Jump to content


  • Posts

  • Joined

  • Last visited

Recent Profile Visitors

5,021 profile views
  1. Yeah, but it's worth reading this: https://forums.libretro.com/t/144hz-g-sync-monitor-how-do-i-properly-set-use-black-frame-insertion/30079/1 I've never used RA, but love the look of CRT Royale...
  2. For anyone happy with 32" I'd go for a high-Hz monitor with strobing, since they're a lot cheaper than TVs and potentially have superior input lag and motion at higher framerates. That said, OLED's great tech for strobing (black-frame insertion) because of its response times, likewise DLP projectors in frame-sequential 3D mode, with the caveat they currently need 120fps content. BFI at 60Hz is really flickery, and 60fps at 120Hz returns double images that look as bad or worse than non-strobed motion blur. So for 60fps games with current 1:0 hardware implementations of BFI, the choice between flicker and double images is understandably unpopular. (See Adjustable Motion Blur in the link for a better implementation.) You need a powerful PC to take advantage of it in its best light at 120fps+. BFI60 also increases input lag about twice as much as it needs to on the CX. Equal parts boon and curse for retro games. The CX has better BFI than the C1, though, and I think the C2 might be worse again. I guess because few people used it they removed 60Hz support and prioritised brightness at 120. Anyway, the CX is still the best OLED for motion if you can tolerate 60Hz flicker. Some of us have been crying out for driver-level adjustable BFI for years (flicker's a lot less noticeable at 90Hz and 90fps a more reasonable target), but if you're running RetroArch you might be in luck at some point: https://github.com/libretro/RetroArch/issues/10754
  3. There's been a lot of talk about learning to love the PS5, but that's been the story of the S for me. I liked it when I got it, and have since grown to think it's a future classic alongside its pal the PS1. My desk accommodates my PS5 as a corner unit, where it blends in as much as possible, but it's still a big old slab. I don't hate it, I just think it's one of the worst console designs. I disagree with this in particular, and think it ties in with your other lines. Back around 1990 I'd be amazed by games and say “This is great, imagine how cool games'll be in a few years' time”. And sure enough, I repeated myself when DOOM hit, and then Gran Turismo... We've had a million discussions on Moore's law, but towards the end of the '90s I was routinely less impressed by graphics than parallel advancements. GTA3's largely unheralded scope, say. I feel that that side of evolution's diminished more than graphics, leaving tons of potential on the table as lengthening dev cycles discourage exploration and commercial risk. (Most PS1 games veered towards ugly at launch, but what an explosion of ideas.) In more recent times we've seen a huge shift of focus towards younger gamers, with lootboxes, GaaS, game-extracted DLC and other forms of monetisation. Agreed. But when you say it's all been done before, I think it's actually the case that the industry's consciously moving away from us less lucrative older gamers, rather than vice versa, as alongside a greater aversion to monetisation our craving for untapped brilliance represents a tougher market. Easier-to-please newcomers have proven their reliability at this point, with all sense of gaming as a volatile investment a remnant of our history in a land since Wetherspooned. I wish some of the big companies'd collaborate with indies, providing them resources gratis for original games without creative meddling. Microsoft are in a good position to supply talent on a one-game basis to successful applicants. I just feel like my favourite genres were peaking in the '00s before being led astray by crafting, grind and profit mechanics. skinnerchildren.gif Says him who's probably buying Street Fighter 6 and Tekken 8.
  4. Shame. Uncharted 2's multiplayer is one of my top three of its gen, its old-school simplicity a big part of my love for it. Each sequel added more stuff and I think became less thoughtful and engaging for it. Tears of the Kingdom feels novel as a huge release that'll be superior emulated at launch. At a time when the PS5 and Series are a couple of years down the runway still bobbing on their wheels!
  5. I'd like change from £500 for a 4060 with really quiet fans. Possible, I suppose.
  6. At this time of year?! If it were wireless, lighter, had BC and worked perfectly on PCs... But 0/4 at launch, so not for me.
  7. It looks like a Tag Crash in Joffo's link. https://tekken.fandom.com/wiki/Tag_Crash Chun throws a punch as she comes in at 2:58, and Guile a kick at 3:22, so with hitboxes active it raises the question of hurtboxes re: antiairs, and whether the incomer has any angle or timing options to throw off attempts. Crash properties seem most likely, where the incomer's invulnerable with an optional attack on their way down. I wonder if those forfeit armour for potential trades, or if they're just weak against parries or something and rarely used. I would like angle adjustment to escape corner pressure with crossups (towards, away or neutral), and maybe a delay for as long as you hold a button for up to xx frames.
  8. I've wanted 2v2 for separate online players in Tekken for years, so if that and 3v3 are supported I'm definitely in. Ideally for 2-6 players to maximise the pool, so in a 3v3 you could have one, two or three players per side. In the event of two teammates in a 3v3 you'd agree who played twice, and I'd allow the same character in all slots. I think this'd be great for those of us who aren't so good coming into it, letting others carry us without holding them back too much. Or if you enjoy team battles but prefer playing solo, go for it! Other genres have embraced coop and flourished for it, but Street Fighter X Tekken's still the only fighter to really try, sadly undone by its gaudy visuals, gems and netcode.
  9. Its visuals did so much to redeem its clunky gameplay, and for that I've always defended it against dissers! My mum bought me a Japanese Mega Drive out of the blue one Christmas — I'd never heard of 'em, and that's the game it came with.
  10. The F1 licence test on Laguna's an exception for me: the rear has less grip exiting the first few turns. [update] Didn't realise the physics had been updated again in 1.25 this week, and was talking about the difference between 1.19 and 1.20 here.
  11. A lot of people go ham on Question Time.
  12. Is the crux, because most owners won't have a scoob without one. Even when I say ‘really tight with an Allen key’, you can get longer keys with more leverage that could overtorque it. Another general guide is a 1/4" socket wrench with its head under your palm for minimal leverage, but that's still a lot of guesswork. I don't know the grade of bolt they use, but figure you'd snap that first if you went ham.
  13. He's just an average fan with an average life. He plays from 9 to 5, hey hell, he pays the price.
  14. 15Nm is really high for a single-bolt clamp for this application IMO. For reference, a lot of motorbike clutch and brake levers are tightened to around 8, which is firm enough that they don't move unless you drop the bike, where they're hopefully just loose enough to rotate rather than break. I tighten my clipon bars to 12 max, which again should rotate if dropped but otherwise never move, especially not under hard braking. Go too hard and you can damage the forks. Although that's with wider clamps and 2-4 bolts, but still. The handlebar stem on my pushbike's around 20 and I can yank on that for wheelies all day! So for a single-bolt clamp on a wheel, I think something's definitely gone wrong if they're recommending more than 10. That's about what most pushbike handlebar clamps use (though again with multiple bolts increasing bite, so not totally comparable). Gives an idea of the force, though. Unless you're really strong, I'd guess that's in the ballpark of max achievable tightness with a small Allen key for most of us.
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.