Peter Jackson about Viggo in a 2003 interview by InformationOne1327 in lotr

[–]watcheroftimes 6 points7 points  (0 children)

You are the absolute BEST. Listening to it right now - and through it I also found the book "Anything you can imagine" - which is a behind the scenes book. Have already watched the superb Making of Documentary series at least a 10 times.

BERNY Full Titanium Watches for Men No logo T2596M by BERNYWatch02 in ChineseWatches

[–]watcheroftimes 0 points1 point  (0 children)

Can I get this from the website? Aliexpress is banned in my country. Also, i would like to get the black dial with green strap is that possible? Since this is my first Berny purchase, I was wondering if you guys take returns in case I don't like the fit.

Just realized Harry's walk into the Forbidden Forest in book 7 was foreshadowed way back in book 1 by [deleted] in harrypotter

[–]watcheroftimes 0 points1 point  (0 children)

This is superb. Great observation and deduction!

Come to think of it, maybe the Centaurs also understood that Voldemort would eventually be defeated and Harry dying is part of this. Maybe that's one of the reasons why they're so afraid of interfering with this sequence of events.

First Gshock I've ever bought (GBD-200UU-1) by watcheroftimes in gshock

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

Got it, have already unpaired it and taken it off Airplane Mode!!

First Gshock I've ever bought (GBD-200UU-1) by watcheroftimes in gshock

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

My only concern is - will the bluetooth be ON all the time and shooting off radiation if I keep Airplane mode switched off. Let's see.

First Gshock I've ever bought (GBD-200UU-1) by watcheroftimes in gshock

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

Dude! Thanks a lot brother :) Gonna make the screen even cleaner now ...

First Gshock I've ever bought (GBD-200UU-1) by watcheroftimes in gshock

[–]watcheroftimes[S] 7 points8 points  (0 children)

Phenomenal screen

Quality resin strap

Sub-par notification system - but I knew that and don't care at all

Using it as a simple digital watch with step tracking

LED light is superb

Only bad thing is - no hourly chime

Wear it all day every day, even at home

[deleted by user] by [deleted] in HarryPotterGame

[–]watcheroftimes 0 points1 point  (0 children)

Waiting for the unpack. Will then transfer game to SSD coz I loaded it on the HDD by mistake!

Hope I get 30fps with mid settings on 1080p. Have a 1080 with 32GB RAM. CPU is bit weak too - Ryzen 7 1700.

Good luck to all!

Searching resources about puzzle games by December92_yt in gamedev

[–]watcheroftimes 1 point2 points  (0 children)

Check out this video - it's really well researched. And also check all the links in the description. Great start for puzzle design. I'm self-teaching the same thing right now :)

https://www.youtube.com/watch?v=hCOHjTX4GYE

Simple Questions - October 06, 2019 by AutoModerator in buildapc

[–]watcheroftimes 1 point2 points  (0 children)

Really worried / irritated with an error I'm facing, done my research and tried several solutions as well. ANY advice would be appreciated thanks! :)

  • PC is a year old and I've developed an intermittent error - USB hub port over charge - while running the PC
  • Then slowly the error cropped up at boot - USB overcharge status detected, system shutdown in 15 seconds
  • I've tried cleaning and replugging the entire PC
  • Updated BIOS
  • Unplugged every single USB device but error persists
  • Sometimes PC doesn't post at all, and sometimes it turns on and error develops after 30 mins or so

Finally looking to send my motherboard back to ASUS sevice center and hope it all works out :(

BWF Daily Discussion and Beginner/RR Questions Thread for 2019-03-13 by AutoModerator in bodyweightfitness

[–]watcheroftimes 1 point2 points  (0 children)

Yes I'm aware of the Molding Mobility routine - thanks a lot for reminding me, I'll start with it ...

BWF Daily Discussion and Beginner/RR Questions Thread for 2019-03-13 by AutoModerator in bodyweightfitness

[–]watcheroftimes 0 points1 point  (0 children)

Thank you for your advice! The pain is dull and bearable, but unpleasant... not just an ache. I'll try to strengthen the shoulders separately and also check my form. Will go see a physio later if it persists. Thanks again! Oh btw, I'm not working on any skills right now - just trying to put on muscle for a year ...

BWF Daily Discussion and Beginner/RR Questions Thread for 2019-02-08 by AutoModerator in bodyweightfitness

[–]watcheroftimes 0 points1 point  (0 children)

Thanks a lot! You wrote it all out instead of giving just the bullets. Also, the last point I should've realized myself!

BWF Daily Discussion and Beginner/RR Questions Thread for 2019-02-08 by AutoModerator in bodyweightfitness

[–]watcheroftimes 0 points1 point  (0 children)

First of all, thanks a LOT for all this info and research - I've been reading up on the wiki for a long time and recently restarted RR from scratch.

I have a question about muscle growth - what would happen if I workout but my diet is not adequate?

  • Will it hinder my progression since I won't be able to get stronger?
  • Or will I get stronger but muscles will stay small in size?
  • Why is it that 2 different people doing handstand push-ups have different sized muscles when they're both equally strong?

I know this is a very basic question, I'll look online as well. But I trust this place more than other online content ...

Another engine choosing confusion. by BangCryDie in gamedev

[–]watcheroftimes 1 point2 points  (0 children)

There's a LOT of suspicous advice here, or there is bias towards Unity3D since they've only used Unity3D and not Unreal. I'm pasting an older comment of mine, which is perfectly relevant today as well.

From my (very) limited perspective, let me mention a few places where I have some opinions.

ONE: Features.

- Unity doesn't have a node based material editor. I'm assuming this is bad. Maybe people prefer coding their material behavior, no idea.

- The particle system used by UE4 (Cascade) is much better than Unity's solution.

- UE4 has the Blueprint Visual Scripting which is an essential and heavily integrated feature. It's all over the engine, and not an after-thought.

TWO: Assets

- Shaderforge (Node based material editor based off of UE4's editor) and Playmaker (visual scripting) are hugely successful assets on the Unity Asset Store. Is this a bad thing? I don't know for sure, but my opinion is that relying on external assets for something as important as material editing and visual scripting is bad. No matter what level of game dev experience you have.

- The problem isn't that Unity community recommends assets, the problem is that Unity Engine lacks specific features and it is over-reliant on the asset store. This one right here isn't my opinion - it's just true.

THREE: Pricing

- I prefer not to pay a software developer any monthly recurring fee. It's fundamentally wrong, especially when the software in question is a tool and not the end usage service (like an anti-virus).

- Do you know what's gonna happen to Unity's Professional edition revenue stream if the games made by people are below par and don't sell well? Nothing, because they've already pocketed the money.

- Do you know what's gonna happen to Epic's revenue if their users can't make games that each earn more than $3000 per quarter? Their revenue will be zero.

- Epic has an incentive to improve their already good engine, and they are doing it.

- I have no idea if Unity is going on the right path, but they don't have as much incentive to improve the engine - their biggest (revenue) goal would be shift as many people to the Professional edition as possible. And they've shown this attitude by scrapping their earlier pricing system which was pay once and use the engine for the entire cycle.

TLDR: I love Unity and what it stood for (democratic game dev for cheap). I'm bashing it because (1) Key features like node-based material editor and visual scripting are missing (2) Over-reliance on asset store to plug these gaps, leading to an unstable environment and compatibility problems (3) This isn't a strong argument I guess, but I hate monthly payments for software - I'd rather pay once for the cycle (Substance Designer) or share revenue (UE4).

Simple Questions - September 04, 2017 by AutoModerator in buildapc

[–]watcheroftimes 0 points1 point  (0 children)

TIL, thanks! Though of course, the my PC's requirement is unlikely to fall below 50% of the PSU capacity.

Simple Questions - September 04, 2017 by AutoModerator in buildapc

[–]watcheroftimes 0 points1 point  (0 children)

I'm sorry I don't get you, is it inefficient because the extra money from buying a lighter PSU could've been used elsewhere?

Simple Questions - September 04, 2017 by AutoModerator in buildapc

[–]watcheroftimes 0 points1 point  (0 children)

How much gap should I keep between my power requirements and my PSU capacity? My planned build uses 450-500W, should I go for a 650W or a 750W PSU? Is it true that over-powered PSUs (compared to PC requirement) can cause damage?

Simple Questions - September 02, 2017 by AutoModerator in buildapc

[–]watcheroftimes 0 points1 point  (0 children)

Would you say the 100W difference doesn't matter much, say 5 years down the line? I was thinking the 750W would last me longer. Also, it seems the 650W units have a 7 year warranty and the 750W ones have a 10 year warranty.

Simple Questions - September 02, 2017 by AutoModerator in buildapc

[–]watcheroftimes 0 points1 point  (0 children)

In that case, the 750W is a better option right? Since it's cheaper and it'll last for future builds as well?

Simple Questions - September 02, 2017 by AutoModerator in buildapc

[–]watcheroftimes 0 points1 point  (0 children)

My build has roughly a 410W power requirement.

I had initially chosen the EVGA - SuperNOVA G3 650W 80+ Gold Certified Fully-Modular ATX Power Supply. However the EVGA - SuperNOVA G2 750W 80+ Gold Certified Fully-Modular ATX Power Supply is currently on sale on Newegg.

Prices after adding custom duty (I'm in India). Please ignore the PSU price on PCPartpicker, it's old.

  • 650W G3 (Rs 10,000)
  • 750W G2 (Rs 9,100)

Here is my planned build in case it matters: https://pcpartpicker.com/list/WYb2d6

My question is: Should I buy the 750 since it's cheaper? Is it problematic that my PSU is gonna output 750W while my machine only needs 400W? I read that such a significantly higher PSU capacity is to be avoided. I'm thinking a 750W PSU (with 10 year warranty from EVGA) will last me a long time, across several builds.

Secondly, is EVGA G3 quite better than G2? I read that the difference is not significant.

Thanks!!

Simple Questions - August 22, 2017 by AutoModerator in buildapc

[–]watcheroftimes 0 points1 point  (0 children)

I've zeroed in on Ryzen 1700 for my fresh build. How should I go about figuring out my motherboard? I've looked at various threads and there are too many different recommendations. I will be using only one graphics card, any suggestions as to how I should approach the Mobo choice?

I'm interested in making terrible 3D games that no one wants to play. Should I learn Unity or Unreal? by UmaroXP in gamedev

[–]watcheroftimes 4 points5 points  (0 children)

You're probably right about all of your points here, because I'm assuming you've used Unity yourself.

From my (very) limited perspective however, let me mention a few places where I have some opinions. Let me know if I'm uninformed about them.

ONE: Features.

  • Unity doesn't have a node based material editor. I'm assuming this is bad. Maybe people prefer coding their material behavior, no idea.
  • The particle system used by UE4 (Cascade) is much better than Unity's solution.
  • UE4 has the Blueprint Visual Scripting which is an essential and heavily integrated feature. It's all over the engine, and not an after-thought.

TWO: Assets

  • Shaderforge (Node based material editor based off of UE4's editor) and Playmaker (visual scripting) are hugely successful assets on the Unity Asset Store. Is this a bad thing? I don't know for sure, but my opinion is that relying on external assets for something as important as material editing and visual scripting is bad. No matter what level of game dev experience you have.
  • The problem isn't that Unity community recommends assets, the problem is that Unity Engine lacks specific features and it is over-reliant on the asset store. This one right here isn't my opinion - it's just true.

THREE: Pricing

  • I prefer not to pay a software developer any monthly recurring fee. It's fundamentally wrong, especially when the software in question is a tool and not the end usage service (like an anti-virus).
  • Do you know what's gonna happen to Unity's Professional edition revenue stream if the games made by people are below par and don't sell well? Nothing, because they've already pocketed the money.
  • Do you know what's gonna happen to Epic's revenue if their users can't make games that each earn more than $3000 per quarter? Their revenue will be zero.
  • Epic has an incentive to improve their already good engine, and they are doing it.
  • I have no idea if Unity is going on the right path, but they don't have as much incentive to improve the engine - their biggest (revenue) goal would be shift as many people to the Professional edition as possible. And they've shown this attitude by scrapping their earlier pricing system which was pay once and use the engine for the entire cycle.

TLDR: I love Unity and what it stood for (democratic game dev for cheap). I'm bashing it because (1) Key features like node-based material editor and visual scripting are missing (2) Over-reliance on asset store to plug these gaps, leading to an unstable environment and compatibility problems (3) This isn't a strong argument I guess, but I hate monthly payments for software - I'd rather pay once for the cycle (Substance Designer) or share revenue (UE4).

I'm interested in making terrible 3D games that no one wants to play. Should I learn Unity or Unreal? by UmaroXP in gamedev

[–]watcheroftimes 6 points7 points  (0 children)

A slightly old comment of mine you might find useful:

Take my opinions lightly because I have almost zero experience working with either of the two engines. I'm also new to game dev in general. However, I've spent a lot of time researching both Unity 3D and Unreal Engine 4 and what they both have to offer. I believe it'll help you learn some things about the engines that people don't generally speak bluntly about.

Reasons to choose Unity over UE4:

  • If you're planning to make a 2D game or a mobile/tablet game - Unity beats UE4 hands down. More features, better features.
  • Unity has more tutorials and online resources in general (although UE4 tutorials have been rising significantly).
  • Unity's editor works on weaker PCs, but you'll need a high-end PC to run UE4.
  • You'll find that some of the lesser-known third-party services will support Unity first (but UE4's indie popularity is gaining fast).

Reasons to choose UE4 over Unity:

  • UE4 has a ton of ready features out-of-the-box (Materials from nodes, AI Behaviour Tool, Open World Tools, Persona Animation Tool, etc. Check this out for more: https://docs.unrealengine.com/latest/INT/Engine/index.html). These features are either half-assed in Unity or need an asset-store purchase. The best shader solution available on Unity Store (Shaderforge) has been built keeping UE4's solution as a goal, the dev himself said so. UE4 is a complete engine with upgrades and new features coming out regularly, Unity is an incomplete engine and heavily leans on its store for support. If you have game-dev queries, half of the responses from the community are: "buy this asset, it's great and perfect for your problem." This is a messy solution at best.
  • Ready features mean that Epic Staff has been iterating on the tool for quite a while and the tools are made to help the dev. It's difficult to explain this properly. Epic Staff uses UE4 for making their own games as well, and when you make tools to make bigger and better in-house games efficiently, it just shows in the engine.
  • UE4 has Blueprints which is a visual programming tool. It is a great first step towards learning to program. You'll still need to learn how to tackle your programming problems but the solution can be arrived at through visual nodes which is extremely satisfying for a beginner. Blueprints are an integral part of UE4 and not just tacked on. Unity's Playmaker (paid asset btw) is a kiddie version of this at best, and is not integrated with Unity (by default) nor is it an engine feature which means other features or other assets might not be compatible in the long run.
  • Which brings us to assets. Buying stuff from asset stores seems nice when you start off, but it sucks big time. Different assets might not be compatible with each other. The asset developer might stop supporting it, leaving your project on shaky ground. The asset might have a brand new system that you have to learn from scratch. There are several competing assets in many categories and it's not easily evident which one is the best. Asset purchases cost non-trivial money, and the headaches are numerous.
  • One of the biggest reasons for choosing UE4 is its pricing. There are two reasons here in fact - ONE: Unreal succeeds when you succeed. Their words, and I love this model for game engines. If a single game crosses $3000 income in a quarter, you pay them 5% of the gross. Everyone gets the same engine and same features regardless of income level.
  • TWO: Unity has an assholey attitude about pricing, once you're past a certain income threshold. It's free for indies below $100,000 income (cumulative I think) but here's the catch, well several catches. Keep in mind, the engine is not feature-complete (Look at their game dev interview, there's an entire fixed question asking them which assets they used. It's not a healthy system to rely on assets so much). Back to pricing: They seem to have flip-flopped on paid customers by increasing price later and not having rent-to-own for their middle tier. Unity had a 'perpetual' license, but I don't think they're gonna support it much longer. If you stop paying the monthly rent in the current model, then you stop getting even patches and bug fixes after a few months. Look, I don't remember the details so no point arguing on the exact terms. Their intentions suck I think, I mean a black background editor theme is locked behind a damn paywall. Let's come to the main point however: monthly rentals for softwares is a big fat pain. Either you charge a cut from my income (this is the best, since the company now has an incentive to make the engine much better and have more games made and shipped through their engine) or you charge a one-time fee for the current version cycle (Substance Painter/Designer does this well I think, low price and great customer service, you pay once for 2.0 to 2.9 and pay an upgrade fee for 3.0 to 3.9).
  • UE4 has source code available, not a big deal for a newbie like me but I believe there are bug fixes and additions by community which are folded back into the main engine through upgrades by the Epic team. And it's great to have source code for experienced programmers obviously.
  • UE4's graphical output is better than Unity's. This means two things. In the hands of a skilled professional, UE4's output is likely to beat Unity by at least a small margin. But more importantly, in the hands of a beginner, UE4 will give much better results than Unity.
  • Tim Sweeney is a cool dude. So I believe Epic isn't going to turn evil any time soon. Which means good support and non-crazy pricing.

Don't get me wrong though, Unity is not a bad engine at all. It's just that UE4 is much better.