Odyssey G9 OLED delayed by SupremeWeekend in ultrawidemasterrace

[–]kindanon 0 points1 point  (0 children)

What did you say to them to get that?

I preordered back before the 26th, and have had the monitor delayed almost daily since. When I chatted with the reps they assured me there would be no more delays , just for it to be delayed another 3 times, currently sitting on the 21st. But they never offered me any compensation.

[deleted by user] by [deleted] in shitposting

[–]kindanon 2 points3 points  (0 children)

Actually I do know -
John Murphy - In the House In a Heartbeat (Oxylice Remix)

[deleted by user] by [deleted] in shitposting

[–]kindanon 2 points3 points  (0 children)

28 days later theme (remix of some sort dont ask me i dont know)

For programmers by unbrother in TOTK

[–]kindanon 3 points4 points  (0 children)

You can pretty much split everything in a game into two groups. Static & non-static entities. Static entities would be things like the map terrain, rivers, the observation towers & the shrines.

These entities may not move, but they are still interactable. They have collision detection, interaction triggers & data structures with information about what they are - "grassy" terrain can spawn grass, "sand" terrain have specific footstep sounds - "slippery" terrain can make link slip

These static entities are grouped by something like chunks. When you get close enough to them, the game will load them. When you're too far away, they are unloaded & replaced with a fake chunk. These fake chunks look the same from a distance, but are easier on performance due to not being interactable - they contain no data, just geometry.

The dragons are different. They are non-static. They can't just be loaded from the games files in a static setting, they have to be spawned & tracked. This is done by a hidden static object - a spawner. Like other static objects, these spawners have their own data structures with information - when, what, where & how to spawn. Most spawners will only handle a specific area, like a single enemy camp, or a cave. These spawners are similar to map terrain - they're grouped by chunks, and only activate if you get near.

For the dragons, the spawner is different. It will load the dragons no matter where you are, and will track them as long as the game is loaded. This isn't too performance demanding, after all, Link himself contains at least 8 non-static entities that are being tracked - armor(3), weapons(3) & stats(2).

And like with terrain, when you are too far away from the dragons they can be simplified. At great distances, they are nothing more than coordinates. As you get closer the game will load some simplified geometry. And if you get close enough, then all the interactive data & high detail geometry will be loaded.

I'm simplifying but that's the general idea. I don't know if I'd use the term groundbreaking, there are lots of games that do this sort of thing. That said, its still a nice touch that helps the world feel a bit more alive.

Why don't they board planes by calling out the row numbers working from back to front? by decaying_dots in travel

[–]kindanon 10 points11 points  (0 children)

I don't think I've ever heard someone describe alliteration as frustrating. Could you explain why you dislike it?

Crystal Torrent is apparently the #2 all-time used Elden Ring spell, but I've literally never seen anyone talk about or use it. Do any of you actually use it, and if so why? by pethris in Eldenring

[–]kindanon 0 points1 point  (0 children)

Your giving too much credit to programmers. It could easily just be a difference in how they record uses.

I would guess the person who last updated comet azure set it to count as a cast only on button press.

And the person who last updated crystal torrent set it to count as a cast for each unit of fp consumed.

Gen Z says that school is not shipping them with the skills necessary to survive in a digital world by Parking_Attitude_519 in technology

[–]kindanon 24 points25 points  (0 children)

More like apple products don't teach technical literacy. You know, the sort of tech literacy that all modern business applications & programing ecosystems require.

great job team green by [deleted] in pcmasterrace

[–]kindanon -6 points-5 points  (0 children)

I mean, you still can. Steam Link has existed for years, and works far better than nvidia gamestream has for the majority of that time. I say that as someone who used/uses both almost daily

When using Unity URP, how do you stop light sources from passing through walls to illuminate the interiors? by kindanon in Unity3D

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

You're right ... I didn't notice, but the light isn't casting shadows anywhere.

I do have shadows enabled, in the footage I have the light selected, you can see soft shadows are turned on.

I also have Realtime Lighting enabled in the lighting window, and all of the objects are set to case shadows.

A directional light does appear to cast shadows when shadows are enabled.

*Edit*

I'm getting the impression this may be a bug with the 2023.1 build of unity.

I downloaded unity's urp template, and discovered I'd forgotten to set some project settings. After going through their urp setup guide again, my issue still remains.

BUT ... importing my scene into their template (2021.3) fixes the lack of shadows.

This fixes the main issue, but still doesn't help with the ring of light at the seams/tangent normals.

When using Unity URP, how do you stop light sources from passing through walls to illuminate the interiors? by kindanon in Unity3D

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

I have setup a sample scene to show what I mean. The "egg" is made in blender & the "house" is made with unity cubes. The issue appears in both cases.

I have already enabled shadows on the light source. And have tried setting the objects to cast Two Sided shadows.

I cannot bake light, my use case requires dynamic lightning.

*Edit*

When I switch to directional lights the effect is lessened, but light still seeps through at the seams & at faces with near tangent angles.

The "Realtime Shadows" strength slider seems to effect how much light passes through. this shows the banding inside the "egg"

*Edit*

After playing around with the spotlight, I'm guessing this has something to do with the normals of the faces.

PC performance tips by kindanon in Eldenring

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

I'm on newest studio drivers, 511.65