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Escape

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  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.
  15. Here's Infil bypassing Impact by zoning with Juri and using her Impact-cancellable pokes: There's no doubt you can get around it, I just question the wisdom of forcing players to adopt narrower styles in a sequel that flows so much better otherwise. I think Rush is fantastic, and I'd be in favour of certain characters having armoured specials that win frame advantage accordant with what they absorbed. Grapplers are gonna be interesting for sure. I'm expecting slower and/or shorter Rushes.
  16. This is my complaint with it so far, which I think Vesper overlooked in his vid (plus many others who've focused on first-draw Impacts in neutral): Because I think his analysis leans heavily on opponent familiarity re: optimal practice, failing to acknowledge the difference between player communities and their outcomes (plus lag), which ties into something imp said to me... If you're okay getting stomped by amazing players, it's arguably easier to learn Tekken from high-level play because it generally imposes best-move restrictions on characters. Rangchu's Panda is the perfect example of unpredictability overcoming the worst moveset in the game, taking high-risk gambles for middling rewards. Naturally has a shelf life and he's since dropped her. Yoshimitsu has a huge moveset, for example, but again is a low-tier character because so little of it is safe. His damage is pretty good, but not enough to compensate. A really strong Yoshi belts most online players with Way of the Alien, though, including me. I understand your view! So Tekken's a game of two halves, where movesets are overwhelmingly large for newcomers, who mightn't then progress to the point they condense to recognisability. As a Lee main I like his approach best, where he has one of the smallest movesets but it's mostly all usable if you sacrifice a bit of damage for style. I also use Armor King over King because it's a lot easier to remember his stuff, at the same time as offering an expansive moveset for freestyle juggles. Somewhat limited movesets with tons of utility might be our halfway house, meeting in the middle as we did with Viper. Hope I'm making a bit of sense here? Namely that huge movesets with limited utility get found out in high-level play, but impose the steepest of hills for those constantly on the wrong end of ‘bad’ moves. Because they're not bad if they're still working against you for conditional reasons you can't overcome with study and practice a year later, whatever the frame data or Vesper concludes. I feel reliant on complete obviousness to establish immediate patterns from a stream of randoms, where it could so often be a mistake to predict an Impact isn't coming because it wouldn't be optimal, reality defying logic when it does. That falls into mindgame bluffs at a level of known skill (experience tells me that rank isn't a solid indicator), else it's too much of a low-cost lottery for my liking. Underreadable, not overpowered. And with that in mind I think I'd gravitate towards characters with multihit blockstring enders (Chun's LL and Blanka's electric), accepting greater frame disadvantage for safety.* If anyone has a kara throw I can see it being incredibly powerful after blocking anti-Impact enders. It'll be a crying shame if Impacts overshadow that renewed footsy range for us online intermediates, encouraging restraint against the flow of the game in its best light. *
  17. I don't like the idea of metered mechanics being so powerful that you can only respond with your own or block. Is there any natural evasion or punishment? I'd much rather they reduced the complexity on that side and expanded movesets instead, with a lot more characters like IV's Dudley. (Be fun to see Abel's rolls in this!) But then I've always been a 3D fan foremost, so just preference. I'd like to split the properties of EX moves, for example, where two buttons give armour but no extra damage, and the other two buttons vice versa. I recently said that Viper and 3S Akuma are my favourites because they're almost complete without meter; they've a freedom that makes 2D less oppressive. It's that lockdown pressure that so many 2D fans love, but for as long as balancing favours ubiquity, the more of these mechanics they add the less interesting I find them. I'm down with tying almost anything to the uniqueness of a character, which is why I've soured on the more recent Tekkens for how rage has homogenised their gameplay.
  18. My ring and little fingers form a claw when bent (old injury), so I positioned HK where the former lands. Punches and LK are close to Vewlix (the top row's symmetrical), with a slightly offset MK like the Namco PS1 stick, and HK slightly more offset again. Besides being natural for me, the other advantage is that I can reach all three kicks with my thumb without lifting my palm off the rest, using ring and thumb for HP+HK instead of middle and thumb. The outside buttons were inspired by the Virtua Stick, and though I rarely use them they seem well-placed. The Neo Geo row was unintentional. Both sticks have pluses and minuses. The LS-55 feels lovely but has a really short throw with my gate, making it less forgiving than the clunkier 40. If I played 2D shooters it'd be class (it has accurate centring with a washer that seats flat). If you have a numpad to hand, * and 9 are LP and LK, with the thumb button where 0 is. I use that as my block button. Soulcalibur: A B K G And I know what you mean about finger dominance! I use three fingers on my keypad with double-space buttons for my top+bottom inputs (G above becomes throw), so my little finger isn't needed.
  19. But is giant cheeserolling worse than petting a spacesnake?
  20. Also its lack of choice between a garyoldman.gif HUD and one that omits info you want.
  21. I've said elsewhere that I think some of her abilities were unintentional like SF2's combos, thanks to IV's lenient input buffer. I figure they caught fierce-feint-fierce before launch, but maybe not her shortcut for IABK, and I really don't fancy her weird HCU cancel to chain Seismic Hammers was planned. She was creatively freer for it, with an execution barrier that rewarded the committed without penalising the less patient through a brokenness that never was. You don't need to match her execution to defend against her, in other words.
  22. If you're not aware of the Mixbox, that might give you some ideas. I've an LS-55 with Silent Reds (plus housing inserts) for buttons, with low-profile caps and other 3D-printed bits. I use a lighter LS-33 spring on both my sticks, along with short-throw gates and pintops. I use pengrip for linear motions and the rounded body additionally for circular ones. So King's Giant Swing is a tap with my forefinger/thumb and then HCF with those and middle. Works for me. Second stick is an LS-40 with 24mm Seimitsus.
  23. I'd be happy without the stamina wheel, using a slip variable for climbing instead. Try and simulate a basic version of the challenge of real climbing.
  24. They've excellent music doing heavy lifting in common, though. Especially Human Rev — that theme's a banger.
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