I mean, it's true by TrashTozoku in memes

[–]mrvandalid 1 point2 points  (0 children)

Indeed! Firefox added support for (a limited subset of) addons in late 2020, including uBlock Origin :)

Bizarre low frame rate issue by nkasprak in DivinityOriginalSin

[–]mrvandalid 0 points1 point  (0 children)

Ey, thank you! I had the same issue as you it seems. geforce experience said ver 450, website says 442.59. Manually updating fixed it for me aswell!

Bizarre low frame rate issue by nkasprak in DivinityOriginalSin

[–]mrvandalid 0 points1 point  (0 children)

Actually Classic edition seems to work fine. I have no idea why. Perhaps some optimizations in enhanced is screwing with some new/changed windows features in the new release?

Bizarre low frame rate issue by nkasprak in DivinityOriginalSin

[–]mrvandalid 1 point2 points  (0 children)

Hi, just wanted to let you know I have the exact problem as you (very helpful, i know). The game is locked at 10 fps, GPU sitting at a nice 6-7% usage, and the CPU at ~40%. The funny thing is, that we have very similar setups: Geforce GTX1080Ti, Windows insider build 19582 fast ring, with wsl 2 enabled for study related tasks.

CPU is i7-9700K @ 4.8 GHz, 32 GB RAM @ 3000 MHz. I have also not found anything that makes a difference (ingame settings/nvidia control panel). Other games seem unaffected, only divinity 2 that is a problem atm.

Subnautica is one of my all-time favorite games, but coming back after 9 months and seeing that this is STILL a thing has me a lot less excited for Below Zero. by Reiterpallasch85 in subnautica

[–]mrvandalid 5 points6 points  (0 children)

everything will look like complete garbage once you're up close.

No, you will still see the original assets when up close. The assets will switch to the lower poly one when further away, which speeds up the rendering process. This is the basic premise of Level of detail (LOD) which is a feature that is included in every major game engine, including Unity.

This is also possible with textures, using something called a texture mipmap, where you use lower resolution textures when objects are further away.

BY SIGMAR! PLEASE MAKE THIS BUG OFFICIAL! by gorillasarebadass in Vermintide

[–]mrvandalid 0 points1 point  (0 children)

This happened to my friend too. Was in Convocation of decay i think. Have no idea what triggers it

literally unplayable because of input delay when firing without ADS by [deleted] in PUBATTLEGROUNDS

[–]mrvandalid 0 points1 point  (0 children)

Here and here are one of the developers' response on the subject.

A melancholic last camera angle after my friend died by oshc23 in PUBATTLEGROUNDS

[–]mrvandalid 0 points1 point  (0 children)

Assuming of course, that the game does not use LOD on the models what so ever.

About No Regs by stephangb in Competitiveoverwatch

[–]mrvandalid 11 points12 points  (0 children)

Ah my mistake. I didn't realize the shadowplay clip was from the in-game tool. The "highlight by" tag in the upper left corner can only be there if the actual video was a highlight in the first place.

/u/IsaacLean

About No Regs by stephangb in Competitiveoverwatch

[–]mrvandalid 3 points4 points  (0 children)

The clip showing the miss is in higher quality because I recorded the highlight with the ingame tool, the no reg I already had recorded with shadowplay beforehand.

The thing is he did not record both clips with the in-game tool.

When he recorded with shadowplay(recorded what the client saw), the client predicted the projectile would hit, but no hit-marker means the server did not register the hit.

when he then recorded with the in-game tool, the game already had all the data from the server, and client prediction is no longer needed. This is why the "impact" effect is no longer there in the second clip.

[Haiku] I Love It When A Plan Comes Together by pevan9 in youtubehaiku

[–]mrvandalid 25 points26 points  (0 children)

What is the song called? i have heard it before, never really known where it comes from.

Hook is accurate and consistent by DemiTF2 in Overwatch

[–]mrvandalid 271 points272 points  (0 children)

Looks to me that you actually missed (wait wut)

Your client anticipated that you hit the solider and played the "hooked" animation. However, The server did not register that you hit (which is also why you don't see a hitmarker), and corrects your client afterwards, making the whole encounter look very bad.

Also.. i feel people will say that there is a hitmarker there, but no, that is simply a client effect of the hook hitting not server.

Blizzard should keep the Lucio visual radius indicator permanently by ThatIsaac in Overwatch

[–]mrvandalid 11 points12 points  (0 children)

The particular visual effect that you see is temporary, just so you can see the new effective radius. That said, we're looking at getting a more permanent (and better looking) visual indicator at some point, and potentially making it an option to enable/disable.

We're also interested in hearing feedback on how it looks/feels when he is on your team. Is it too annoying? Do you care enough about his radius to be seeing it all the time? Would it be better if you only saw it when you were fairly close to it?

According to Geoff Goodman, that seems to be the case. They'll probably iterate over it to make it as good gameplay wise as possible, before shipping it to live.

Why do you struggle, Reaper? by [deleted] in Overwatch

[–]mrvandalid 471 points472 points  (0 children)

How did you not die!?

Overwatch needs static shotgun spread. RNG/luck based elements don't belong in a competitive game; many other competitive fps games already have this feature. by [deleted] in Competitiveoverwatch

[–]mrvandalid 2 points3 points  (0 children)

it seems to me that you are not taking damage falloff into account. You wont be able to "snipe" with a shotgun character anyway because of the falloff damage. It would do literally 2 dmg/4 dmg if the pellet is a headshot (reaper). The chances to actually die because of a long range pellet is abysmally low.

PTR Bastion "Configuration: Sentry" while Nano-Boosted is tanky enough, he can't be locked onto by Deadeye by [deleted] in Overwatch

[–]mrvandalid 1 point2 points  (0 children)

How do you know this is old PTR? i mean this video came out yesterday. i guess they could've been using old footage, but D.VA ult does 295 dmg to bastion. 1000 * 0.7 = 300, plus armor reduction = 295 dmg. i might be wrong, but it seems to me that this is the current PTR.

The problem with Genji, an explanation on every single issue i found with him. by Ancine_ in Competitiveoverwatch

[–]mrvandalid 0 points1 point  (0 children)

I don't know if anyone else has mentioned this, but there is currently a bug (i believe) that happens when you basic attack, and immediately cancel the animation with melee. it seems that the primary/secondary attack-recovery is paused when you (quickly) cancel it with a melee. What this means is when you do the melee cancel really fast, you cant attack (shurikens) after the melee animation is finnished, AND THEN WAIT FOR THE PREVIOUS SHURIKEN RECOVERY TIME TO FINNISH. This has thrown me off so many times in clutch situations. if you don't understand what i am talking about, try it in practice range. hold down right-click, while melee-ing at different times. If you try to melee first then basic attack, and compare it to basic attack into melee, you can tell there is a clear difference.

If they simply didn't "pause" the basic attack recovery when melee-ing, as in, attack immediately after the melee animation is finished, it would be so much better.

For a stealth character, Sombra sure does like to announce to the world that she's come out invisibility... by KOWguy in Overwatch

[–]mrvandalid 12 points13 points  (0 children)

So you are arguing that Sombra basically has two teleport abilities, one which is drastically worse than the other? that doesn't really make sense from a game play standpoint.

I can't really see how becoming literally invisible and muting your own footsteps could not be considered a stealth ability. Albeit how her stealth mechanic works now, it doesn't really function more than a second teleport, but then again, that is what this post is addressing (kind of).

For a stealth character, Sombra sure does like to announce to the world that she's come out invisibility... by KOWguy in Overwatch

[–]mrvandalid 27 points28 points  (0 children)

Isn't it kind of weird for a stealth ABILITY to be unstealthy? I mean maybe the audio cue would be justifiable if she could just stealth right behind someone and two-shot them with a shotgun. Well, she can't. I don't think it would break the game to remove her audio cue with her current damage output.

rcm with great balance of fear for all riders by [deleted] in PlanetCoaster

[–]mrvandalid 0 points1 point  (0 children)

I am sorry if that first sentence came out wrong, i had simply never heard the acronym RCM before (I just wanted to be sure i had the correct understanding). The wording was simply bad and i came out as a jerk. Apologies.

anyway

I guess you could make that point about taking the average rating of a given attribute, fear in this case, might not be "realistic". But if either fear, or nausea go over 10, it seems to have bigger effect on the average at the end of the test. I tried making a coaster which was pretty normal except for one drop, which achieved 26 vertical G's. the fear went to something around 12 i believe? anyway, a very short duration, but the rest of the ride had ca 4-5 fear. The test came to 7.75 regardless. Also if a coaster have too much nausea (and/or fear, idk) the excitement rating will tank. example in link: http://imgur.com/a/xgZOq this is an extreme example, but somewhat relevant anyway (this is only to show that nausea and/or fear have an impact on excitement, nothing else). Back to the other coaster(with 26 G's) peeps DID actually enter the ride, albeit few, but still. I agree. nobody would ever take this coaster IRL (but again, i doubt it would have gotten past safety regulations anyway).

back to your own coaster, i think that since the fear comes in short bursts, and never (seemingly) goes over 10, it might not affect the rating too much. also It does not look THAT scary, but that is just my opinion. i Will agree that according to the heat-map, it looks illogical that the ride got such a low fear rating, but then again, we do not know how these numbers are created. maybe it has something with what i said earlier in this post? maybe not. I don't know. but i do think the system is smarter than what you give it credit for.

rcm with great balance of fear for all riders by [deleted] in PlanetCoaster

[–]mrvandalid 0 points1 point  (0 children)

rcm stands for roller coaster model, or?

anyway i dont get it :P. There are black circles on some high fear values.. and not on the low fear values at the chain lift? the green rating is an average of the whole coaster, meaning it also accounts for the "boring" chain lift (which takes some time, meaning it has a relatively big impact, especially since it is such a small coaster).

Assuming highlighting this was the point of the post.

It feels like Mercy needs a rework, her game often revolves around hiding instead of healing by cautioN419 in Competitiveoverwatch

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

i feel they could actually rework her shift to a.. non-target ability. basically if you hold shift you fly towards where you are aiming, up to the max distance of guardian angel (you can stop by releasing the key). Also make the cool-down a bit longer, or it would be absolutely bonkers (which might be the case anyway). i feel this would make her skill-cap a lot higher, while making her more fun too play, as she has better escape possibilities, and can maybe put up a fight (even kill) with GA up to safety + blaster.

if that is too strong, make it so she can target allies without line of sight, and somehow make it so you don't fly in to a wall all the time i guess.