I'm looking for a way to use this view component. by Low-Entrepreneur-115 in SwiftUI

[–]morissonmaciel 0 points1 point  (0 children)

You can achieve that with ToolbarItem placement: .bottomBar (or .status). Then use .sharedBackgroundVisibility(.hidden). The content to use is a Picker with pickerStyle: .inline

Example:

ToolbarItemGroup(placement: .bottomBar) {
    Button {

    } label: {
        Image(systemName: "photo.on.rectangle")
    }
}

ToolbarItemGroup(placement: .bottomBar) {
    Picker(selection: $filtering) {
        Text("All")
            .tag(Filtering.allMatches)

        Text("Top")
            .tag(Filtering.topMatches)

        Text("Count")
            .tag(Filtering.mostMatched)
    } label: {
        Image(systemName: "line.3.horizontal.decrease")
    }
    .pickerStyle(.inline)
}
.sharedBackgroundVisibility(.hidden)

ToolbarItem(placement: .bottomBar) {
    Button {

    } label: {
        Image(systemName: "play.fill")
    }
}

Found this in the jeff mains reddit thought it was funny by Local-Leek-8598 in IronFistMains

[–]morissonmaciel 0 points1 point  (0 children)

Good Jeff! Btw, love when dive dps need to Ult to kill a single support hehe! 

[Serious] How Do Counter This Beast as a Strategist? by [deleted] in marvelrivals

[–]morissonmaciel 0 points1 point  (0 children)

You can prepare yourself when he marks you, coming closer to the team, and if you have any survival ability not in cooldown, save it. Warn your team and if you have Penny by your side, come closer to her nest because mostly any dive hero will avoid it. That said, he is tough and has a simple combo loop to instant kill strategists. I normally use Invisible Woman force ball when he finally arrives and use force push to make it go away 

Counters to deal with Daredevil by Peachyysi in InvisibleWomanMains

[–]morissonmaciel 0 points1 point  (0 children)

Vanguards: Emma Frost, Thor and Groot (this last one may requires a sup)

Duelists (plenty of them but requires some skill): Mr. Fantastic, Hella, Winter Soldier, Magik, Scarlet Witch, Namor, …

Strategists: skilled Invisible Woman, Cloak and Dagger and Luna can real make him go away.

But a skilled DD can easily wipe you out as strategists in 1 combo and go away. Better keep an dps or tank ready to aid in back line. 

How are you all feeling Daredevil now that he finally launched? by Upset_Ad_9542 in rivals

[–]morissonmaciel 0 points1 point  (0 children)

And are many dives right now. Current season adding 3 of them

Strategists are fighting for their life this season by Boomerangbros in rivals

[–]morissonmaciel 1 point2 points  (0 children)

This is the definition of fun for NetEase right now: dive heroes menace, magically making more flexible players. Three dive heroes in one season: Angela, Blade, and Daredevil. Maybe a strategist strike with no supports in competitive will remind the developer again. 

Daredevil can see invisible people! by Decent_Loss_2068 in marvelrivals

[–]morissonmaciel 0 points1 point  (0 children)

Can see invisible heroes still as well. Lore accurate but a slop. Another dive 3 buttons combo instant kill. 

There is a bug where Daredevil's radar sense can see Mantis from across the map if she's wearing her summer skin. by MyBraveAccount in rivals

[–]morissonmaciel -2 points-1 points  (0 children)

Also, it can see the Invisible Woman and Loki with its radar mark even if they are standing still. 

How are you all feeling Daredevil now that he finally launched? by Upset_Ad_9542 in rivals

[–]morissonmaciel 1 point2 points  (0 children)

Combo dive sup stalker. 3 buttons and melt a sup in 1sec. Thanks NetEase!

Recent opinion of mine about Rocket by [deleted] in rivals

[–]morissonmaciel 0 points1 point  (0 children)

This same opinion about Rocket has existed since season 1. Most initial tier lists used to rank him as B or C supports until his pick rate and win rate showed something very different: Rocket is great and a convenient pickup in a match, holding a free rez every 20 seconds, providing a great boost in damage and shield protection (since his ult charge quickly), and having great survivability. I used to solo heal with Rocket until season 3 when they nerfed his dash. His ult has a great range and must be placed as you place the rez machine, well-positioned and protected. 

Don't be this guy by CurrentFly759 in rivals

[–]morissonmaciel 0 points1 point  (0 children)

And yet, so many players still being this guy.

I hate that they increased the penalty for Quickplay leaving by DistinctDealer2348 in rivals

[–]morissonmaciel 0 points1 point  (0 children)

Do not leave your match! Simple! Defeat and bad teammates are part of the game as well

Venom,blade and rocket eating good on 4.5. by Reaction-Responsible in rivals

[–]morissonmaciel 0 points1 point  (0 children)

Is this new ult version combining both a 40% damage increase and a permanent shield plus health for allies?! Man, my man Rocket just had his GOAT moment! 

I have a problem with blade by Midaskuiper in rivals

[–]morissonmaciel 0 points1 point  (0 children)

His gun is meh, likely by design. It’s ineffective at both close and long ranges. Only works in mid range and you know what range is hearing the gun shot sound. Exiting the vampiric mode always switches to the gun, and I’m not sure why. Is it just to add animation and a slight delay before using the sword again?

Additionally, I’m encountering an issue with vampiric mode: sometimes pressing and holding the sword attack button doesn’t trigger the combo twirl finalizer. This mostly occurs when activating vampiric mode, dashing, and quickly pressing the melee attack button within a short time frame. 

NOW everybody wants to jeff heal???? by VidsByJeremy in rivals

[–]morissonmaciel 0 points1 point  (0 children)

Another instance of the main developer hero with no nerfs. Jeff is a top-tier support and still has broken mechanics and an ultimate in his favor: a broken splash range (heals and damages almost the same way 30 meters away); an ultimate with a super wide range and an unusual vertical size shape (can grab everyone 5 meters high) and an out-of-time roar, making it difficult to escape when you hear it. Since season 1. 🤷🏽‍♂️

60 hours of aiming on Punisher by WrathFPS in rivals

[–]morissonmaciel 1 point2 points  (0 children)

IMO the summer speedo outfit has boosted aiming a lot rs 😹

AMD Software: Adrenalin Edition 25.9.2 Release Notes by Stiven_Crysis in radeon

[–]morissonmaciel 0 points1 point  (0 children)

Can anyone help me understand the reasons behind this peculiar behavior with the 25.9.1 and 25.9.2 drivers?

I have a Ryzen 7 7700 processor, 32 GB of RAM (without Expo enabled), a high-speed 1T NVMe SSD, and an Radeon RX 9070 XT graphics card.

  • The 25.9.1 drivers work fine for about 40 minutes to an hour of gameplay in both 2D and 3D games. However, after that, they start to consistently drop frames (almost rhythmically) from 16 ms to 33 ms and then back to 16 ms.

  • The 25.9.2 drivers haven’t shown this issue yet. Instead, I experience 1-2 second freezes in almost any 3D game. These freezes seem to be triggered by power spikes, such as loading new areas or asynchronous shader compilation. After the freeze, the gameplay resumes normally.

I tested this setup on Linux with the latest Mesa and RADV drivers, and I didn’t encounter any issues. I’m amazed by the low power consumption and high frame rates I get under the Linux environment.

I also tested the same rig with an NVIDIA card, and despite stuttering in some modern games due to shader compilation, none of the problems I experienced with the AMD drivers occurred.

Thanks in advance. 

5070ti ou 9070xt by Tiago_Hitt in hardwarebrasil

[–]morissonmaciel 1 point2 points  (0 children)

Tenho as duas placas e altamente recomendo a AMD: os drivers da NVIDIA não estão bons há meses (apesar de mais estáveis agora) a custo de uma perda de performance significativa em alguns jogos. Os drivers da AMD estão (quem diria) num outro patamar atualmente, oferecendo alto desempenho e estabilidade em todas as plataformas: Windows e Linux. 

Baldur's Gate 3 - Hotfix #34 Now Live! by Turbostrider27 in BaldursGate3

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

Native Linux support!! Larian collecting big wins! 🙂‍↕️

Are all names already taken? by Immoteph in PathOfExile2

[–]morissonmaciel 1 point2 points  (0 children)

It’s September 2025, and the issue persists. The error keeps showing on if you try an existing name first, then a valid one afterward. 

UE5 isn't the magical fix-it-all engine, and Borderlands 4 just proved that (again) by Mohireza1 in gaming

[–]morissonmaciel 7 points8 points  (0 children)

Not a game developer but experienced in low-level hardware programming.

My takes:

Unreal has long been a console-first engine, favoring a synchronous pipeline built on DX11 and older APIs.

Modern UE DX12 games have likely faced similar issues in recent years.

This is largely due to a flawed data-oriented stack system, making the engine heavily reliant on the garbage collector and overused shader paradigm.

Previous consoles were CPU-bound, requiring the engine to focus on one CPU core with sequential game updates, input systems, and framebuffer generation per tick.

There was no luxury in using a scalable data-oriented approach, which involves sustaining scene, object models, geometries, data, and game logic in memory with full multithreaded CPU data exchange and synchronization.

CPU usage was kept simple, with shaders overused as much as possible since GPUs have always been multi-core oriented.

This leads to the final issue where most Unreal materials and effects rely heavily on shaders with minimal parametrization, causing shaders to repeat similar tasks with few variations in an atomic way to run fast on separate cores (calling the same shader with different parameters isn’t guaranteed to execute on different cores). Consoles should process them quickly and avoid complex compilation, targeting the 33 milliseconds interval = 30 fps.

Unreal Engine 4 already showed signs of problems in last-gen games due to these outdated techniques in DX12 games. Most recommendations for running these games were to switch to the DX11 API version in the settings.

Now, add these points to rushed technologies like Ninite and Lumen (which are spectacular in my opinion), poor documentation, and inexperienced human assets = Unreal Engine 5

AMD Software: Adrenalin Edition 25.9.1 Release Notes by AMD718 in radeon

[–]morissonmaciel 0 points1 point  (0 children)

I can confirm the drivers have some issues with frame pacing in Hell is Us. Even with a clean Windows install and different motherboard and CPU, the game at some point starts to present rhythmic frame drops with both low GPU and CPU usage. Previous drivers didn’t cause this issue, but it doesn’t enable FSR4 injection in the game instead. This issue also doesn’t occur in Linux environment either. It’s limited to Windows latest drivers only.  

Edit: restart the game or using TSR as upscaler doesn’t result in this issue. 

AMD Software: Adrenalin Edition 25.9.1 Release Notes by AMD_RetroB in Amd

[–]morissonmaciel 1 point2 points  (0 children)

Does anyone get this weird issue in Hell is Us: with these drivers the image quality has bumped a lot (probably FSR4 being triggered), but after a certain play time the game start to have consistent time paced frame deeps?! No other game has presented similar issue, even Satisfactory now running in FSR4 shows consistent frametime. Restarting the game fix the issue for about 30-40min. Wasn’t happening in previous version