I still want to look into some reviews, but I’ll probably end up buying Phantom Liberty. The 2.0 update has been a lot of fun for me. The rebalancing of weapons, perks, and cyberware has made my build a lot less boring. It was too OP ik the end game, being able to basically kill all enemies without them seeing me. But now my sniper cannot shoot through walls anymore and I constantly run out of quickhack RAM which forces me to use health for quickhacks instead using the overdrive ability.
The police chases are also good fun. It makes the city feel a lot more dynamic. The police will basically engage anything that hurts them. So you can get them to resolve their own NCPD sidequest thingies by leading them into a crime scene with other enemies. They’ll also shoot at civilians or each other. This lead to a peak America moment where a civilian car got launched in a car crash, and because it hurt one officer all the police in the area started shooting this poor civilian car that was flying through the air. It’s been a lot of fun to just drive around and mess with the police system.
Why can’t we have the sub tick system implemented in 128 tick servers? I assume Valve wants 64 tick servers because it’s cheaper to host, but if you want a 128 tick serve, why not combine that with sub tick for even better accuracy of events.
smoke lineups are different on 128 tick vs 64 tick
The last point is really annoying with CS:GO since I have to learn different smokes and have to remember for which tickrate they are. Since the physics are calculated tick by tick, it’s difficult to make smokes the same on different tickrates.
Why stop at 128 tick? Why not update the game state every millisecond? Or when any action is taken by any player (which is what the subtic thing sounds like)? Eliminating as much time delay between 1 player doing something and the other players being sent that data seems to be the way to go; so what’s preventing it from being done that way? Bandwidth? CPU speeds? What?
Why not update the game state every millisecond? Or when any action is taken by any player (which is what the subtic thing sounds like)?
Updating the game state every millisecond on the server would cost too much resources without a tangible benefit. 64 tick to 128 tick doubles the CPU usage while decreasing the time between each calculated game state (tick) by 8ms. Updating every 1ms (1000 tick) would have 16 times your CPU usage compared to 64 tick. E.g. if you currently have 320 fps you’d only have 20 fps.
[what’s] preventing it from being done that way? Bandwidth? CPU speeds?
Exactly. If people currently have a varying ping or packet loss, increasing the tick rate would male their experience worse. It would also be worse for anyone matched with those players. This is already the case with those players that have jittering movement.
One of the drawbacks of this system is that the client effects and the actual actions are now separated. Before you click, the next tick would happen, your input would be collected from the OS, actioned, and the effects would be triggered. Now, you click, and it’s immediately recorded into a record with its location and direction with a timestamp, the next time a tick happens the effects play. This means the input might feel a bit different due to that separation. It is possible to shoot in between renderings. So you are essentially shooting blind. This is where input might feel weird.
In CSGO if you ever catch yourself clicking that millisecond before you render, knowing that your crosshair will be on the right exact pixel in the next frame you get, and thus getting a headshot, that will now miss.
Very simplistic TLDR now every action will be timestamped and when the server processes a tick it will play out the actions it receives in order and decide if any actions should be ignored, like for example if that player should have actually died before pulling the trigger.
I always thought that's how CS:GO servers worked, but apparently not! It seems pretty obvious and a very good solution that solves all of the problems between 64 tick and 128 tick servers in the past. Valve just continues to be a pretty amazing innovator in the world of gaming, you love to see it!
Agreed, it’s a good system and is more accurate than 128tick, even though it’s not perfect. E.g. the client still only shows the muzzle flash on the next tick, so up to 16ms after the shot was actually fired [1]. This is probably one of the reasons some people can tell the difference between 64 and 128tick, as the game might feel more accurate, even though the hit registration isn’t in any meaningful way.
But, Valve literally pick up and implement what Overwatch did and input buffering is not new as well since Rocket League used it for a long time, also partially thanks to Overwatch dev if you watch Psyonix’s GDC talk. So yeah, many game dev does innovate through out, and don’t credit everything when Valve implement what other did and maybe make other improvement along the way. That’s how everyone improve, by learning from each other.
I was pretty sceptical of sub tick but I found in CS2 I was saying “bullshit” way less often than in CSGO. I’d actually hit people I aimed at rather than apparently shooting their outline on the wall behind. I also found shooting while walking isn’t completely impossible as well now. Who knows might even get back into CS once it launches.
Played female v when I first ran through the game, any reason against playing male v if I’m restarting? I’ve always heard female v was better but idk why. Only difference I know of is you can’t romance Judy.
Apart from who you can romance it’s only down to preference. Many people say Fem V is the better voice actor, but having experienced both I would say they shine in different moments. I probably like Masc V better as Streetkid/Nomad and Fem V better as Corpo. Also, for some of the most charged moments during the ending(s) I liked Masc V’s delivery better.
I’d say to Masc V this time to see the differences.
Same here, corpo Valerie and nomad Vincent seem like the best match. Even in terms of romances, if you can stand going through Panam's lol.
They definitely give off different vibes so I'd say it's worth experiencing both for sure.
What I wouldn’t give to have even a tenth of the free time it would take to figure out which fucking frame you have to do this or that. I don’t follow or know anything about speed running or whatever but I just watched this whole video, and this is serious skill. How the hell are people figuring these things out?
I showed this screen to someone else to make fun of the name and said it the way you did, then looked again and man, what they went with really does sound dumber.
Like, switch the words and it actually sounds like you’re giving a certain legacy a qualifier.
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Aktywne