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What system then? The usual method to force savestate preservation is to set a marker right after a state, then upon greenzone decay it won't be dropped. But for systems like N64 or PSX you'll quickly run out of capacity if you preserve too many states that way. So go to Metadata - State history settings, and set mem capacity to something higher, and/or decrease state gap divider.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay so I guess no one minds my suggested rules. And with no replies about vsync, I think it should also be on by default, unless there are reasons to disable it.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: Bizhawk Tastudio
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xDenis wrote:
Hi, so i've tried tasing for a while now and i realized that after a while when i want to go back a few frames to change some inputs that tastudio starts seeking from the start of the movie again. Is there any known way of fixing this issue? It's really annoying especially since it happens so often and and it's also annoying when i have to rewatch 30+ minutes almost every time i want to go a few frames back. Especially when the tas is going to be aproximately 3 hours long. (Game: Terranigma SNES) I would really appreciate any help i could get to fix this issue. Thank you, Denis
Tried developer build?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Все еще актуально? А то у нас тут тасинг линуксовых игорь полным разгаром.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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https://tasvideos.org/EmulatorResources/MAME Yes people. This day has come. We've been waiting for years, and today keylie fixed problems with MAME in libTAS. Compile libTAS from source and install it. sudo apt install mame Go to your Home directory, create mame folder there, create roms folder there, and put there all your MAME ROMs. If you want to keep them in a different place, execute mame -w in terminal, Configure Options -> Configure Directories -> ROMs -> Add Folder, and navigate where you need, then hit Tab to save the new path, return to main menu and hit Save Configuration. Put the ROMs there. mame -w means you launch it in a windowed mode. If you want it to remember this mode, go to Configure Options -> Video Options, and set things you like. Return to main menu and hit Save Configuration. Configure input in General Inputs. Other Controls contain inputs for coins and start, as well as some things that may interfere with libTAS hotkeys (mostly Fn keys). Clean those up by selecting them, hitting Enter and then Escape. Check User Interface keys for that matter too. Then either set game input for all games in Player N Controls, or hit Tab with the game running and config input for current machine alone - Input (this Machine). Execute libTAS /usr/games/mame. libTAS will launch with mame executional path already set. In Command-line options just type the name of the ROM you want to play, and hit Run. Games should be tasable with default config, you might want to check Runtime - Savestates - Store savestates in RAM, to speed them up.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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luckytyphlosion wrote:
It's also important to note that BizHawk fills SRAM with $ff by default. A collision which aims for $ffff is possible, but would require a different strat to achieve.
ThunderAxe31 wrote:
From my tests, we can't get a SRAM with all bytes to $FF in real world, and since each byte matters for the checksum collision, it would require for a player to use arbitrary initial SRAM data. Instead, a save glitch that relies on few uninitialized SRAM bytes could still be reproduced on real hardware, which would prove its validity.
Okay, I agree that unless we have a proof, that bytes we can get in the real world SRAM can be sufficient to execute the alternative setup, we should not allow such a setup. It's in line with how we deal with initial RAM state of the console: 1) We must be sure some state is possible in order to allow it. 2) We need competition conditions to be fair and equal. If some movie is only faster due to differently aligned initial state, but no improvements are done otherwise, we should not count that as an improvement. However, new tricks that were made possible by initial state difference are up to discussion, as long as initial state they need is verified. In this case, it's not. Another question is, can a movie account for initial SRAM state that's been verified and is neither all $00 nor all $FF?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Alright, so let's recap.
Default framerate For all games, default framerate configured from the replay environment or within the game itself should be 60, or default preset in the game. If there are compelling reasons not to use 60 or default framerate, it can be set to other common values like 30, 50, 100, 120, and others. Optional framerate For games whose gameplay speed changes along with framerate, changing it from common default discussed above is not allowed. For all other games, uncommon framerate is allowed to be set only if it enables some technique your movie relies on. Still try not to use unfairly high or low framerate: choose the value that works for you and still deviates from defaults the least. For games that don't allow changing framerate during play, changing it from the replay environment during play is not allowed. Set it before playing.
Complaints, additions? Also, how do we handle vsync and whatever fps it would use? I feel that vsync should be on by default, and environment should use the default framerate for it.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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There's been a lot of misunderstanding here. A lot of epithets have been thrown around. A few people tried carefully reading the rules, but the official approach of the site remained unclear to the participants. First and foremost, we want our content to look impressive, entertaining, superhuman. Second, in addition to that, we also want our content to be done as fast as possible within the imposed conditions. Third, we try to make decisions that are solid, consider all the known factors, can be used as a future reference, highlight and clarify our official stance. Our rules try to fulfill these requirements and to set the direction for the site and for TASers. Our audience is broader than one might think. Just like there are open-minded and contemporary RTA people who allow internal cheat codes, there are purists who prefer things to be played as legitimately as possible. There are also people who don't really know what TAS is, but happen to find it amusing. On top of that there are tons of ignorant strangers who just want to scream out that TASing is by definition cheating and must not be respected. Our duty is to host this hobby and to protect it from unreasonable accusations. Legitimacy is not an absolute scale, you can look legitimate for some people, and not for others. We try to look legitimate to as many people as possible, and upon partial analysis, this legitimacy must persist. For this reason, we ban cheats that simply make the game easier for the sake of it. There are actually lots of cases when we do allow cheats, it's the absolute opposite of a blanket rule. We allow codes if they:
  • Unlock a harder difficulty mode
  • Unlock a level set
  • Unlock a character
  • Unlock other similar means of playing the game in unusual way
  • Unlock something that just has to be unlocked for full completion
  • Make the game generally more appealing, as long as parts of the game are not skipped
  • Are mentioned in the manual or directly suggested by the game as a means of normal play
But we do not allow blatant cheats that just give you unfair advantage. [2558] SNES Super Metroid "GT code, game end glitch" by amaurea, Cpadolf, total in 14:52.88 was allowed because it uses GT code to access a game breaking glitch which results in play dramatically harder than in any other SM TAS branch. And in the end, it was extremely entertaining to the general audience. [1296] SNES Super Ghouls 'n Ghosts by Ferret Warlord in 17:03.00 was allowed because the game consists of 2 loops that are identical, except the second one is harder and is the only way to access the final boss. So in general, it simply unlocks the harder mode (and a boss). [2059] SNES Mega Man X "password glitch" by FractalFusion in 16:56.88 was allowed because 1) there's no real password that's supposed to be doing this, it's just a glitch in the password system itself, 2) gameplay dramatically changes to something that can't be seen in other MMX branches, 3) the game becomes harder, 4) the result, even though controversial, is still entertaining to the general audience. [802] SNES Biker Mice from Mars "final round" by Baxter in 05:12.62 was accepted just because it was ridiculously entertaining. It was the old judging system, no Vault existed, rules weren't too strict, because TASing wasn't so popular, and not enough edge cases existed to demand stricter rules. If that movie was submitted today, people would unlikely find it too entertaining. Back then it appeared like a bolt from the blue, and people didn't mind the codes after seeing how cool it looked. Much like [1572] SNES Top Gear 2 by Dooty in 11:50.62, though that one wasn't as entertaining. The idea about these 2 movies is that they can't serve as precedents. The lack of proper judgment indicates that. As for this submission, check it against the above and answer the question whether it can be published here or not (and why), by yourself.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: Results of my tests on real cartridges.
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ThunderAxe31 wrote:
the inputs for succeeding in the checksum collision would also need to be different, depending on the whole uninitialized data. For this reason, I'm of the opinion that future submissions that use the same glitch should clear the save data as well.
I don't see how this is a reason. If both methods work in real world, why restrict to just one, even though it's not the fastest one? BTW I emphasize that publishing a slower method that we're already sure works in real world is also fine, it just might have a known improvement that probably works in real world.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warp wrote:
Deliberately and actively lowering the speed of the computer (real or emulated) to a ridiculous extent in order to affect the game, falls fully into this same category.
Where does ridiculous extent start exactly?
Doomsday31415 wrote:
the TAS community uses it as an excuse to delegitimize a category the speedrunning community as a whole has already embraced.
Didn't know TAS times are also listed on that site of "the speedrunning community as a whole". I was under impression them and us are totally different communities with totally different rules and totally different reasons behind them. Are you arguing we're obliged to have 11 branches for SMW just because some other community embraces them? Also, how many rules does RTA community borrow from us in return?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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UPDATE (2023-11-06) Ruffle has been approved for Flash submissions! https://tasvideos.org/EmulatorResources/Ruffle
UPDATE (2021-07-26) greysondn has created a gnash package for Bionic. It works well in libTAS and is easy to set up. Due to critical problems with dependencies, it's not possible to build it on newer Ubuntu. Old (not relevant anymore) post is below.
For now requires libTAS interim. Savestates are supposed to work. Games up to Flash v9 too. And mouse. Install sdl-gnash (doesn't come with regular gnash installation): Download install-sdl-gnash-i586.sh
Language: shell

sudo apt-get install wget wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/gnash-0.8.10-13.mga5.i586.rpm sudo apt-get install alien sudo alien -i gnash-0.8.10-13.mga5.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/libgnash0-0.8.10-13.mga5.i586.rpm sudo alien -i libgnash0-0.8.10-13.mga5.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/libboost_program_options1.55.0-1.55.0-8.mga5.i586.rpm sudo alien -i libboost_program_options1.55.0-1.55.0-8.mga5.i586.rpm wget http://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/libboost_system1.55.0-1.55.0-8.mga5.i586.rpm sudo alien -i libboost_system1.55.0-1.55.0-8.mga5.i586.rpm wget http://rpmfind.net/linux/Mandriva/official/2008.0/i586/media/main/release/libSDL1.2-1.2.12-1mdv2008.0.i586.rpm sudo alien -i libSDL1.2-1.2.12-1mdv2008.0.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/libboost_thread1.55.0-1.55.0-8.mga5.i586.rpm sudo alien -i libboost_thread1.55.0-1.55.0-8.mga5.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/i586/media/core/release/libagg2-2.5-17.mga7.i586.rpm sudo alien -i libagg2-2.5-17.mga7.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/3/i586/media/core/release/libgstreamer-plugins-base0.10-0.10.36-3.mga3.i586.rpm sudo alien -i libgstreamer-plugins-base0.10-0.10.36-3.mga3.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/6/i586/media/core/release/libgstreamer0.10_0-0.10.36-15.mga6.i586.rpm sudo alien -i libgstreamer0.10_0-0.10.36-15.mga6.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/updates/libgif4-4.2.3-4.3.mga5.i586.rpm sudo alien -i libgif4-4.2.3-4.3.mga5.i586.rpm wget https://rpmfind.net/linux/Mandriva/devel/cooker/i586/media/main/release/libesound0-0.2.41-6-mdv2012.0.i586.rpm sudo alien -i libesound0-0.2.41-6-mdv2012.0.i586.rpm wget https://rpmfind.net/linux/Mandriva/devel/cooker/i586/media/main/release/libaudiofile0-0.3.2-2-mdv2012.0.i586.rpm sudo alien -i libaudiofile0-0.3.2-2-mdv2012.0.i586.rpm wget https://rpmfind.net/linux/dag/redhat/el5/en/i386/dag/RPMS/directfb-1.0.1-1.el5.rf.i386.rpm sudo alien -i directfb-1.0.1-1.el5.rf.i386.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/i586/media/core/release/libggi2-2.2.2-26.mga7.i586.rpm sudo alien -i libggi2-2.2.2-26.mga7.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/i586/media/core/release/libgii1-1.0.2-23.mga7.i586.rpm sudo alien -i libgii1-1.0.2-23.mga7.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/i586/media/core/release/libncurses6-6.1-20180728.2.mga7.i586.rpm sudo alien -i libncurses6-6.1-20180728.2.mga7.i586.rpm sudo apt-get install curl
This script doesn't work as is, either execute all the lines manually, or mix the commands up like in the above script. Download install-sdl-gnash-x86_64.sh
Language: shell

sudo apt-get install wget alien wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/gnash-0.8.10-13.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64gnash0-0.8.10-13.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64boost_program_options1.55.0-1.55.0-8.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64boost_system1.55.0-1.55.0-8.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64boost_thread1.55.0-1.55.0-8.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/x86_64/media/core/release/lib64agg2-2.5-17.mga7.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/3/x86_64/media/core/release/lib64gstreamer-plugins-base0.10-0.10.36-3.mga3.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/6/x86_64/media/core/release/lib64gstreamer0.10_0-0.10.36-15.mga6.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64jpeg8-1.3.1-4.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/updates/lib64gif4-4.2.3-4.3.mga5.x86_64.rpm sudo alien -i *.rpm
Comment from keylie:
Also, alien installs the libraries into /usr/lib64/, which is not in the path of shared libraries (at least on my Debian Testing). I had to add the line /usr/lib64 in file /etc/ld.so.conf.d/x86_64-linux-gnu.conf and run sudo ldconfig. I'm not sure if the process is identical on Ubuntu, but it should be easy find how on the internet.
I'll expand this as I get around to trying it for real. Couldn't wait to post.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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This sounds like changing gameplay speed should be banned from Vault.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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More entertaining is a nice pro. What about developer's intention? And about games with slower CPU in mind, whose speed is tied to such a CPU?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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And if it does, where should we cap it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay I see the community consensus on framerates when the game runs at regular real-time speed. Would anyone argue that when gameplay speeds up as a whole as you disable vsync, that must also be allowed? This has already been disallowed for JPC-RR movies as mentioned in the OP. Also, how does NetHack work in that regard? I remember that it required slowed down encodes, because it's impossible to follow its TAS in real time.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Flat-out ban has been there for 6 years. The goal is to set a sensible cutoff for weird cases we weren't so sure about.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Evil_3D wrote:
Is possible TAS "Abuse" currently? This game has a good TAS material for me
DOSBox rerecording will be viable with the nest libTAS release (it's actually already viable with the latest interim). Just find out a way to install Linux, and you're basicaly set to TAS Abuse.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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So why won't you actually go ahead and try it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: Running PSP games in libtas
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InfamousKnight wrote:
seeing how Dos games won’t run
Who told you that?
InfamousKnight wrote:
seeing how Dos games won’t run, I have doubts ppsspp would run.
How are these even related?
InfamousKnight wrote:
Are you also against ppsspp being ported to bizhawk?
Now how is that related? natt simply has no spare time to work on porting it. If PPSSPP doesn't have an SDL build, it won't work in libTAS. If it has, then we can do the testing.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I mean with PC games, we have to consider all cases where a game can actually run at uncapped framerate. PC doesn't have hard standard on specs, it can use any kind of compatible component, and games can take advantage of that. PC architecture is open to modifications. Of course if we emulate a CPU like PCem does, overclocking that CPU by simply hacking its code so that it runs 10 times faster, will probably not be allowed, unless the CPU itself supports this. Similarly, no one cares how fast an emulator can run on the host machine. But there are several aspects to how fast a PC game can run, and we must consider them all. Be it what we can get with vsync, what we can directly set the game to run at, or what we can get without vsync. Let me know if it's still misleading.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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They were aligned initially. What release breaks this?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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They key word is "inherently". If paths are optional, and any character can visit them, they do not inherently feature exclusive path variations.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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It's actually about both.
keylie wrote:
No, the game does not offer an option to adjust framerate, there is just the vsync option. It is uncommon for games to offer a framerate setting, generally they run as fast as possible when vsync is off, or at the monitor framerate when vsync is on. The way the framerate setting works is by letting the game think that each screen draw takes exactly 1/fps duration. It corresponds to a different real-time situation if the vsync option is on or off, but the result is the same. If vsync is on, it's the same as saying that you plugged a monitor that has a refresh rate of the framerate setting. If vsync is off, it's the same as saying that your computer has a certain processing power so that it runs the game exactly at this framerate.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Encoding at this framerate is fine I think (though I admit I haven't even googled 1 billion fps). The problem is that it's impossible to watch.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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