Grids aren’t needed to get the same effect in a computer game. Also, when speaking about video games specifically, “grid based” combat has a bit of technical differences that you don’t necessarily want or need in a strategy game. It affects positioning and animations. It makes diagonal movement and height changes awkward. It makes sense when playing PnP and helping to visualize and handle rules. But when a computer is doing all that in the background, having the freedom of movement and the visuals match a more realistic way of traversing terrain is better.
I don’t really like grid-based movement in video games. It always feels weirder. It always shows how absurd some rules based on positioning are. It just sucks vs the more fluid style like BG3 has. Like, I love me some XCom, but I’ve played knock-offs that don’t use grids, and they feel way better.
You can try Deemix but the project Is dead but it still works it takes Spotify Playlist finds the songs on deezer and downloads it what sometimes gives you higher quality music then Spotify
I’ve tried it a couple of times based on all the raving reviews, but couldn’t stand the lack of checkpoints. Died against a boss about 5 times and had to walk all the way back from town was just very annoying and not relaxing to me. I don’t mind dying, eg I love Ori and don’t mind dying in hard section, as long as there are checkpoints.
I have two Hori sticks, the RAP4 (modded) and fighting edge unmodded.
Both work great on pc and playstation. Hori at least had a switch stick, but not sure if any more. It was based on the RAP, which is a fine stick, even out of the box.
If you don’t have budget constraints, ordering a custom could work too, since you could get it to work on the switch and ps. I don’t think many sticks support both out of the box.
If you can leave the switch out, Qanba is real nice. Razer sticks are pretty cool too, very heavy and boxy, but I like that. And Hori is a bit more budget friendly.
The Nacon stick with Sanwa parts seems like a good deal too.
x264 or x265, depends on release and availability. If x265 looks better than x264 then it is x265 for me. In some instances I have caught x264 looking better, although not often.
HEVC 10 bit in order to reduce banding for animation, especially during dark scenes. I know H264 Hi10 exists, but it has poor hardware support, so using HEVC 10 bit is the best option (I don’t own a single streaming device that supports HW accelerated Hi10, besides my PC). Also, an added benefit is reduced file size. I find that doing my own encodes is very rarely worth it, but when I do, I use FFmpeg in the CLI and not tdarr.
Hold up. That entire image is 8-bit. It’s a JPEG image. JPEG can’t encode more than 8 bits per channel. Nor can most displays, including mine, display more than 8 bits per channel. And yet the left half of your image exhibits far worse banding than the right half.
The left half looks more like 5 bits per channel rather than 8. You’d see that kind of banding in gradients back in the days of Windows 3.1, when 16-bit color was common. (16-bit color uses 5 bits each for red and blue, and 6 bits for green.)
Then it should be marked as such. It’s highly misleading to anyone who doesn’t know better. Again, you’re demonstrating the difference between 5-bit and 8-bit color, not the difference between 8-bit and 10-bit color.
The purpose of the comment is to demonstrate banding. The only reason I marked it in bits is to show how banding can be reduced in video encodes by increasing the bit depth, not the specifics depths itself, it’s not a technical write-up.
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