cakedotavi

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Posts posted by cakedotavi


  1. From what I've been reading (example) the 1080 ti will keep you north of 4k/60 only in very well optimized games currently, like id tech titles (e.g. Wolfenstein 2). If you look at more difficult titles like AC Unity, Ghost Recon Wildlands, Shadow of the Tomb Raider, etc it is often in the 40-50 range (or lower).

     

    So yes, some 4k gaming at 60fps is certainly possible on the 1080 ti, but as far as I can tell it is far from consistent. I am willing to throw value out the window and pay a premium to get a more consistent 4k/60 experience. A bit of (limited) fiscal irresponsibility might be fun :P

     

    I am open to having my mind changed if you know something I don't about the 1080 ti performance however - I've not bought the 2080 ti yet. 


  2. Yeah the lack of supported games day 1 is a real shame. I saw one reviewer put it along the lines of "it's like if a car company had reviewers test a new race car, but the track wasn't ready so everyone was stuck doing laps around the parking lot."

     

    I think it really doesn't make sense for most people to upgrade right now, given the very costly increase in performance compared to the Pascal lineup ($/FPS gain is very high going from 1xxx to 2xxx compared to almost any earlier generation). However, if you simply want to hit 1440/144 or 4k/60 it seems like you really don't have much of an option... you just have to pay a (pretty ridiculous and frankly unfair) premium to do so. 

     

    Unfortunately for my wallet, I think I am in the latter camp as I have both a 1440/144 and 4k/60 display that my current 970 weeps trying to power. 


  3. Has anyone been paying attention to the hubbub surrounding the RTX 2080 and 2080 ti? This ars technica review does a good job summarizing things without too much jargon, and this comment seems to boil it down to a single (if over-simplified) sentence. 

     

    I am shocked by the price tag ($1,200 USD for the ti - a consumer-grade card), and I find myself wondering if there will be some consumer backlash that leads to a price-drop. However, nvidia has never been flexible on price-points in the past and it does seem like there is a fair amount of actual new hardware on the boards... so I am not holding out hope for that, personally. It seems like if you want to game at 4k/60 or 1440p/144 nvidia is the only game in town, and they know it. 

    I will probably get one, and then feel like a bit of an idiot for doing so :P

     

    As an aside, I know this is not directly video gaming related, but I don't see a better board so here we are.


  4. We've had tons of wins together :) Can't win them all.

    Somewhat related, has anyone been watching the various Call of Duty: Blackout (their Battle Royale) footage that has been popping up? The beta for that mode started recently, and reactions seem mostly very positive.

    I was initially extremely skeptical about the mode, and am still far from sold, but the reactions I've been seeing have piqued my interest a bit. I've not yet been able to find a good example of whether the game is hitscan or bullet modeling however - I really hope it is the latter. 

    Does anyone know if it is hitscan or not, or if there are any free opportunities to try it (assuming you're not pre-ordering)?


  5. On 2018-09-05 at 10:52 PM, eRonin said:

    Unfortunately it seems Firestorm will not be available in the current BFV beta, which I feel is a mistake since that's probably the mode that needs most testing. I think BF players knows how conquest plays out by this point. Not sure if Blops beta will have their Blackout mode available.


    Hah, while I totally agree with you I also feel "betas" are just limited time demos & back-end server stress tests these days, as opposed to actually really testing the game in any meaningful way. 

     

    I am also really excited for the practice range - I've not played since I posted that 5 game streak, but should have some time tonight and this weekend to give it a go. Even though I've got a lot of hours played at this point (800 or something) it is still damn near impossible to really test out how different attachments interact to change weapon recoil patterns mid-match. The practice range should finally make this possible :)


  6. What do you think the most outrageous interactions are? Can it target allies? Does it double item abilities?

     

    Obviously high damage single targets like Laguna blade or finger of death can be strong but I'm sure there are better examples. Chain frost could be pretty great.

     

    If you can target allies an agha time laps could be hilarious on your 2 cores. Or shallow grave.

     

    If you can double items then like double dagon or double Euls could be fun. I wonder about alch granting ages...? That'd be broken.

     

    What would happen if you used it with replicate? Sunder? Duel?

     

    I'm sure I'm missing a ton - this is just off the top of my head on the bus.


  7. Yeah I agree it was the best TI yet. I hadn't played dota in like a year before the event, but it got me to start playing again this past weekend.

     

    If anyone wants to see some really good games of dota I suggest LGD vs OG game 3 of the second last day, and games 4 and 5 of the same matchup in the grand final. All three were incredible, tense games.


  8. Did anyone watch TI8? I was actually in the arena for it, and it absolutely exceeded my expectations. Really well run event, and some amazing games played on the main stage.

    Spoilers below for who won.
     

    Spoiler

    The team that won, OG, was a *huge* underdog. Their captain this past year, S4, has been around the pro scene forever. He is a very good player who has won a lot of major tournaments. However, he bailed on OG to rejoin one of his old teams three months before TI.

     

    Another player from OG, Notail, stepped in to captain and the team's *coach* stepped up to fill the extra player spot. All on just 3 months notice, when the team wasn't exactly top of the season rating-wise in the first place. 

     

    Then they come to TI with these weird, crazy drafts focusing on heroes nobody plays in the current meta like Axe, Underlord, etc. In *so* many of their matches they got totally crushed over and over again in the early game & ended up *so* far behind, only to turn it around at the 11th hour and somehow still pull out win after win.

     

    They were the underdogs for the entire tournament, they were the underdogs game-to-game as they almost always started way behind, and then they consistently won in the most surprising and exciting ways every time it really mattered. It would be like if in basketball the huge favorites were up by 2 points, miss a shot right at the end of the game, and then with 1 second on the clock the underdogs overhand a court-long shot off the rebound and catch the 3 pointer... and they did this series after series. 

     

    It was pretty incredible. When they turned some of the really hard games around people in the arena were absolutely losing their shit. It was really cool to be in the crowd to watch so many intense, surprising games where this (almost) nobody team somehow swept all of the favorites aside & won the whole damn thing.

     

    Super fun. 

     


  9. Circling back regarding switch performance, it has been pretty much totally fine for me through to just before the second boss (as far as I've gotten). If it gets bad later I have no idea of course.

     

    Once or twice I've noticed some minor slowdown, but nothing major (we're talking 40-50 frames instead of 60 for a few seconds) and quite rarely. I am pretty FPS-sensitive, so unless you are really tryharding this game I think switch performance is completely acceptable. 


  10. It is also on switch, though it sounds like there are some mild framerate issues there. Some people seem bothered, others seem to not really mind. Either way, be aware of that if you're sensitive to FPS drops.

    Otherwise it sounds like the switch version is great. I am about to try it this evening, and will share thoughts once I've made some progress. 


  11. One of the devs just posted a thread called "It's time to FIX PUBG" on reddit, and it basically sounds like they're spending the next 3 months purely bug-fixing and optimizing. They even have a pretty detailed site, which includes snippets like this:

     

    Quote

    The average FPS [is] 60 FPS on minimum system requirements [but] that FPS would intermittently drop under 60 about every 10 seconds on average, which significantly harms your experience. 

     

    Until now, we have been concentrating on increasing the average FPS rate, which we have been able to achieve. From this point onward, we will be working on fixing sudden frame drops, otherwise known as hitching.


    Pretty cool to see them just own some of their problems like that. I wonder if they will deliver?


  12. I watched a bunch of the PGI tournament - it was really good! Especially when compared to the gong show that was the first big tournament round about a year ago it was really well run.

     

    Casting and production was solid, but most importantly the spectator mode & scoring are vastly improved. As eRonin says above, tracers etc add a lot of information for spectators and make it much easier to follow the flow of the match, but also the way they manage the camera has been improved quite a bit and they were almost always always right with the action. 

     

    On top of that, the changes made to swimming many patches ago + how they reward kills with tournament score now resolved the "sit in the water" playstyle we saw last year really nicely.

     

    Huge improvement overall. It was actually very watchable as an esport, though from a technical perspective there is still a long way for the game to go (desync etc).


  13. I think the throwables changes are smart, at least on paper. Frags have always been far-and-away the best grenade, with smokes being a distant second and everything else being mostly irrelevant. The last patch increased frags "inventory size" (while decreasing the size of other throwables) which was a good start, but not enough to really tip the balance.

     

    I am excited to see how the molotov buff works out in practice - I think it really depends on how good their "fire spreading" tech is. Stun grenade buffs are nice too, and more straight forward.

     

    Overall, I am excited to see a more varied throwables meta coming.

    More importantly though, if the 60 tick rate preliminary results hold true that will be the biggest improvement to this game in a long time. Anyone who's ever gone "what the fuck, why can I not pick up this gun" has felt the pain of the inconsistent tick rate in this game.


  14. Also, regarding the weapon balance patch, overall I like it - I feel like SMGs and DMRs are the big winners. SMGs feel more viable now (especially if you have a SR or DMR in your other slot) thanks to ARs not being able to spray as well + taking longer to reload. DMRs are simply easier to kit out now that they also take AR attachments (really important for the SKS, SLR, and Mk14 especially given their small mag sizes), but otherwise don't seem to have changed much.

    I also really like the crate changes - every crate gives full level 3 kit, a crate gun, and often an 8x or better + a medical item. Especially considering that you *can't* get level 3 helmets any other way now, crates have gotten a *huge* buff. It makes the mid game a bit less boring, since it makes more sense to take a run at nearby crates now. If they also re-add new circle timings to address the rest of the mid game lull the overall pacing will be vastly improved between these two changes. 

     

    About the only thing I *don't* like are the new grips. It just feels like there are too many now, without any material difference between them. Yes, the spray patterns are different, but it isn't like any of them fundamentally change how you use a gun, and some of them seem just downright bad, at least at first glance (light grip I am looking at you).

     

    I feel like grips need to be consolidated down to 3 or 4, with new attachments instead focusing on actually changing how you use the guns instead of this "distinction without a difference" business. It would be cool to see things like bipods, grenade launchers, bayonettes, etc over these minor number tweaks to existing attachments. 

     

    Overall though, cool new patch that seems to have made the meta a lot less rigid and predictable. 


  15. Oh man, just had a great round, including a 475m 1-shot K98 headshot - I literally said "oh baby" out loud to an empty room when I hit that.

    However most of this was the M4, which (as much as I know it is OP and needs a nerf) I am going to miss. The spray pattern with all the attachments is really satisfying to control, and a small part of me is sad that I will spend most of my time playing with guns that don't feel as good to handle now (save crate drops). It's the right thing for the overall game, but damn that gun feels good pre-nerf. 

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  16. Agreed on all counts.

     

    I am excited to see some more details on the balance changes, as the patch notes paint with a pretty broad brush ("increased AR recoil" etc). I am especially interested in how they've differentiated within weapon classes (e.g. how is the SCAR different from the M4 now), as they seem to imply in the patch notes. 

    Devs are killing it recently. Great start to 2018 for PUBG Corp. 


  17. Happy to oblige :P

     

    The new event is good, dumb fun (called "Metal Rail"). 8 player squads on Erengal, with flare guns scattered around the map. Flares set off inside the circle air-drop a super care-package, and those set off outside the circle drop an armored UAZ. 

     

    The long duration of firefights with 8 player squads is really fun - a single fight will stretch for like 5+ minutes, whereas with smaller squads typically everything is over in 1-2 minutes tops. Getting to play with tons of high-end kit thanks to the flare guns, and getting to use that kit for a really long time per fight thanks to the large squad size, is both fun and a great way to practice with rare weapons. 

    Overall I really like the recent direction of the events - both War and this one are really fresh gameplay modes that feel nothing like the base game, while still helping you practice all the skills you need for base PUBG.

     

    Unrelated, I am really looking forward to the weapon balance patch that was just teased - no details yet, but I'm happy they're doing it as it is long overdue. If they get the balance pass right + re-introduce some circle timing changes to address the boring mid-game and RNG-heavy late game I will be very happy!