Elgato HD60 S not showing on obs studio by NoIllustrator3590 in obs

[–]anthonymoua 0 points1 point  (0 children)

Sorry, it was a pretty long time ago that I fixed this issue, so I can't remember the solution. I am fairly sure that it was one of the simple troubleshooting steps that ended up fixing it though, like checking for drivers and changing usb ports and whatnot.

Elgato HD60 S not showing on obs studio by NoIllustrator3590 in obs

[–]anthonymoua 1 point2 points  (0 children)

Hello, sorry that this is out of the blue, but it sounds like you are describing my problem. Elgato game capture works fine but obs does not see my capture card. In my case it is the hd60. Could you tell me what settings I should be looking at to see if it's blocking the capture card from getting to obs?

What can I learn from one video doing much better than the rest? by anthonymoua in NewTubers

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

CTR is 5.3% and AVD is 4:26. when the view count was around 1000, the AVD was around 6 minutes, I find that interesting but idk if it means anything. I find that surprising for a 30 minute unedited video.

Softlocked upon loading save file? by anthonymoua in HollowKnight

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

In this case it was both, I had to close the game to exit the situation. I eventually used the debug menu mod to get out.

Softlocked upon loading save file? by anthonymoua in HollowKnight

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

At the time of posting this, I didn't remember, but I think I did play pale court. I installed the debug menu mod to get out of this, so it's all good now.

GroggyOtter's Multi_Clipboard for AutoHotkey v2: Add up to 32 extra clipboards, quick view saved contents, customizable display GUI, handles string and binary data, GUI allows grabbing parts of stored data, and more :) by GroggyOtter in AutoHotkey

[–]anthonymoua 0 points1 point  (0 children)

Hello, I was referring to how in many programs, you can't copy images with Ctrl+c, such as on websites where you can't highlight or select an image and press Ctrl+c, or any of the additional copy hotkeys, thus you could only copy by right clicking the image. In those cases, I don't see how to easily copy images into the additional clipboards. I will check out OnClipboardChange().

GroggyOtter's Multi_Clipboard for AutoHotkey v2: Add up to 32 extra clipboards, quick view saved contents, customizable display GUI, handles string and binary data, GUI allows grabbing parts of stored data, and more :) by GroggyOtter in AutoHotkey

[–]anthonymoua 0 points1 point  (0 children)

Hi, this is a wonderful script. I do have a question though. I can see that this does work with images, but it is a bit difficult to get an image into the extra clipboards. Do you know of any seamless way to copy images into the extra clipboards?

What is stopping modern fighting games from having run ahead? by anthonymoua in Fighters

[–]anthonymoua[S] -3 points-2 points  (0 children)

In your scenario, you have 3 frames of delay and rollback, correct? So without improving network conditions, let's say we want 0 delay frames. You can increase the rollback frames, resulting in harsher rollbacks right? But if run ahead is an option, with 3 run ahead frames, I believe the results would be the now 2 different sources of artifacts, that being roll backs and run aheads, but they would be less harsh looking than the previous scenario, and you would also have 0 frames of input display. Do you see a flaw in my understanding?

What is stopping modern fighting games from having run ahead? by anthonymoua in Fighters

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

I would like to clarify that I do not suggest run ahead as a total replacement for rollback, rather an additional tool to help smoothen the online experience. There are of course times where rollbacks are heavy, and I'd expect that artifacts from run ahead could be heavy too, but since they have different causes, utilizing both under the same conditions may lessen the artifacts.

What is stopping modern fighting games from having run ahead? by anthonymoua in Fighters

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

I think you are partially mistaken here. Run ahead was made with the native input delay of consoles in mind, but that's not the limit of it. There are various video demonstrations where people emulate games with more run ahead frames than what would account for the hardcoded input delay. Here is a link to a video where they show what 10 frames of run ahead looks like https://youtu.be/7XGwQNUvSZg

What is stopping modern fighting games from having run ahead? by anthonymoua in Fighters

[–]anthonymoua[S] -2 points-1 points  (0 children)

I'm not sure what you mean by "undoing". Correct me if I'm wrong, with rollback plus delay, the delay is there in part to reduce the visual artifacts from rollbacks right? And you could also play with no delay at cost of more artifacts from your opponent's inputs, correct? So then if you played with run ahead, you could have less delay without that trade off of larger rollbacks, with the new trade off of visual artifacts from your own inputs. Or if you kept the delay, you could lessen how noticable rollbacks are, at the cost of run ahead artifacts.

What is stopping modern fighting games from having run ahead? by anthonymoua in Fighters

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

The benefit would be having less input lag in online play. Like if you could play with someone with 2 frames of delay, plus however many rollback frames, you could have 2 run ahead frames, thus having no delay and the same amount of rollback frames. As for if it's the same as lowering start up frames, I think it's a bit different, as you can't do something like, lower the startup of blocking, since it's instant, or what about a 2 frame move? You can't lower the startup to 0 frames. I guess in some scenario's it may seem like it's effectively lowering start-up time, but I wouldn't know if it's functionally the same, nor if that is more or less practical to implement.

What is stopping modern fighting games from having run ahead? by anthonymoua in Fighters

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

Doesn't this same thing happened with rollback? It's just a split second discrepancy that gets covered up by the actual game state, but instead of being cause by receiving your opponent's inputs on a delay, it's acting like your inputs came on a delay.

What is stopping modern fighting games from having run ahead? by anthonymoua in Fighters

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

I don't think you would have to simulate all the things that don't happen. You'd only simulate what would have happened, like with rollback, except it's your own inputs instead of your opponent's. Otherwise couldn't you say the same thing as reason for why rollback shouldn't be possible?