
I make mods & utilities for gaming. Owner of @GamerEase. Proud Native American-Asian #ProtectNativeLands
non-binary | asexual | poc
Joined April 2016
- Tweets473
- Following117
- Followers729
- Likes313
Saw reposts of this article on Reddit, comments were eating it up
I thought they were just falling for clickbait headlines, so I tried explaining what was actually said
I got downvoted severely for doing that
These people do not engage in good faith, they just want to ruin you
Replying to @pcgamer
This is a vile lie by PC Gamer. I criticized a government official for pressuring Apple and Google to block a speech app owned by their political opponent, deplatforming 500,000,000 users on the pretense of stopping a small number of users from distributing disgusting content.
I know this because I attempted nuanced, civil discourse & was met with strawmans, they were extremely disingenuous
The internet is hyperbolic & rules on mob mentality. When an enclave of people dislike you, they will construe all your actions in the most negative light possible
Because SBMM strength is largely the same, it just has weighted queue time more, which will inadvertently lower skill sometime, but most of the time you're still fighting players very similar to you: medium.com/@TheHybred/a-techβ¦
Replying to @NerosCinema
If skill isnβt minimally considered like the beta then why do I find games near instantly and why do I run into players who struggle to do well on both sides? Surely itβs also impacted by time of day, if itβs a week day or weekend etc just like the old days were?
I tried sourcing prebuilt PCs with similar specs to the new Steam Machine. Cheapest I could find was $775 (most were a lot more pricey). Building one myself was only a few dollars cheaper than the cheapest option ($772)
I assume Valve may be able to source parts cheaper, but if they're stating its priced like a prebuilt then based off what I'm seeing its $729 at minimum, $829 at most.
@mooreslawisdead leaked price to make was under $450 so it depends on what they want hardware margins to be
I did a study into Call of Duty on their platform share & matchmaking system(s): medium.com/@TheHybred/a-techβ¦
Theirs been a lot of speculation regarding these topics, I did this to help guide them into more productive directions (less conspiratorial).
Some interesting estimates based on population numbers
COD HQ Steam Chart
Pre-BO7 Monthly Peak: 62,231
Post-BO7 Peak: 100,332
Difference: 57,955
Total BO7: 644,944
Total COD HQ: 1,114,800
Steam: 9%
BF6 Steam Chart
BF6 Peak: 656,067
Total: 1,157,085
Steam: 56.7%
I hope other creators attempt to reproduce the study, with similar MoE or better.
I also used KD/ED for the skill section when perhaps things like SPM are more important, or even account level. Theirs tons of variables at play
"Going down to low (SSR) offers a minimal quality loss next to high, but with a helpful 4% performance increase. Here I recommend the low setting"
This video contains a Quality & a Performance preset. Yet despite the very noticable downgrade, and only a minor uplift, low is recommended universally across all presets - for both low AND high end PCs.
It's not a big deal, and at the end of the day theirs some degree of subjectivity here, but I am baffled a major outlet could make recommendations like this.
Also they didn't seem to acknowledge how broken SSR is either. In certain areas the reflections dithering is extreme regardless of anti-aliasing type, so "Off" actually looks better sometimes, which is a caveat worth mentioning. This issue also becomes exacerbated if using a lower resolution (natively or via upscaling) or AA off, which combined creates a very common variable that will apply to a lot of people.
My guide & @BMKing23 mention these issues
My Guide: reddit.com/r/OptimizedGamingβ¦
BMK's Guide: youtu.be/eCb3rc9lvHY?t=12m47β¦
On another note, I'm unsure why DICE always has some of the worst SSR in the industry (extremely unstable and low quality even at High) but this was a big controversy in Battlefront 2, along with forced Lens Flare, yet still to this day these issues persist in their games. The bar was so low this year that the hype is drowning out these criticisms along with the games really horrible UI. I hope people speak up cause the underlying game is so fun, but the flare is annoying me and navigating the UI is a pain.
ππ²ππ«ππ ξ¨ retweeted
I do think AMD did a really good thing by making explicit memory types for cached and uncached. And having that work for both bus-crossing and device-local memory. Because now one can force write-through for CPU to poll or read without needing a full L2/L3 flush
I wanted to ask the developers in my audience - who's your favorite graphic programmer?
Is their any GP that has inspired you to get into graphics, or who's work you really respect?
I'll go first; one of my favorite GP's is Jorge Jimenez. Curious what others are
Epic adding SMAA to Unreal in 5.7 is amazing, I'm very ecstatic about it. However, their are currently some very glaring issues with it that make it a non-viable option for the vast majority of projects, even when it should be the preferable method: forums.unrealengine.com/t/fiβ¦
I'm posting this because I hope they get ironed out, and also because as an accessibility advocate / owner of @GamerEase this strikes very close to my heart. I really want the most amount of people to be able to enjoy the future of Unreal, because it's an amazing engine
ππ²ππ«ππ ξ¨ retweeted
youtu.be/4dPk7OjjJZ0 - My talk on Temporal Energy Redistribution Shader BFI for increased motion clarity is live. This is an alternative to frame generation. It is the follow-up to the prior CRT Spatial Scaling, completing the picture of full virtual display emulation.
I've also published my other work now, they were initially hosted on Mediafire as a way to revise documentation based on feedback before full publication
I'll have a YouTube video covering the topic(s) as soon as I can get around to making a script: zenodo.org/search?q=metadataβ¦
I've published my anti-aliasing paper (HDAA) now; it's been viewable for awhile, but I haven't made an X post on it as I was finalizing some things.
TL:DR: It's a volatile aware AA method that uses deterministic principles. For more information: zenodo.org/records/17215464
I've published my anti-aliasing paper (HDAA) now; it's been viewable for awhile, but I haven't made an X post on it as I was finalizing some things.
TL:DR: It's a volatile aware AA method that uses deterministic principles. For more information: zenodo.org/records/17215464
ππ²ππ«ππ ξ¨ retweeted
shadertoy.com/view/MtBXWw - Is the shadertoy that has the anti-aliasing comparison from my CRT Scaling talk [ youtube.com/watch?v=hUCzAfN4β¦ ]. Warning TDR friendly at high resolution.







