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.
Depending on the bot you might not know where the audio is coming from. Most tools I know of download from youtube and add metadata (title, album, artist, …) but sometimes also include noise from a music video.
According to the readme it downloads the songs from youtube or other sources and then adds metadata after reencoding. This means tracks might include unwanted audio from a yt music video.
But I also used tools like this in the past, they work great.
Yes, one of the main reasons I set up *arr was that I have a server running anyway, so I better put it to good use. RD seems gets mentioned a lot and after trying it out for a few weeks the value and simplicity is great.
Glad to hear that you’re family is bilingual as I won’t get far with english only with mine. That’s a major reason I switched to usenet as it’s easier to find dual language content than getting into private trackers.