Linux fanboys like to hate on Nvidia, but their GPU’s usually work fine on day one and have performance parity with other OS.
What isn’t good is that they don’t support some newer features that work on the open-source drivers from AMD and Intel, namely Wayland. But even that’s constantly getting better and won’t be a problem for long.
Also, the proprietary drivers made some problems a few years ago that resulted in a black screen after the update. But as I said, that’s been years ago and was simple to fix.
Now I’ve talked about those Linux fanboys like myself and do recommend AMD GPU’s over Nvidia. It’s great that they work ootb without having to install drivers, but that’s only for gaming. E.g. machine learning apps like stable diffusion make the AMD driver situation way worse than Nvidia.
Don’t let yourself be discouraged by overly dramatic comments! Try it for yourself and it’ll probably be fine.
This video explains how the netcode is better than some people falsely claim. It’s only at the end that they want 128 tick for Premier mode, but that’s not a good idea.
Another example of a video that debunks a video which claimed CS2 had an input lag problem. [1]
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.
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.
A tick is like a snapshot of the game state, i.e. where each player is, what they are doing, where they are looking etc. The tick rate describes how often this game state is calculated by the server and sent back to the clients (our PC’s).
The main reason why CS:GO 128tick server are so much better than 64tick server is because in Global Offensive the server doesn’t know exactly when each player pressed a button. The server only knows the tick in which a button was pressed or a head was shot. This leads to a tiny bit of discrepancy between what you actually did and what the server thinks you did (e.g. you were on the head but the game thinks you missed since in a single tick the player moved out of your crosshair). 128tick makes this more accurate.
Btw. this is also the reason why we need jump throw binds for smokes, since the jump throw only works if both buttons are pressed in exactly the same tick. Not even pro players can do this consistently.
CS2 provides the server with the exact time at which you shot, at which time your crosshair was on the target and at time you pressed a button. This means the hit registration is exact and doesn’t happen only every 16ms or 8ms on 128tick servers. Thus CS2 64tick hitreg > CS:GO 128tick. But there’re other factors in play which decide how the game feels, which is why 128 tick still has (minor) advantages in CS2.
Hopefully that helped. If not, feel free to ask and I’ll explain as far as I know. This topic is still developing and there’s much misinformation floating around.
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.
It doesn’t necessarily have to be a complete iso, but a part of the “Linux ISO” is enough. Since your still helping others complete their “ISO” illegally.
Yes it’s inexcusable in my opinion that they want over 1000€ for a single movie. 600€ is still a lot of money but asking so much more than the “damage” is obviously worth is just…
I heard of some people who actually paid the fine they were asked for, since they didn’t know better (it wasn’t them but an exchange student from a country where torrenting media isn’t an issue, or so they said).
YouTube supports 160kbps opus, which should be pretty much transparent to our ears. But the audio is reencoded in the uploaded video, which then gets reencoded by YT again.
These multiple lossy reencodes are probably why YouTube audio sounds worse then Spotiy. Artists upload there songs as lossless wav/flac, which the gets reencoded/compressed a single time.
My point was mostly about the added RAM usage if running prowlarr (or any other additional web server). It’s probably not an issue with Pi4s since they have more RAM. I’ve seen prowlarr use quite a bit CPU while syncing, but that was only for a short time.
It allows for managing indexer/tracker from only one place for all *arrs. I usually set the apps to “Full Sync”, so I never change anything in each of the apps (e.g. radarr).
It also provides some statistics, like how many file grabs each indexer gave you compared to others. This might help to decide which of the paid ones are actually useful (useful for usenet indexer).
If your not resource constrained (e.g. rpi), I’d recommend prowlarr. It makes things more streamlined imo.
Server lists have it’s place and I hate how many current multiplayer games don’t expose it (they most definetly have it for development purposes).
But most people playing these competetive games want a rank to compare themselves and also be able to rank up. They also want to be placed in a match according to their skill group eithout wauting for someone to leave. A server list isn’t compatible with those features.
At least that’s what I gathered from people online and my friends who were opposed to messing around in a private lobby. Luckily CS:2 will most definetly have private server support with server lists and mods.