#60 fps locked as well
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poppyrays · 1 year ago
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I have dead by daylight, ultrakill, Elden ring, and every borderlands game yet I collectively have less than 15 hours on them all
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thathomestar · 8 months ago
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dragon's dogma 2 thoughts so far, roughly 7 hours in:
out in the field, performance is mostly fine. it dips for me sometimes but it stays around 60 fps for the most part. being in the big city is rough, there's like 150 npcs all walking around doing their own thing and it makes the game chug, on my pc it drags it down to 30 fps average, sometimes 20 fps at the lowest points. they really need to clean that up.
i've just been playing fighter so far, and i'm enjoying the new combat system. it feels a lot looser than dd1, the soft lockon from dd1 is even softer. getting staggered and stunlocked by enemies is a real threat, you take much longer to recover from getting knocked over than you did in dd1. the revamped heavy attack button being more used for dealing decisive high damage hits on staggered or stunned enemies is such a good idea.
they swapped the buttons for block and special sword attacks and that kept throwing me off at first lol. perfect parry timing feels about the same as it did in dd1. you can actually use your heavy attack while mounting a monster without instantly jumping off, it's great. my pawn is an archer and honestly i think she does more dps than me sometimes, she's come in clutch so many times already.
the main kicker i've been feeling is the how they treat your health pool. in dd1 you could just spam consumables to cure your health back to maximum at any time, but they've changed how it works here in dd2. now, whenever you take damage, you lose a tiny bit of your max hp. whether a mage casts a heal or you drink a potion, you can't get all the way back up to full until you rest at an inn or a campsite. so now you play a longer-term game of "do i go find a camp and rest to full or do i go fight this ogre at 50% max hp". i enjoy being stupid so i tend to not rest until i absolutely have to lol.
you can actually preview which vocations have what augments now, which saves a trip opening up a browser and searching for that info. you do have to unlock warrior and sorcerer as well as the other new vocations, but warrior and sorcerer was literally "go to a cave, kill some goblins, get the stolen weapons back, ok you're good to go now". took like 30 mins after reaching the big city.
i have encountered every single microtransaction item within the first 5 hours of playing. they mostly either cost gold or rift crystals, and are relatively cheap. i got a camping kit for free for reaching the first oxcart. i got the harpy lure for free by helping a random person out and about. i've gotten four wakestones already. the microtransactions are stupid and so obviously mandated by some dinosaur executive but you're an even bigger moron if you think any of this stuff is meaningful or locked-off content.
uhh what else. turning your lantern on and off is nice and quick. your pawns actually talk amongst each other now. i don't know how different the inclination system is yet so i don't know if doing the d-pad pawn commands changes them. those commands seem to actually work properly now though. ran away from a fight and told my pawns "to me!" and they actually disengaged the fight and ran with me, so that's nice. don't like the music as much as the first game so far, we'll see how it fares once i actually fight a monster bigger than a cyclops.
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neonrain-dev · 3 months ago
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Bi-weekly update #2
Despite taking it easy for my well-being and prepping for my sister's wedding this weekend, I’ve still made significant progress on the demo.
Progress is as follows:
Revamps of the level geometries are completed.
Decorative centerpieces are being worked on for the item rooms.
Swimming has been greatly improved.
The game has been well integrated into Godot 4.3.
The second boss is fully implemented now.
Still investigating performance issues. I think for this demo, I’ll hard lock the FPS to 60 and then look at other optimization solutions post-demo launch to reach a stable 120 FPS. If I keep hammering away at this, we could be here waiting for the rest of 2024 (I’ve accepted that I might need to take a part-time class for this stuff). However, I have reached out to other devs and, based on their theories, I’ve at least improved frame pacing, so that’s nice.
I’d say the demo is 90% done. The next big step after the decoration process is the ending room and calculating the player's progress (which is halfway done).
See you next time.
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maximuswolf · 6 months ago
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My Journey with Frame Rates: From 30 FPS to 144 FPS and Back Again
My Journey with Frame Rates: From 30 FPS to 144 FPS and Back Again Hey fellow gamers,I wanted to share my journey and evolving preferences regarding frame rates over the years, and I’m curious to hear your thoughts and experiences as well.2006 - The Early Days:Back in 2006, I had a typical home computer that ran most PlayStation 2 generation titles beautifully. I could hit over 60 FPS at a 1366x768 resolution without any issues. As gaming hardware and software evolved, I started playing 7th generation console games. Initially, these games ran well at 800x600 resolution and more than 60 FPS. But as we moved to the latter half of the console cycle, things got rough. Far Cry 3, for example, barely managed 10-13 FPS, yet I still powered through and finished the game. Outlast was another challenge, hovering around 18-23 FPS, but certain tricks like looking towards the sky boosted the frame rate to a more playable level.2019 - Enter the Gaming Laptop Era:Fast forward to 2019, I upgraded to a gaming laptop with an Nvidia GTX 1060 6GB and a 60Hz display. This was a game-changer, literally. I could now enjoy high settings at a consistent 60 FPS, which became my new standard for smooth gameplay.Present Day - The High Refresh Rate Revolution:Recently, I’ve been gaming on a laptop with an RTX 4050 and a 144Hz display. Playing at 144 FPS is an amazing experience, especially for fast-paced and competitive games. However, I’ve developed a new appreciation for lower frame rates. While playing Jedi: Fallen Order, I experimented with locking the frame rate to 60 FPS for better thermal management. Surprisingly, I found that locking it to 45 FPS gave the game a more cinematic feel that I enjoyed. I was playing SW Jedi fallen order while I realised that.Reflection:It's fascinating how our preferences can change with technology and experience. While 144 FPS is fantastic for its smoothness and responsiveness, there’s something nostalgic and aesthetically pleasing about lower frame rates, depending on the game. How have your frame rate preferences evolved? Do you also switch between higher and lower frame rates based on the game or your hardware? Let’s discuss! Submitted May 20, 2024 at 11:42PM by Abhyuday008 https://ift.tt/qhUAO1D via /r/gaming
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brutish-impulse · 1 year ago
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Honestly kind of silly that I bought a monitor that can do 144 fps but I play fighting games all the time that are locked to 60 fps.
The AMD software thingy is always like I don't know why these games are so slow, have you considered lowering the graphics settings?
Well, I have some games that can take advantage of it.
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shafisabbir · 1 year ago
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Starfield will be locked at 30 fps on consoles; PC requirements revealed
It used to be a common sight: console games locked at 30 fps while the power of the PC pushed frames to 60 fps and well beyond. That started to change with the arrival of more powerful machines, such as the Xbox Series X. But it seems when it comes to Starfield, owners of Microsoft’s consoles are going to be stuck with 30 fps. Ahead of the Starfield showcase yesterday, part of the Summer Game…
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conjoinedpubes · 1 year ago
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Adventures of Solis - Chapter 7: Rearmed
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Adventures of Solis - Chapter Index Written between RL 60+12 and 80+17 Weapons testing Also reformatted the older chapters for easier navigation
Greatswords Galore
So far, main-hand has been swapping between Claymore and Flamberge. Late-game, we have 2 new options - Helphen's Steeple and Alabaster Lord's Sword.
Alabaster Lords - was hoping this weapon would do something, anything interesting really.
But yeah, its as bad as people say it is. Largely a str weapon with short reach and unintresting weapon skill - not sure what I expected here. Cool anti-bird option though, thanks to the big gravity explosion.
Helphen's Steeple - really nice on paper, but runs into 1 very major snag - the buff is lost when you swap out the weapon. This is only a problem thanks to the stun > dagger swap > crit combo.
Its an incredible 'big number stick' for int-hybrids, just not for this character specifically. On a personal level, also dislike the weapon art being 'just' a self-buff.
Flamberge - In the end, still my favourite GS. Main reason being bleed was at least something to help supplement damage versus magic resistant foes (a problem that never gets truly solved).
On a side note the Flameberge's *technically* better scaling to dex over str didn't matter much. Weapon scaling is from base AR - so even though other Greatswords have a str-bias, the raw AR advantage over Flamberge meant that Claymore was still a better raw numbers weapon on our Int-Dex character.
There is still 1 option I have to test - Knight's Greatsword with its unusual jump combo. If one drops, then Ill try it.
Exotic Blades
Wing of Astel - Very intresting weapon, good contender for a light main hand. The Weapon Art does intense poise damage and multihits vs big bosses.
The projectile based heavy attack is also very unique, although I still dont know *how and what* to use it for.
Wakizashi - Did not consider the idea of having both Carian Slicer and an off-hand dagger. Wakizashi is chosen for the dex scaling + innate bleed.
A dagger costs no fp and can apply status - but has more limited moveset and lower damage. I also find it cleanerr to swap off-hand weapons than cycle through a list of spells. Carian Slicer has more damage and can be cast while jump/sprint.
Is this breaking with theme? I dont know - maybe.
Moonveil - Yeah, that one. It is a bladed int-hybrid weapon and so it counts. Pretty much 'Lance like' in that it just solves most of the game by existing - don't feel inspired to use it.
Zweihander - When cold infused, this becomes a dex+int weapon. Might actually be the best/most intresting option, but requires more stats and is significantly heavy. Will test more in the future.
Sword of St. Trina - Could be interesting, if we lean even harder into the critical-hit focus. Found it to be redundant since most of Solis' kit does stance breaks very well.
*maybe* there is some sort of 'stun lock' build that utilizes sleep and regular stagger, but as said in earlier chapters - wanted to lean away from the crit gimmick and be better at general combat.
The Dismounter Arc
While planning this build, I completely forgot about the Curved Greatsword class.
Started this character months ago, then took a long break. During that time, CGS got buffed.
A large bladed weapon with a generalist sweeping moveset. Also pairs well with off-hand staves and has good natural reach/momentum.
Downside? weapon art selection has little overlap with what we have been using. (Which meant that the next step was to test various weapon arts.)
Adventures of Solis
Chapter Index
Next | Previous | Beginning
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marioclash · 2 years ago
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the fact that crash twinsanity can run at 4k (just about locked) 60 fps on series x is amazing
i have ALWAYS had issues trying to emulate this game and to see it run so incredibly well is awesome
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randomboo256 · 2 years ago
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CTR: Crash Team Racing Nitro Fueled (2019) Review
[This review is a continuation of my Crash Bandicoot N. Sane Trilogy review. Please read that (and by extension my whole Crash Bandicoot review saga) first.]
In 2019, Activision Blizzard released Crash Team Racing Nitro Fueled, a from-the-ground-up remake of Crash’s racing title. I have mixed feelings about this remake. On one hand, I think it’s great and it’s an objective improvement over the original. On the other hand, I have big issues with it. Both game design issues and moral issues. Let’s just jump into the comparison. 
Firstly, the obvious: graphics. While I had my issues with the artstyle in N. Sane Trilogy, I don’t have them here. CTR barely has you look at your character so your attention is fully focused on the environments you’re racing through, and I think they look incredible. This game can look stunning across the board. Lots of very pretty levels. Coco Park is probably my favorite in terms of visuals. However, there’s a major issue with the graphics, and that’s the performance. As I've mentioned earlier, this game only runs 30 FPS on all consoles, even the PS4 Pro and the PS5 with no next gen update on the horizon. The resolution is decent at least, on PS5 anyway. On Nintendo Switch, the game is locked to an ugly 720p, even docked. Honestly, this is unacceptable. Mario Kart 8 Deluxe looks just as pretty as this game and it runs a crystal clear 1080p and a buttery smooth 60fps on Switch. The fact Crash can’t even manage 60 on PS5 is pathetic. What makes it worse is that Nitro Fueled never got a PC release. So that means that not only is there no official way to play the game on PC, but there’s also no official way to play the game with a decent frame rate. However, that’s not to say there’s no way to play the game at 60fps. Since this game is on Switch, it can be emulated with Yuzu, and it runs flawlessly. On Yuzu, you can upscale the game to 1440p and beyond and you can also apply a simple 60fps patch. Now you can play the game with some decent visuals. You are held back by the Switch’s inherent visual drawbacks, but it’s worth it for the frame rate. If a fan can get this game running at 60fps, then they have no excuse.
Well graphics aside, how well does the gameplay hold up? The gameplay on the whole is mostly unchanged. There are subtle downgrades though, mainly to jumps. It’s simultaneously harder to land high jumps due to awkward collisions and easier to overshoot jumps due to their new momentum physics. There are other changes too, but they’re more subtle. Of course, none of the tracks were redesigned with the new physics changes in mind, so it simply plays worse, much like the N. Sane Trilogy. However, I don’t think it’s a game ruiner here like it was in Crash 1. These changes are, like I said, subtle. They’re only really noticeable if you compare the games back to back. So while Nitro Fueled does have worse gameplay, it’s barely noticeable so it's not a deal breaker. 
Besides, unlike N. Sane Trilogy, Nitro Fueled is far more than just the same game again with prettier graphics and worse gameplay. The N. Sane Trilogy only had one original thing in the whole game, being a post launch level. Nitro Fueled is jam packed with an insane amount of new content. We have an absolutely massive roster with 56 playable characters, all of which having plenty of unique skins. We also have an insane number of kart parts. Between bodies, tires, paint jobs, and stickers the amount of unique kart combinations is limitless. We have 40 tracks, all of which having their own time trials with different time crate placements and the new ring challenge mode with various ring placements. We also have battle mode, which itself has a good handful of maps with a bunch of different battle modes. They even remade all of the content from Crash Nitro Kart and just included it with this game. Combine that with the remade Adventure mode and a ton of stuff I didn’t mention, and this game is fucking insane with how much content it has. Even if the gameplay changes were bad enough to be really noticeable, the amount of content this game has alone would justify playing it. 
This is a great remake! So how did they fuck it up?
When I was just boasting about all this game’s content like its character count and customization options, I left out one crucial detail: how to unlock that content. The vast majority of this game’s content is locked behind the Pit Stop Shop. The Pit Stop Shop is a Fortnite-style store where a small collection of random items will be available for purchase for that day only. The next day everything will refresh. This store is online only, so if you don’t have an internet connection, you can’t buy anything. That means that most of the content on the disc/cartridge can’t be accessed without an internet connection and presumably once the Pit Stop Shop servers go down, so will most of the game. It gets worse though. How do you buy these items? You buy them with Wumpa Coins. How do you get Wumpa Coins? Well, either by grinding by playing online matches to get pitifully small amounts of coinage or by, you guessed it, spending money on microtransactions. Good ol’ Activision Blizzard. We all saw this coming, right? Let’s not forget that the whole reason this company even exists in the way it does today is because Activision wanted to jump on the live service bandwagon. 
However, I wouldn’t blame you for thinking this game wouldn’t have this bullshit considering that, quite literally, one month before launch the developers told us that this game wouldn’t have microtransactions at all. Then the game came out, and no microtransactions in sight. Everyone praised the game for not doing that in their reviews. Then a month after launch, after the positive reviews had gone out and after a lot of people already bought the game and got deeply invested in it, Activision announced they were adding microtransactions to the game. Not only that, but the in game shop “coincidentally” started upping the prices of everything within the shop. They made unlocking basic cosmetics a hell of a lot grindier all for the sake of pushing people into wasting their money on this crap. How utterly despicable, especially in a game aimed towards children. 
On the bright side, at least the online was good, right? Crash Team Racing is a game I’d love to have an online mode so I can play with other people. Adding an online mode to a CTR remake sounds like an incredible idea, and it is! Well, in concept at least. The online in Nitro Fueled was dead on arrival. Not even a few months after launch passed before people stopped playing. Gee, I wonder what happened to this game within a few months of launch that would turn off a lot of players. HMM. Anyway, it would take ages to find a full match, and when you did it wasn’t worth it. The most dedicated players were too advanced and the game had no matchmaking, so casual players will get destroyed and just stop playing. The characters were unbalanced. Every character was assigned an arbitrary class, and some classes were simply better than others. If you were a big Coco fan but you wanted a speed focused character, you were shit out of luck. Large portions of the roster weren’t even worth playing. The online didn’t even have servers! It was all peer to peer, which just made lag and disconnections even more of an issue. It also didn’t help the wait times either. That was all within a few months of launch. Nowadays, the game is completely dead. The only places to find a good race is in private servers with friends. Even worse is that their “live service” gave up not even a year after launch. The game was released in June 2019 and the last update was March 2020. What a joke. 
Keep in mind that these past few paragraphs were based not on my own personal experience. I wasn't there at launch and I based this review off of an offline-only Yuzu version of the game. It's possible that people were exaggerating or maybe some things are fixed now. Feel free to take some of that with a grain of salt, but honestly nothing that I've heard from others then repeated here sounded remotely far fetched to me and a lot of it was backed up by a lot of other people's personal accounts. So while it's possible some of this might not be true, I believe all of it and I would never intentionally lie to people.
In conclusion, Crash Team Racing Nitro Fueled was a great remake that was ruined by unbelievable greed. I’d expect nothing less from Activision Blizzard, one of the worst companies making video games today between their anti-consumer practices, their anti-employee practices, and just their general discrimination against marginalized groups. Truly they’re just anti-everyone (except their top dogs). Look, if all you care about is the gameplay and the amount of content that’s technically on display, it’s not an awful game. It is fun and the content is still there, but I just can’t recommend this game on either a product level nor on a moral level to anyone. If you want to experience Crash Team Racing Nitro Fueled, the best way to is simply emulate the game with 60fps and all the Pit Stop Shop content unlocked from the get go. That will mean that you won’t be able to play the game online, but no one was using the online anyway from what I've heard. Unless you were planning on joining an online private community for this game or were planning on playing it online with your friends, there’s no reason to play this game via the official means. I’m aware that I’m suggesting piracy, but Activision Blizzard is awful so fuck them. Piracy is fine, at least in their case. It’s always moral to pirate games that were being sold by awful corporations.
Now with all that said, I’m done talking about Crash Bandicoot for now. I could go into more detail into the era of games in-between after Naughty Dog left and before the modern day revival began, but I'm honestly tired of this orange marsupial. But still, 6 essay reviews (8 if you count the multiple parts) over the course of 5 days. That's definitely a new record to me. I haven't posted anything on Tumblr here in a while, so consider this an apology I guess.
Oh who am I kidding? No one reads these things.
Well regardless, that's all folks.
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mcrmadness · 2 years ago
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humans most certainly can perceive differences in FPS above 30 or 60 fps lol. you may not 'see' every frame above 60 but the difference in smoothness is absolutely perceptible. i can tell when a game dips from say 90-100 fps down to 60, it is perceptibly less smooth.
like for an analogy, if there were 3 or 4 hues of colour, all imperceptibly shifted from it's neighbour, you wouldn't necessarily perceive any difference. if there were 100 you would, across the whole, notice clear and present differences. the fact that you couldnt distinguish all 100 individual colours from each other doesn't mean having them in greater numbers doesnt affect, or benefit, your perception of them as a whole.
Alright. I googled this after my tags on that one post and apparently it's not exactly sure whether people can see more than 60 fps or not. I found articles about it saying that it's possible that a human eye recognizes those IRL but I'm not gonna say anything about whether we actually see the differene or not because screens and real life are not the same thing.
What comes to screens and videos, personally I don't see a difference with anything above 60. I hardly can tell the difference between 30 and 60 even, and it's most visible in fast movement where 60 is obviously smoother. With regular motion stuff looks just smooth enough in 30 fps too. In video games I sometimes have tried to let the games run in fps they choose but usually always end up putting the v-sync on or locking the fps to 60 max because I just don't see any difference there, and I don't play videos games (such as first-person shooters) where that fast fps would be necessary for the gameplay.
The color thing I honestly don't even understand. 3-4 hues make me think of 8bit video games where the colors change drastically and everything is visible pixels. About 100 colors then... I still don't exactly understand what you mean with this but colors, for sure, are something that people see individually. Some people see more colors than others, so I'm not sure if this theory works here. I mean, we all have seen these test where you need to pick the different shade from a few almost identical shades and it will tell you how well you see colors. But of course, the screen you use for such tests affects a lot and taking a test like this in real life might give way different results.
Anyhow, I'm gonna stop this reply here because I a) didn't really understand the second half of this ask and b) I no longer know what I am even saying here.
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alexakimms · 2 years ago
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Discover the Magic of the Canon EOS R6 Full-Frame Mirrorless Camera
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image credit : amazon You've been eyeing that new Canon EOS R6 full-frame mirrorless camera for a while now, haven't you? It's understandable—this camera is packed with features that are sure to impress. For starters, the Canon EOS R6 features a new 20 megapixel full-frame CMOS sensor. This sensor is combined with the powerful DIGIC X image processor to deliver stunning images and videos. Plus, the dual UHS-II SD memory card slots give you plenty of storage space for all of your photos and videos. And if that's not enough, the Canon EOS R6 can shoot up to 12 fps with the mechanical shutter. So you can capture all of the action in stunning detail.
Overview of the Features and Benefits
The Canon EOS R6 is the latest full-frame mirrorless camera from the Canon stable. It offers an impressive array of features, including a new 20 megapixel full-frame CMOS sensor, 4K video recording, and dual UHS-II SD memory card slots. It also boasts a fast DIGIC X image processor that allows you to capture up to 12 fps with the mechanical shutter. But it's not just its technical specifications that make the Canon EOS R6 so appealing. It also delivers excellent image quality, thanks to its combination of Dual pixel CMOS AF and the new 20 megapixel full-frame CMOS sensor. This allows you to capture stunning photos and videos with ease. Read Full Spec Here
Review of Image Quality
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Let's take a closer look at the image quality of the Canon EOS R6. This camera is able to shoot 4K video footage as well as high resolution still images. The sensor on the camera is a new 20 megapixel full-frame CMOS sensor. This allows for great detail and clarity in your images, as well as a wide dynamic range for better color reproduction. The image processor on the Canon EOS R6 is the DIGIC X Image Processor. This allows for great low light performance, as well as fast shooting speeds. You can shoot up to 12 frames per second with the mechanical shutter, or up to 30 frames per second with the electronic shutter. All of this adds up to a camera that is capable of capturing stunning images with incredible detail and clarity.
Tips for Shooting 4K Video With the EOS R6 Camera
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Are you someone who loves to shoot video? If so, then the Canon EOS R6 Full-Frame Mirrorless Camera is the perfect choice for you. It’s capable of capturing 4K footage at up to 60 fps, making it ideal for capturing fast-moving action. Plus, its DIGIC X Image Processor and Dual UHS-II SD Memory Card Slots offer excellent performance and reliability to ensure high image quality with no lag or buffering. If you’re looking to get the most out of your video shooting experience with the Canon EOS R6, I have some tips for you. First, make sure that your shutter speed is proportionate to your frame rate—you want it to be twice as fast as your frame rate for smooth motion and minimal blur. Second, always set your ISO between 100-400 depending on the lighting conditions. And finally, use a tripod or monopod when shooting 4K video—the camera can be quite heavy and shake when handholding it. With these tips in mind, you’ll be able to capture stunning 4K videos with this amazing camera!
How to Use Dual Pixel CMOS AF With the R6
Ready to take your photography to the next level? With the Canon EOS R6, you can do just that with its Dual Pixel CMOS AF. Dual Pixel CMOS AF is Canon's advanced autofocusing system that uses high-speed focusing and tracking. With this, you'll be able to capture stunningly sharp images. And its intelligent focusing is also great for tracking a moving subject—making it ideal for action shots. To make use of Dual Pixel CMOS AF, simply select it in the camera’s menus and use the AF-ON button. This will lock in the focus on your subject. As you track them, you'll be able to adjust your framing while the exposure settings keep up with them as well. The end result? You'll be able to take dynamic photos with both depth and clarity—with minimal effort! EOS R6EOS R5EOS REOS RPVideo Recording4K, Full HD8K, 4K, Full HD4K, Full HD4K, Full HDNumber of AF Points1,053 Automatic AF Zones1,053 Automatic AF Zones5,655 Manual AF points4,779 Manual AF pointsAutofocusDual Pixel CMOS AF IIDual Pixel CMOS AF IIDual Pixel CMOS AFDual Pixel CMOS AFImage ProcessorDIGIC XDIGIC XDIGIC 8DIGIC 8OLED EVF Resolution3.69 Million Dots5.76 Million Dots3.69 Million Dots2.36 Million DotsCMOS Sensor Megapixels20.1 MP45 MP30.3 MP26.2 MPMechanical ShutterCont. shooting up to 12 fpsCont. shooting up to 12 fpsCont. shooting up to 8 fpsCont. shooting up to 5 fpsElectronic (Silent) ShutterCont. shooting up to 20 fpsCont. shooting up to 20 fpsCont. shooting up to 8 fpsCont. shooting up to 5 fpsWeightApprox. 1.5 lbs.Approx. 1.63 lbs.Approx. 1.46 lbs.Approx. 1.07 lbsDimensionsApprox. 5.45 x 3.84 x 3.48 in.Approx. 5.45 x 3.84 x 3.46 in.Approx. 5.35 x 3.87 x 3.32 in.Approx. 5.22 x 3.35 x 2.76 in.
Conclusion
The Canon EOS R6 is a great camera for anyone who wants amazing 4K video and high image quality. It's also perfect for anyone who wants to get into full-frame photography. The camera is easy to use and has a lot of great features. The only downside is that it is a bit expensive. Click Here for Customer Review Canon EOS R6 Read the full article
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kustas · 2 years ago
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Process, budget and framerate - Traditional hand drawn anime limitations part 1
Part 1 of a series of posts answering the question of - what makes older anime “look better”?
Please keep in mind this is a basic explanation that does not take in mind how individual productions/studios might work, it's only a general case scenario.
EDIT!
I get regular reblogs on this series of posts. I did not source the information in them which I should have. Due to the low audience and time it takes I likely will not. This post however, contains information a teacher of mine gave me I now believe is fake from reading up independently on the topic as well as talking with industry people. As a result I am locking reblogs for now, until I will maybe some day come back to edit the original. Apologies for posting misinformation.
Step one, process
Where the anime industry is unique is that it works slightly differently than western-style productions. below, the typical workflow for a classic Disney film:
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In Japan however, the jobs are shared differently, like so:
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Step two: Ouch, budget
Japanese animators comparatively get "more" work than the US workflow, and more control, and this ties in to how you cut corners to make a production viable.
What you might have noticed yourself or, if you're like me and have parents who watched the first mech anime get exported to their country in the 60s with a disdainful eye, is that disney-like animation is MUCH smoother, where anime tends to get choppy fast.That is due to how work is split up, and what budget entails!
(note: in Japan, animators are paid per drawing. in the US, wages are typically per hour. this is still the case)
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And...
That's why "we ran out of cash midway" in the US gives you this
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And in Japan, this
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Framerate a parte
Apologies here but i have to get technical. To make a cel animation, or anything traditional 2D hand drawn, you have to take photos of a bunch of drawings in order. For each frame of your movie, you have to take one photo. What most don't know and that becomes more obvious in anime is that you do NOT typically draw 1 drawing per frame. It works like this:
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Your film is, in video game terms, in 24fps. This is inherent to the physical medium and because Edison was a cunt
Gamers lie and the human eye accepts the illusion of fluid movement with anything above 12fps
Western (disney AND europe) animation is usually animated on 2s. In video game terms, 12fps
Anime is usually animated on 4s, 6fps. You can also animate on 3s or ANYTHING really
Extra frames can be given to perfect really subtle pacing, like lip synchs. You can also drop frames when nothing happens
With this "drawings budget" in anime, it's why on shows like Berserk 90s, you know when a battle is coming because the rest of the episode looks like a powerpoint presentation.
Nowadays, on digital media, the constraint of the 24 fps is inexistant. It's still used because we are used to it, but you can do whatever because instead of photos as frames of a film that's rolled on a machine, you draw on a computer and render your art there. That's why 2D shows made from puppet rigs with tweens are so smooth looking, because the animators define point a and b and the curve between them, and the PC calculates the resulting movement.
But anime is not tweened, it's hand drawn by people, so you still have this limit of drawings because of budget, and the frames issue remains. This is why I believe sakuga compilations are so popular - because flashy FX are among the moments in shows where it is visible that the animators drew more per second, which looks smoother, and is also closer to what we westerners associate with "good animation".
As a sidenote, anime being so mainstream nowadays, this uh, stigma? Against lower frame rates is vanishing and it's becoming trendy as hell to emulate anime choppiness. Spiderverse is THE most mainstream example of this, but as your local tumblr advocate of lesser known films, I will redirect you instead to Princess Dragon.
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Part one done.
Continued in part two: Cels, their limitations, and why they’re hard to make look ugly or good
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umbreonix · 3 years ago
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On link's first April fools day or the one that happens when the channel starts getting big, for his prank he actually puts in a bit of effort. Thing is, he's making Moza's dishes. So, it's a high quality, 4k 60 fps of link cooking the "Lavish Meat" dish, the "Ancient Meal,"(or something like that) and the "Ultimate Survival" dish. So basically, for April fools day link ruins your day. (He would of course put a warning at the start/end/middle/in the corner that says do NOT try to make these because he doesn't want people to ruin their kitchen) Bonus points if it's in Revali's house and he doesn't know.
Ooo yes XD Tbh I was thinking Moza might in herself be a minor minor character (mentioned once or twice but never interacts with main cast)
Maybe a rock hard food...
Random fic clip incoming because I am clearly in a write-y mood today for anything that isn't one of my current fics:
Revali dropped his bags dramatically at the entryway. Shopping was exhausting.
He deserved some recovery time from this ordeal. Perhaps a long hot soak with that cocoa butter bath bomb he got from one of those pop-up vendors at the mall was in order.
The thought was interrupted by the sounds of pots and pans clanging around. He rose an eyebrow at the apartment’s security panel as if it might actually understand his exasperation. “Come now, part of your job is to keep out riff-raff like that dirty little beach vagrant. You didn’t let him in again now did you?” He asked, running a hand along the nearest wall. There was a coddle-y cooing tone to his voice that often came out whenever he addressed the Medoh Suite’s smart system.
Of course there was no response, AI technology was coming a long way but it was certainly another fifty years minimum before it gained the awareness to snark back to his sarcastic remarks. Or maybe this was her response. Her silence seemed almost passive-aggressive. As if telling him ‘you were the one who registered his face in the first place.’
Well no matter, he was in now. Revali readjusted his hair in the mirror and moved to greet his interloping guest.
Any witty comment he had locked and loaded on his tongue died at the sight before him and all he could utter was “The f@%#?”
Link turned to look at him with that blank look of neutrality he was learning to hate more and more every day. All it ever did was make him look like everything he did was an overreaction, and Revali had never overreacted to a single thing in his twenty [redacted] years of life! His reactions were always EXACTLY what was necessary and proper to a given situation. If anything, the rest of the world underreacted.
“SURELY,” he said stalking towards the marble island. “Surely you did not let yourself into my suite, take over my kitchen, and ding up my cookware for this ridiculously childish attempt at an April Fools Joke?”
Link just looked at him with an utterly serious expression. “Joke?”
Revali squinted at him. This was what he meant by underreactions, figuring out sarcasm on Link was like solving the world’s most obscure puzzle.
“Do you take me for an imbecile?” Revali said. “Do you honestly think that you can bluff your way with that bland face of yours into having me both forget that it’s April 1st and that ‘this’-“ he waved a hand at the dishes already completed. “is all inedible?”
He seemed to have cooked the various dishes entirely with rocks. The presentation was surprisingly nice but that certainly didn’t trick him into thinking anything was palatable.
“It’s edible,” Link said, still not a single twitch of his lips indicated that he was being anything other than dead serious. He looked almost bored. “Minerals are important to the human diet, there is a way to cook the stones so they soften and break up and can be eaten directly. How do you think they extract minerals for vitamins?”
“You’re not convincing me of anything,” Revali scowled. “This is tiresome, I know you like to get your rocks off from taunting and tormenting me, but just give it up. I’d ask you to replace any scratched-up pots you damaged in this sad endeavour but we both know you can’t afford that- IS THAT MY IMPORTED CERAMICS YOU’RE USING?” Revali blanched. Those were worth more than Link probably spent in a year!
The aspiring chef did not even flinch at the rock pun nor the onslaught of Revali’s following verbal barrage- one which lasted a good few minutes and stretched the range of his vocabulary up into the firmament, reaching the apex of what the English language could achieve. If only they could, poets would study this rant for centuries until it became mandated material for every highschool HP English class. Yes, it could have been a classic if it weren’t for all the angry vulgarities interspersed throughout.
“-and how about you, from now on, take your extreme frugality and apply it to the way you care for my own belongings as well!” Revali finally said. He backed up a little and scuffed imaginary dirt off of his shoulder, as if just being that close to the blond sullied him in some way. He then scowled as he noticed the small rivulet of sand in his sink leading down towards the drain.
“Come now, you had to know that is bad for the pipes, you did your own plumbing for that dilapidated, former drug-den, off-the-grid, sand-filled shack you call a house did you not? Just admit this was a terrible joke that fell flat and we can clean this mess up.” He had leaned in so close to the blond he could pick up on all the grey-blue fibrous shades that rippled like ocean waves in his irises.
Link leaned forward as well, the first hint of any expression crossing his face- and it was absolute, blood-boiling, smugness. “No.”
He took a spoonful of pebble soup and popped it into his mouth.
Revali froze. Yes, he wasn’t an idiot. What he was always forgetting was that Link was.
“Wh- Show me your mouth right now! YOU DID NOT JUST SWALLOW THAT!”
He took a step towards Link and Link took a step back. He did however show his mouth and there was horrifyingly nothing in it.
“And under your tongue?” Revali asked, actually getting quite nervous.
Link didn’t comply to that one.
Soon the multimillion-dollar beauty icon was chasing the wild beach bum around his kitchen island with the frantic worry of a weary dog-owner.
When he finally did catch him, it was a no-holds-barred scuffle. Link burst out into a delighted laugh as he tried to escape Revali’s hold… then immediately paused with a shocked expression.
“You just swallowed it for real didn’t you?” Revali asked.
Link nodded, looking pale.
“Do you want to go to the hospital?” He asked.
Link was already at the door and he tossed Revali his own keys. “I’ll take that as a yes,” he muttered.
The pair rushed out the door.
Link’s livestream was forgotten.
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vikingnerd793 · 2 years ago
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Multiple stable streams now which is great news!
Meant to share my learnings from a custom gaming PC and Valhalla and all the troubleshooting.
1. RGB is great in theory. RGB is NOT GREAT if you have a custom PC of mix and match components for best performance, which means all those components have their own RGB software that all will 100% compete with each other and lead to PC problems, and dysfunctional lights. Add RGB peripherals to that with their own software and you have a whole ass mess. RGB software needs a lot of work as a whole. Stick to one brand for your components or keep your RGB to a minimum, or be ok with your rig looking a little mix and match with the colors.
2. 30 series GPUs are a furnace. An absolute furnace. A 3080 ti will be among the hotter of the 30 series, too. Get a lot of fans, crank the RPM when you know your PC will be under load, and keep your room cool on top of that. Otherwise you will absolutely have thermal throttling and other issues EVEN WITH your GPU when trying to do the crazy stuff, like game in 4K while streaming internet is 1080P 60 FPS.
3. Speaking of overheating and shitty software- I have the Aorus Gigabyte 3080 ti that uses RGB Fusion software and it is the worst software next to the G. Skill memory software. It stopped recognizing my GPU in the software to fix the LCD screen on the card. And because of that, it was misreading my GPU temp!! Which I was using to gauge heat. It turns out much of my issue with game crashes to desktop was overheating…..DESPITE 13 fans and a Aorus Water Cooler 240. Use an app like MSI Afterburner and track your component stress. Do NOT rely on an LCD screen unless you’re very confident in your component and your software giving an accurate reading.
4. The reality is, my rig is a monster. It STILL could not run Valhalla on ultra graphics and stream in 1080P 60 FPS once it got hotter and my room was no longer cool. You need a cool rig to keep your PC stable and that is a shit ton of stress on your PC. Dial down Valhalla’s graphics slightly (turn off motion blur, dial down volumetric clouds and shadows. Three minor things that make a huge difference).
5. Valhalla is an extremely resource heavy game. You need to give it a very wide berth. Minimize your tasks, turn off in game overlays, Turn off full screen optimization and game borderless if you’re streaming (It doesn’t do well when you constantly minimize it in full screen to switch scenes and such on your stream), and lock your FPS if you notice huge spikes. I lock mine at 90 now and it stays consistently at 80 FPS unless my rig starts heating up. It’s a great game! But very hard to stream with great quality AND play Valhalla with great quality with stability unless you minimize every possible conflict or issue.
6. IDGAF if you have DDR5 memory. DO NOT assume you can just overclock it to XMP with no issues. Don’t let your benchmark software fool you. There are real issues with stability of DDR5, especially with 12th gen intel.
7. Do not overclock and assume any stability in general. It’s always a risk. I only had my memory overclocked and it wasn’t working. People tend to obsess with over locking and benchmarks. For the love of god, just enjoy PC stability. I’ll never take that for granted again!
8. Be aware of the strain your monitor and the native refresh rate and resolution has. I bought an ultra wide 4K screen, 175 mhz. Looks GORGEOUS. But it takes a pretty damn powerful PC to be able to output that kind of quality.
That’s all I’ve got, for now. Custom PCs are “get what you pay for” and I paid for a top end rig. But the other reality, is top end PCs come with a lot of work as those powerful components you bought can have serious issues if you’re not extremely mindful of all that can go wrong. I thought my PC was bricked. It turns out, not even my PC could handle everything I was doing with the issues I had to address. And Valhalla is NOT easy to play and stream! I love it, so much, but it isn’t.
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sirfrogsworth · 4 years ago
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I took the bait again. Why do I do this to myself?
This hecking nerd really made me pull out Douglas Trumball trivia? UGH.
From the very beginning when he told me frame interpolation wasn’t comparable to 60 fps (even though it is) his only objective seemed to be to prove me wrong. To make me seem like I didn’t know what I was talking about. 
He could have talked about why he likes HFR. What aspects he feels make it better. He could advocate for it without trying to tell me my experience is invalid and that my knowledge is inferior. And if he told me what he liked about HFR, I would not have invalidated his experience. We could have had a discussion about the pros and cons. I would have enjoyed that. 
But I feel like he is trying to tell me I only dislike sauerkraut because I’m eating it wrong--even though you just shove it in your mouth and chew. I use my eyeballs to see 60 fps. They go “eww.” Why do I have to justify it beyond that?
It’s like he thinks if he proves he knows more about HFR that will somehow change what I feel when I see it.  
I don’t know why I can’t just walk away. Even after I walked away I couldn’t walk away. I knew this was going to be the result. It’s just that I don’t like bullies and because of the abuse I had in grade school, now that I’m adult I feel compelled to defend myself. I never did when I was a kid and I regretted that. But now I can’t stop defending myself in these exchanges. I get all riled up and anxious 
The frustrating part is he knows damn well why some people don’t care for HFR--which he refuses to even acknowledge. Cinematographers and directors, many smarter about this stuff than this dude and myself put together, have discussed the shortcomings at length. They know the technology very well and choose not to pursue it. I’ve seen James Cameron and Steve Yedlin say it would only hurt the storytelling. It is NOT because a good enough movie hasn’t been made with it. 
And it wasn’t a cost thing either. Yes, HFR is much more expensive, and only a few privileged directors have it as an option. But theaters would try all kinds of weird new technologies in the hopes of getting an edge. In the 60s they tried “Cinerama”--an early predecessor to IMAX screens that showed movies in extremely wide formats on humongous curved screens that take up the entire field of view of the audience. 
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The movies made in this format had to use three cameras locked together with three wide angle lenses and expose onto three strips of film side by side. Three projectors displayed a merged, 146 degree image to create a gigantic, expansive final projection. 
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Brand new theaters were even built to house the larger screens. They spent a ton of money trying to bring this experience to the market. Probably much more than upgrading to faster projectors would cost. 
But it was met with limited success. The gimmick just didn’t have legs. They literally couldn’t do closeups when filming and it ended up feeling impersonal and distant. It felt like that dinner scene at the banquet table in Burton’s Batman. Everyone just felt far away from each other. 
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The actors also had line of site problems. The widening effect made it look like no one was making eye contact so the actors had to look at predetermined spots to fake eye contact. It didn’t always help. The wide angle had the same issue as GoPros and distorted heavily on the sides so any time a human was in that area it looked very unflattering.  
Don’t get me wrong, there were some very cool aspects to it. They had these amazing shots of vistas taken from helicopters. They had large action set pieces that made you feel like you were in the center of it all. 
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There were plenty of amazing sights filling your entire field of view and delighting your eyeballs. But the effect made storytelling more difficult. And in the end, it’s all about the story. 
The point is, theater chains are willing to go to great expense if they think a new experience might attract audiences. But back in the 70s & 80s, Douglas Trumball was unable to convince anyone that HFR added anything. He only had a few experiments that showed some people had more intense heart rates watching footage at higher frame rates. But he couldn’t prove Showscan significantly improved storytelling or people’s experiences. 
And many directors at the time felt as I do--that it looks... weird. 
People could have made HFR in the past. People could be making HFR movies right now. But it hasn’t happened. There have been two movies. TWO. There are no other movies in production planning to use HFR. 
If it were truly a better experience, I think more people would be using it.
I’m sorry for this long post about something most of you probably don’t care much about. I just needed to vent and I wasn’t able to say all that was in my brain in those tiny tweets. 
But maybe that thing about Cinerama was neat to learn about. I dunno.
I just want to talk about nerdy things without always having to go on the defensive from the start. I know I really need to learn how to let things go. I don’t have to respond to every jerk. Sometimes it helps to respond ONCE. That can feel cathartic. But whenever I keep going back and forth I always regret it. 
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reelpowerogusa · 4 years ago
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Raw Water/Pre-Loading Reels
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