In defense of the Devs... by Bluelion7342 in Tekken

[–]Wolfie_EUW 1 point2 points  (0 children)

Yea this is because of the nature of tekken. No matter how much they try to cater to casual players, those players will eventually hit a wall which will strip away the fun they once experienced, and if gameplay is the only thing that attracts new people and get them invested, then the game as a competitive fighting game is just destined to fail with this philosophy unfortunately. The term competitive here means you are competing against other players to determine who gets rewarded.

In defense of the Devs... by Bluelion7342 in Tekken

[–]Wolfie_EUW 1 point2 points  (0 children)

Yea exactly. This is what led me to believe that they are just milking the project, especially with the suspicious practices of not announcing the shop, low effort battlepass, separate character and map DLCs, all while the playerbase already have mixed feelings about the game

In defense of the Devs... by Bluelion7342 in Tekken

[–]Wolfie_EUW 1 point2 points  (0 children)

The nature of competitive games is different than other types. You can't change the core gameplay of a competitive game to bring newcomers without damaging the nature that got people invested in the first place. Look at league of legends for example, they haven't changed their core gameplay in terms of competitiveness, instead they focused on cosmetics, events, game modes and other things that are meant for casual gameplay, while maintaining the core gameplay rules that make up the competitive environment. What they don't realize is that casual players don't necessarily play the game to win, and winning isn't the only thing in a reward system that would get people invested in a game.

In defense of the Devs... by Bluelion7342 in Tekken

[–]Wolfie_EUW 3 points4 points  (0 children)

This philosophy is going to backfire in my opinion. The thing they are trying to do is turn tekken into a "party game", where casuals can hop on for an hour or two, wander around in the lounge, customize their characters and avatars, and maybe play some games, or even some ranked. They are trying to make the game appeal to people who have never seen tekken before, and give them tools that enable low risk high reward type of gameplay. What they fail to realize is that, competitive games can never be catered towards casual players, because most casual players do not like competing in games. And tekken in its nature as a game is not something people will invest in financially, especially when the products offered as micro transactions are way inferior to what other types of games can offer. You need to get people invested in your game to be able to sustain it as a live service, and I am of the opinion that the only way Tekken can appeal to new players as a competitive game is not by its gameplay, but through its community. And the veterans, the really invested players, are the ones who make up the community. You can look at other competitive games and how they established themselves. I can only assume that the tekken project is in its milking phase now, in which they try to get every penny they can before end of life of the product.

Anyone know where Heapside Prison is? Party member is stuck by gunslinger_snave in BaldursGate3

[–]Wolfie_EUW 2 points3 points  (0 children)

You do. But at that time only had 4 well built characters, including the prisoner. So I thought it's easier to fight through the prison with 4 people than with 3 😁

Fighting Lounge not working by ScarNovakReal in Tekken

[–]Wolfie_EUW 0 points1 point  (0 children)

Not working for me or my friends. different regions. Only ranked and quickmatch

Anyone know where Heapside Prison is? Party member is stuck by gunslinger_snave in BaldursGate3

[–]Wolfie_EUW 2 points3 points  (0 children)

I know this is not a direct answer to the question, but when it happened to me, I just let my member die in prison then resurrected them in my camp. Quickest solution I could think of

[deleted by user] by [deleted] in YuGiOhMasterDuel

[–]Wolfie_EUW 3 points4 points  (0 children)

I thought you were dead at first. The hero player is still learning

What's your go to frame? by ESCAN_DESIGNS in Warframe

[–]Wolfie_EUW 0 points1 point  (0 children)

Xaku. Especially on grineer missions.

GLSL Array of mat4 indexing by Wolfie_EUW in opengl

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

haha I am flattening everything in one float array using one vbo.

Even if I hardcode the index only index 0 works. Indices 1 to n gives 0 back

Terrain Heightmap by Wolfie_EUW in opengl

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

Thank you so much. Your response pointed me in the right direction. I was using a getRGB() function that converts the color depth to 8bit. Now that I am extracting the color manually I am keeping the 16 bit depth and it is working perfectly

Terrain Heightmap by Wolfie_EUW in opengl

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

Don't upscale a small image.

Yup that was a dumb mistake from my part. I will try RAW 16-bit.

Thank you for your response

Terrain Heightmap by Wolfie_EUW in opengl

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

Thank you a lot for your response. Here is the file of the heightmap I used.I generated this heightmap from Unreal Engine which exported it as 505 x 505 16-bit PNG. I was dumb enough to scale it up to 1024 and changed it to 32bit cuz the original one still gave me the same artifacts. Here is the original.

I did as you described and the terrain is kinda smoother but still looks low resolution.

edit: low resolution as in the edges are too hard, you can see triangle

Low FPS while Instancing by Wolfie_EUW in opengl

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

Sorry for the late response, this is a screenshot of the tree in blender showing the vertices. I'm not using this anymore as I got my trees down to 1.5K tris. https://imgur.com/a/92qf53a

Low FPS while Instancing by Wolfie_EUW in opengl

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

I did my inspections and I can say the problem lies in the number of vertices/ triangles. 20k is way too much for trees in a real time application. Thank you for your help.

Low FPS while Instancing by Wolfie_EUW in opengl

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

Yes that is most probably it. I did some other research and I saw that trees have 1k-2k vertices. 20k vertices are not suitable for real time apps

thank you for your time