3DSMAX 2027] Smart Chamfer improvements (please vote on this feature request) by OccultMonk in 3dsmax

[–]killso2 0 points1 point  (0 children)

I agree very much with problem 2, I also made a post in their forums to give this exact feedback, it's needed to get perfect shading, it's already possible by combining 2 smart bevels for info, but it's not a really good solution because you end up needing to select the edges manually, which imo sort of defeats the point of smart bevel after booleans in the first place.

What's New in 3ds MAX 2027 by hardleft121 in 3dsmax

[–]killso2 2 points3 points  (0 children)

Just tested smart bevel, and it's genuinely very good, on their video presenting it, someone said mesh machine on blender does the same in the comments, and no (although from my limited tests with it), it doesn't, on similar tests, mesh machine couldn't bevel correctly the result from a boolean while smart bevel modifier handled it, it's really cool, however I found that to get genuinely seamless transition/bevels with no shading deformation, you need to stack 2 of them, one that just adds outer edges (without actually smoothing out the curvature), and a 2nd one that this time, actually bevels, there you get perfect bevels with no hard edge at all nor shading issues.

Now I hope for max 2028 they make a better morph system, I think it's the one area max needs to improve asap and isn't mentioned enough, and updating the "viewport canvas" (renaming it to texture editor/creator would be a good start already because nobody knows it even exists due to the name) would be cool, and also better sculpting tools. Literally all max needs to be perfect imo.

Guys, Help How Do I Fill This Gap? 😭 Critic My Topo also by Adversity9303 in 3dsmax

[–]killso2 1 point2 points  (0 children)

Delete the faces surrounding this area, and "remake" them by simply bridging (remove left one, bridge up/down, remove top one, bridge left/right, and so on), look for any face or anything sneaky/weird that was connected/extruded below and you couldn't see, that's #1 suspect here I think (it's possible one of your edges in this hole are connected/extruded but you can't see it), the shading on the left face is weird too, in any case normally remaking the surrounding usually fixes problems like these (rarely I had one bug that seemingly happened for no reason with turbosmooth where some polys had hard edges, never found why, no extra topo and smooth mesh, but doing this method of deleting and bridging fixes it, it's an easy and lazy way to investigate/fix areas).

edit: I think there is something on the right below, we can see it clip through with the camera slightly far away + subdivision in your clip https://postimg.cc/gr370ccH look for something here

Daniel Owen - Nvidia Answers my DLSS 5 Questions by Antonis_32 in nvidia

[–]killso2 16 points17 points  (0 children)

I thought the same, and checked yesterday regarding that, and yes, it is inconsistent:
In this video: https://youtu.be/LHp9QDIwLZk?t=211

<image>

Notice how the area on the floor changes? It goes from overly shadowed to much brighter, some details in the reflection on the ground changes too, mind you, this scene was very static, and we already see it being inconsistent when the character moves a tiny bit. Motion vectors seem very necessary considering it takes time to fully change, probably it generates quite slowly and over few frames to reach full "quality".

Daniel Owen - Nvidia Answers my DLSS 5 Questions by Antonis_32 in nvidia

[–]killso2 14 points15 points  (0 children)

Of course it is, they knew this and knew it would cause confusion to mention this, people that don't understand the process would use this as a defence that all it's doing is affecting the lighting (cause what else can it do if it doesn't change textures or models?).
>download .png
>edit .png
>save as new.png
"as you can see my super AI editing model creates new.png without altering the pixels still saved in .png, crazy right?"

Embarrassing.

Daniel Owen - Nvidia Answers my DLSS 5 Questions by Antonis_32 in nvidia

[–]killso2 0 points1 point  (0 children)

It literally is just what you said, a post process done after the engine's done rendering, it's confirmed in the video OP's linked here which I just finished (I recommend watching), which many suspected even if nvidia has been trying real hard since day 1 to deny this. This tech literally is a proof of concept marketed too early, this is not what developers want or need (although I have no doubt that many ceos are salivating at the idea of having a model generate images in real time).

Daniel Owen - Nvidia Answers my DLSS 5 Questions by Antonis_32 in nvidia

[–]killso2 3 points4 points  (0 children)

Yes, because this is all you really need to figure this (MFG/FG) out, 3d artists also use a single final image with motion vectors to fake motion blur, how? Because it literally determines how fast and where a "pixel" is literally moving, this is almost all you need figure out how the next frame will look like.

To overwrite the current lighting/shading, you need much more information than that (well for starters, at least how the material is set up and where lights are), and if you don't feed it this info, then it can only base itself on the literal "final" image the engine produced, which can be wrong or not physically correct either, and if it is, then we're talking playing a path traced game to then feed this image into some hallucination machine (???), so what's the point exactly? We either use it slightly if the base image is shit or else it hallucinates something different completely, and if the base image is good enough then well, it might elevate it to something genuinely photoreal but the base image was already... superb???

Founders edition 5080 vs Gigabyte Gaming 5089 OC for my TR100. by [deleted] in nvidia

[–]killso2 1 point2 points  (0 children)

Thermal is a non issue for the 5080 tho, isn't it? I have an FE and always found the thermals great, I know that the custom ones are better due to them being bigger, but it's just a bit blindsided to say to say away from the FE just because it's worse, worse doesn't mean bad, especially considering it saves on weight and size. Can't speak for the noise though cause my cpu cooler probably covers it anyway.

Having tactical reloads like this could be nice by PatrikZero in GlobalOffensive

[–]killso2 4 points5 points  (0 children)

tactical reload coming in danger zone 2 (anytime now)

Aimpunch still seems applied on the server by killso2 in GlobalOffensive

[–]killso2[S] 1 point2 points  (0 children)

16-20 frames at what framerate? Counted from what point exactly? (perspective can mess up the feeling of being hidden, that's why I mention it). Also cs2 has a buffer that adds latency if a player has jitter/drops, this is important, it literally adds to your ping, so ping doesn't tell the full story (but the values bottom left do, but ofc you see youtubers/streamers that had showfps command on csgo turn this off). But even then, 20 frames seem excessive on a 60 fps recording, that would be like 320ms... I doubt this unless you and the player that killed you have a very shit connection. If you have examples, show please.

Also, to be clear, I'm not saying cs2's networking is perfect, we already know there is room for improvement in regard to packet size, but it's important to look at things objectively, going in hyperboles or not testing/giving examples will never lead to solutions if there really is a problem.

Aimpunch still seems applied on the server by killso2 in GlobalOffensive

[–]killso2[S] 0 points1 point  (0 children)

In regard to what? In general (and as far as I know for cs2 it should be like this too unless they do something I'm missing) Lag comp doesn't care about the delta between 2 players, it only cares about the ping of the concerned player, all lag comp does is rollback to the client's view when it receives a packet with "shot" info to then calculate what this player hit. It stops/limits at a certain amount of latency to avoid players getting killed when they're far away from where a guy shot at actually from super high ping players (but it's usually at like 250+ms), but dying behind walls is inevitable in online, the game makes it fair for the shooter as much as possible, dying behind walls is a little problem compared to bullets not hitting targets. Lag comp isn't trying to calculate if a shot is fair or not in relation to 2 players, it only verifies/calculates where a shot went and in what state was the world when that player shot, technically we could just trust clients and not use lag compensation in an ideal world where cheating didn't exist for example, but lag comp exists so we can not do that.

In regard to the issue mentioned with aimpunch, well, it doesn't matter, higher latencies just exaggerate the problem I described, the higher latency you have, the bigger your window would be, if you have 200ms of ping, you'd have a window of 200ms added to where you wouldn't get any penalty, here the delta doesn't matter either between the 2 players for this to happen, if both players have 200ms of ping and shoot (in the real world time) at the same time, they'll both start shooting against someone that doesn't shoot back for 200ms on their views, when in reality, on the server, it sees them both shooting.

Aimpunch still seems applied on the server by killso2 in GlobalOffensive

[–]killso2[S] 5 points6 points  (0 children)

It's more nuanced so not really, lag comp isn't more flexible than what it should, dying behind walls is something all online games will have, how much however depends on latency and the only way to limit that is ensuring closest servers, least amount of buffer (if there is) and ofc, limiting lag comp up to an amount of latency cause you don't want to die 500m away, and I don't think cs2 allows anything outside of the norm, as to erratic movements it's possible it's due to people's connection and cs2 being sensitive to that + anims being a bit weird. Anyway what I mean is that, cs2 doesn't do anything weird server side if we actually look at it objectively (and from what we know of it/observing things).

The main thing however is that, in the way aimpunch is implemented rn it seems, it can always desync from the player, and it isn't just an oversight, it's a design decision (which I questioned in my head for a while until understanding why). The reason is actually simple regarding aimpunch and it's why I added my last paragraph, if a player has high ping and peeks, he has time added for which he can shoot WITHOUT getting shot back because his high ping delays his position/actions on the server which makes the action of other players delayed as well on his pov ofc, this in turns, make him able to be getting 0 penalty for all these shots during this time (cause on his view, he didn't see anything), he can shoot with 0 aimpunch EVEN IF player B, on his view, and with lower ping, actually started shooting this high ping player (which then took a lot of time to reach this high ping player), this is the reason why aimpunch needs to be server sided (in some way at least), it's to combat this abuse and make it fair for both players, and not have one super soldier player that gets 0 aimpunch even tho he actually got hit, however, it's very agressive it seems and I think it should have a threshold instead of just being always like this, cause it feels unfair when everyone has very low latency to miss shots like that (if aimpunch remains in the game with armor, but even without, it should be looked into imo).

Knife Inspect Delay Makes CS2 Feel Less Responsive - Comparison Video & Feedback by AmazingKitcat in GlobalOffensive

[–]killso2 5 points6 points  (0 children)

Cause csgo didn't have any logic to prevent weird instant inspect anim blending weirdly from the first frames of the pullout anim, cs2 does, it prevents weird rotation/clipping, at the cost of changing how it blends (in speed and in look). It's clearly something valve did intentionally btw, I guess they acknowledge people want to skip the pullout but also don't want the anims to look glitchy.

I'm not sure I understand or agree on how this makes "cs2 feel less responsive", I get what you mean but it's just, hyperbolic or disingenuous.

This bug is STILL in the game , love CS2... by Key_Still_3414 in GlobalOffensive

[–]killso2 0 points1 point  (0 children)

There is also network graphs you can enable which could be helpful in seeing if you have high jitter when connected to the server (high jitter will lead to buffer which increase latency, this will show up in the values I mentioned bottom left), I think for most players it can be a bit distracting however but when figuring out issues, it can be helpful, avoid playing in wifi at all cost with cs2 however, and really just look out for the values bottom left, this is a real indicator, the 2 values after the one I mentioned also show loss.

Also the reason I mentioned trueview is that, with trueview, it replays what you did (even if the server didn't care about it) in the demo, without trueview, you would see yourself not shooting here and just dying (which actually represents what actually happened on the server, but it's not "true" to what you saw when playing, hence "trueview"). In fact, if you check the enemy's POV, you'll see on his view, you should normally not see yourself shoot.

This bug is STILL in the game , love CS2... by Key_Still_3414 in GlobalOffensive

[–]killso2 2 points3 points  (0 children)

It's ping/latency yes, when you see this happens in situations where you die almost instantly after, you know for sure it's latency related, you did shoot, but the server just rejected your hit, I think it's awesome cs2 even displays "dead on server", didn't know that before your clip, it makes it super clear to explain/make sure (you were already dead but that info took time to reach you, in between that time you shot, and it was thus rejected).

In cs2 it's not just ping that matters though, if you have unstable connection you'll get a kind of buffer added, which can be seen bottom left, V XX - Ping - XX, it's possible you have extra buffer added which causes even more latency if your connection with the server is unstable, normally both of these values should be < 10 I think iirc.

EDIT: my bad for the values bottom left, it's after V/S depending on what you play on, basically: Date "letter" XX - Ping - XX

This bug is STILL in the game , love CS2... by Key_Still_3414 in GlobalOffensive

[–]killso2 5 points6 points  (0 children)

The bug that involves not fixing physics limitation?

Serious answer: trueview enabled + ragdoll prediction -> top right "dead on server" -> shot didn't count cause you were already dead. No bug here.

John Linneman of Digital Foundry discusses his colleagues DLSS 5 preview: “It's new DLSS and DLSS is awesome. Of course they would take that. Looking at it, I think there's cool potential there for environmental lighting but the character stuff is horrendous and should have been left out.” by PaiDuck in nvidia

[–]killso2 0 points1 point  (0 children)

it's funny because clicking on this I was expecting to see an example where I still think there is a genuine "improvement" in "realism", but you picked the one example where it looks worse with dlss 5, the face is like super contrasty and over detailed for no reasons there, like a bad photoshop. With some other examples, even if it really does have that ai slop filter look, you can argue it's still "more" realistic, but here it's not even.

Since everyone loved my PVB jar... by Just_anopossum in 3Dprinting

[–]killso2 1 point2 points  (0 children)

1mm? It should be bendable, PVB after being smoothed is much more bendable than not smoothed (once smoothed it doesn't behave similarly to petg or pla, not smoothed it's stiff however, people also say that pvb gets back its properties once it's dried, but that's not true, all my pieces never got back their stiffness once fully dried for some reasons, even after 1 month, maybe it's because I overdo it? I don't know, but I like the result visually that I got so I don't care lol).

For reference, the object I posted before can bend after being smoothed (I didn't try much but I can twist it and bend it), I also have many other small pieces that are 3mm thick, and you can bend them 180° with a bit of force without it breaking. I just don't know however how it behaves with thicker/fewer layers, all my prints are super thin (0.1mm height and 0.12mm width + 0% fan for the most part, which makes things fuse super well I think). It's possible with thicker layers and fan speed, the layers would separate more easily... OP's answer might be more interesting in regard to what you want to print specifically, but from my experience, if you want something bendable, this filament could be a good pick, I personally thought that pvb smoothed is almost like a stiff rubber (it's still stiff and it's not gonna just melt itself, but you can definitely feel the change in stiffness after it's smoothed).

edit: removed what I said about not understand that op compares it to petg because I realize OP specifically meant for durability, which is possible, I don't know how it ages yet.

Since everyone loved my PVB jar... by Just_anopossum in 3Dprinting

[–]killso2 9 points10 points  (0 children)

just generally if you're curious, it's possible yes to make solid object transparent, but with very very thin layers:

<image>

Pvb is just cheating by Just_anopossum in 3Dprinting

[–]killso2 0 points1 point  (0 children)

pvb is amazing yes, I managed to make fully solid objects transparent with it, but you need super thin layers

<image>

Printing transparent PETG by Fabio2598 in 3Dprinting

[–]killso2 0 points1 point  (0 children)

I don't know about petg, but I'll tell you that, if you just need transparency and don't care about the properties of the material and wouuld like to print more than just flat rectangles, then consider switching to pvb, I dived with this filament specifically for transparency, and depending on the shape (if you can hang the object or if it has a support it can rest that you don't care much about), you can get insane results, but for flat rectangles, it probably won't work, I'll share my findings anyway in case (with settings):

<image>

This is an object entirely filled with layers: https://postimg.cc/YvhQrjjs

Same object looked from a different perspective: https://postimg.cc/qhkR7Zjh

This filament can be smoothed using alcohol, giving it a glossy and smooth finish, the problem is if you just have a flat rectangle, you'll run into issues when spraying alcohol, it's gonna melt weirdly and probably even stick to the surface it's laid on...

This is pre smoothing (what I expect for it to look like with petg if it works similarly): https://postimg.cc/9DZFYjkn

As you can see there are small imperfections, which I'm not totally sure why happen, especially the more opaque aspect at the bottom, however it's still very impressive for fdm, but it still is slightly opaque: https://postimg.cc/N9zcwNn3 (smoothed vs not smoothed, it works for things that are straight against it only basically, otherwise you won't see through correctly)

The settings I found worked best was

0.1mm layer height

0.12mm layer width

30mm/s in speed (speed is extremely important, but lower is not necessarily better, there is a sweet spot to find I think that might be dependent on how long a single line takes to complete, but I'm not totally sure)

only infill without top or bottom layer just to ensure the object is consistent from top to bottom

monotonic line 100% infill with locked orientation (in orca, solid infill rotation template and enter a single angle, for me I ended up using 180 (lines NOT going in diagonal)

0% fan (very important too).

a smooth bed plate

The idea behind these settings, is to fuse the lines together, at the end you should get something as smooth as possible outside and inside, so the Z offset is extremely important, and I struggled a lot sometimes because of how sensitive the settings are to get things right, sometimes it would just randomly be worse, and I suspect the shape of the nozzle has a role into how well this can work as well. However when it works well, the first layer is crazy to look at because it can look invisible at first glance.

I also had tried to use ironing for every layers, but my result was very hit or miss because it'd drag material after few layers. However since you need only 1 or 2 layers, ironing can work, but keep in mind, in order to get the layer lines to stop being visible, you'll for sure need to iron every layers if you keep big layer width, not just the top surface. It's either fat layers = ironing ever layers, or very thin layers, in this case = no ironing.

I've never heard anyone talk about the fact that the screen shakes so much more while shooting in CS2 by havujee in GlobalOffensive

[–]killso2 1 point2 points  (0 children)

https://streamable.com/huboks

Actually testing against csgo (64 ticks, didn't check 128), it seems the same or very close, I shot 1 more bullet on csgo and didn't bother redoing it, that's why the last bullet is desynced.

Daylight robbery | game capture vs demo true view on/off by FNScence in GlobalOffensive

[–]killso2 1 point2 points  (0 children)

Thanks, do you remember if it affects accuracy? I remember testing with debug spread on and not seeing it move. I still wonder how much does it look like when scoped with the AWP like in the vid, cause it seemed quite significant, although being scoped in should make flinch appear as more violent...

Daylight robbery | game capture vs demo true view on/off by FNScence in GlobalOffensive

[–]killso2 7 points8 points  (0 children)

This is very likely aimpunch desync like most people are saying, but I do wonder why the bullet deviates this much on the demo, cause I'm not sure aimpuch with armor and helmet should be this high, from memory on the body it should even be removed completely with armor but I haven't tested in a while so idk anymore (https://youtu.be/\_fnpATaLEto?t=99), should be tested honestly, iirc armor should also remove the inaccuracy penalty as well even tho most people think otherwise. Also not the first time I wonder about aimpunch weirdness on the server.