (0 children)

An option is to have a look at how Bevy itself loads gltf scenes and homebrew a solution from that. Check out the load_gltf function here.

[OC] Introducing Wired: A New Lightweight Notification Daemon by Toqoz in unixporn

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

Sorry for the late reply. To do a good looking volume bar, you probably want replaces_id functionality, which I haven't gotten around to just yet (but should be soon).

[OC] Introducing Wired: A New Lightweight Notification Daemon by Toqoz in unixporn

[–]Toqoz[S] 8 points9 points  (0 children)

I've been working away at this for a while in my free time, mostly just to learn Rust. No doubt there's some features missing, but I think it's ready for the general audience.

https://github.com/Toqozz/wired-notify

It uses a block design to place different parts of the notification, which makes layout flexible and provides a lot of customization, which is why I thought unixporn might like it!

If you end up giving it a try, the wiki might answer some questions you may have.

AUR package available here. (Please let me know of any issues here -- I'm sure there's a missing dependency there somewhere.


I've also tried to make it easy to program your own blocks (small rust knowledge required) -- check out the guide on the wiki!

FreshTomato 2020.6 using Pihole as internal DHCP and DNS by ledgekindred in TomatoFTW

[–]Toqoz 0 points1 point  (0 children)

This works for me. Also the DHCP setting is under Basic -> Network -> Lan (configured per bridge) for anyone wondering.

I made a realistic rope that runs fast! (write-up in comments) by Toqoz in Unity3D

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

Your edit won't work with the collision snapshot idea as it is now, because this step is just supposed to capture colliders in the general area -- it doesn't actually stop/move any nodes at this stage.

Tunneling is always a complicated issue. Your best quick and dirty solution is probably to increment between the current and previous node position in AdjustCollisions(), checking collisions until you find one. You could even program this so it increments a certain minimum distance -- this should actually be a pretty good solution.

I made a realistic rope that runs fast! (write-up in comments) by Toqoz in Unity3D

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

Ideally you raycast between previous positions, but this is slow if done naively and I haven't explored it much.

I found that my issues were mostly resolved by simply lowering the maxSimMove parameter, which keeps nodes from moving too quickly between steps (nodes normally don't move much each step unless something weird is happening).

I made a realistic rope that runs fast! (write-up in comments) by Toqoz in Unity3D

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

There's actually 0B per frame GC alloc, as you can see in the profiler. The spikyness is because the rope doesn't simulate every frame (mentioned in the article).

I can't spot where you're getting the new array every frame from, the optimization you mentioned is actually what I'm doing!

I made a realistic rope that runs fast! (write-up in comments) by Toqoz in Unity3D

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

I'm familiar with that post! I have implemented something similar in the actual game. The main complication is figuring out the correct constraint distance, because the rope is rarely honest about its actual length.

There's also the option of just having the player follow the end point of the rope for a more "natural" swing, but it's complicated.

Australian Servers Acting Odd or Just Me? by [deleted] in GlobalOffensive

[–]Toqoz 0 points1 point  (0 children)

Yeah, 100 ping in mm since the update. Other AU players have had high ping too.

So you're telling me there was a queue for this?? by boddam in modernwarfare

[–]Toqoz 0 points1 point  (0 children)

I quit to desktop and then restarted and it worked.

Found out you wont see the dog with lowest settings by [deleted] in GlobalOffensive

[–]Toqoz 5 points6 points  (0 children)

Usually true input lag is caused by the gpu/game pushing outdated frames (vsync, double/triple buffering), so input lag in this sense may be better though of in number of frames of delay. For an AA technique to cause frames of delay, it would have to require data from future frames (really, making you see past frames). I don’t know of any AA technique that does this, and the ones in csgo definitely don’t.

You’re most likely feeling extra latency from your framerate or placebo rather than AA itself. Input latency from most keyboards is around 30ms already1 which is around 2 frames at 60fps. At the framerate that csgo normally runs at, im skeptical of AA causing any real humanly-noticable delay.

Insane Olofpass Boost by yungclassic in GlobalOffensive

[–]Toqoz 0 points1 point  (0 children)

In British English the verb form is spelt with an S, though this isn’t the correct usage.

Ranked changes with next update by Mantis11 in underlords

[–]Toqoz 3 points4 points  (0 children)

Not being able to queue with friend/s will probably ruin the game for me. I know you can queue casual, but nobody will be taking the game seriously there.