Stranger

81 posts

Stranger

Stranger

@unnamedvisitor

Katılım Haziran 2023
39 Takip Edilen6 Takipçiler
Stranger
Stranger@unnamedvisitor·
@PhiDXGames Ouch, get well soon. Drinking some sparkling mineral water should let you sound and feel normal temporarily to record. The salts drain the inflammation.
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PhiDX
PhiDX@PhiDXGames·
Got a nasty cough but have stuff to record 😭 May this con flu pass quickly
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
I finally made it to WAFFLE HOUSE. The staff are always friendly, and when I asked if they would sell me a menu, they sold me one for $5. Next time, I’ll be back at 3 a.m. for fight time. #WAFFLEHOUSE
Katsuhiro Harada tweet mediaKatsuhiro Harada tweet mediaKatsuhiro Harada tweet mediaKatsuhiro Harada tweet media
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Stranger
Stranger@unnamedvisitor·
@Pixel_SeraF Oooo what's it gonna do? Lesbianism? Marionette string BDSM? Doll plays dress up with woman instead of reversed?
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SeraF
SeraF@Pixel_SeraF·
The next monster is a living marionette creature. If she's present on the map then multiple of her shells will be spread across the map, but only one is active. She waits to ambush the player instead of actively hunting them.
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Stranger
Stranger@unnamedvisitor·
@PhiDXGames I heard you on stream saying you wanted a Megaman custom. Here is the one I use.
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Stranger
Stranger@unnamedvisitor·
@Speedkicks I feel that. The garden section at the store is like Mt. Moon
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Speedkicks
Speedkicks@Speedkicks·
Walking past souvenirs and merch displays with your girl feel like trying to escape a Pokemon cave with no repels
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Stranger
Stranger@unnamedvisitor·
@sleepyniniii Hey, are you still out there? Hope you are well.
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Stranger
Stranger@unnamedvisitor·
@lilithomen holy hell it gives me chills. It needs to win. Its literally Chorus of Sin
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Stranger
Stranger@unnamedvisitor·
@Speedkicks Coding is wizardry. You arrange runes in specific orders to create commands, some long forgotten, as part of grand ritual spells to create anything you desire, from a calculator to an entire virtual world. Wish is a level 20 spell for wizards, the max level in D&D.
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Speedkicks
Speedkicks@Speedkicks·
Day 2 of C#, I no longer feel like I'm writing computer code, I'm just making wishes to the .NET genie and they are being granted.
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Stranger
Stranger@unnamedvisitor·
@PhiDXGames @TampaNeverSleep Loved your commentary! You were so knowledgeable on whats happening on screen and had good anecdotes to fill the other moments
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PhiDX
PhiDX@PhiDXGames·
Commentary was very fun! Many thanks to Tong and the @TampaNeverSleep team for giving me this opportunity 🙏🏼 These lights are so bright 😂
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Stranger
Stranger@unnamedvisitor·
@JoeCrush_ Are you, Ty, and Mulgold meme-ing on Edge?
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Stranger
Stranger@unnamedvisitor·
@michellexotter Katie and Laura Lexington intimates Frederick's of Hollywood
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Stranger
Stranger@unnamedvisitor·
@Incomodo_GDL I get that on both my hips every winter. Dry skin and it looks exactly like that. Hydrating body wash and lotion made it go away after a week.
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Incómodo Reprogramado
Incómodo Reprogramado@Incomodo_GDL·
¿Qué le habrá picado a mi amiga? Se le hicieron unas ronchas muy raras
Incómodo Reprogramado tweet mediaIncómodo Reprogramado tweet media
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Stranger
Stranger@unnamedvisitor·
@DeadbyDaylight Hello. I played a couple games of new trickster and I'd currently rather play the old trickster. The movement speed feels bad, the style meter feels like work (like superman 64). I think you should keep old trickster and just make knives ricochet base kit, and it would be amazing
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Dead by Daylight
Dead by Daylight@DeadbyDaylight·
The mic is on 🎤 and we want to hear what you think about the Trickster Update in the 9.5.0 PTB. Share your thoughts below, or head over to the forums. Feedback 🔗 dbd.game/4u1rGqD
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Diaphone
Diaphone@Diaphone_·
@2dJazz I will cheese with leverless if needed lol (typically play on stick tho)
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Diaphone
Diaphone@Diaphone_·
I want to rank / do all the hardest fighting game inputs on stream tomorrow. I know the commonly known ones: PEWGF Taunt Jet Upper Standing 720 What else am I missing?
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Stranger
Stranger@unnamedvisitor·
@Speedkicks Did you see this? Neat insight
三原さん。@ゲーム開発屋さん@miharasan

In Tekken 8, a character’s position, posture, rotation, as well as attack and hurt hit collision data are updated continuously on a per-frame basis. Each frame’s state depends on the result of the previous frame, which means that intermediate frames cannot be skipped, approximated, or coarsely rounded without breaking simulation consistency. First, it is important to clarify that the displayed latency value of 80–100ms represents the round-trip network time (RTT) between the two players. This value reflects user-to-user network conditions such as connection quality, routing paths, and physical distance, and is not a metric that evaluates the quality or performance of the netcode itself. In online matches, both players’ systems must reproduce identical simulation results based on per-frame input data. As long as there is a delay before the opponent’s input arrives (that is, network round-trip time), it is impossible to perform accurate collision detection or state calculations using inputs that have not yet been received. Rollback netcode mitigates this limitation by predicting inputs and re-simulating frames once the actual inputs arrive. However, this technique fundamentally assumes that inputs arrive late. Rollback cannot make inputs arrive earlier, nor can it reduce physical distance or alter network routing. At this point, it is useful to explain the difference compared to Street Fighter 6. Street Fighter 6 is designed as a 2D fighting game, in which character positions and hit collision updates occur in discrete steps over multiple frames (roughly every 4–5 frames). Because of this structure, when rollback occurs, the resulting differences are relatively coarse, making timing discrepancies less noticeable both visually and in terms of player input. Tekken 8, by contrast, updates hit collision data every single frame, with collision volumes continuously moving and deforming in 3D space. As a result, even a one-frame discrepancy can directly determine whether an attack hits or misses, or whether a move is successfully evaded or not. Due to this structural requirement, the effects of the same network round-trip time tend to be more perceptible in Tekken 8 than in Street Fighter 6. This difference is not a matter of netcode quality or superiority, but rather a result of different precision requirements dictated by game design. To completely eliminate the effects of network latency in Tekken 8, one would need to choose one of the following options: •Reduce collision and state updates to multi-frame intervals •Significantly increase input delay •Lower hit collision precision All of these options would fundamentally compromise Tekken’s gameplay. They would break the conditions required for frame-precise movement, whiff punishment, and guaranteed punishment, effectively turning the game into a different experience. In other words, the current behavior is not the result of something being “left unfixed,” but rather the result of optimization pushed to the structural limits of the design. Any remaining latency is not something that can be resolved through netcode tuning, but instead reflects the inherent constraints imposed by user-to-user network conditions and physical distance.

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Stranger retweetledi
三原さん。@ゲーム開発屋さん
In Tekken 8, a character’s position, posture, rotation, as well as attack and hurt hit collision data are updated continuously on a per-frame basis. Each frame’s state depends on the result of the previous frame, which means that intermediate frames cannot be skipped, approximated, or coarsely rounded without breaking simulation consistency. First, it is important to clarify that the displayed latency value of 80–100ms represents the round-trip network time (RTT) between the two players. This value reflects user-to-user network conditions such as connection quality, routing paths, and physical distance, and is not a metric that evaluates the quality or performance of the netcode itself. In online matches, both players’ systems must reproduce identical simulation results based on per-frame input data. As long as there is a delay before the opponent’s input arrives (that is, network round-trip time), it is impossible to perform accurate collision detection or state calculations using inputs that have not yet been received. Rollback netcode mitigates this limitation by predicting inputs and re-simulating frames once the actual inputs arrive. However, this technique fundamentally assumes that inputs arrive late. Rollback cannot make inputs arrive earlier, nor can it reduce physical distance or alter network routing. At this point, it is useful to explain the difference compared to Street Fighter 6. Street Fighter 6 is designed as a 2D fighting game, in which character positions and hit collision updates occur in discrete steps over multiple frames (roughly every 4–5 frames). Because of this structure, when rollback occurs, the resulting differences are relatively coarse, making timing discrepancies less noticeable both visually and in terms of player input. Tekken 8, by contrast, updates hit collision data every single frame, with collision volumes continuously moving and deforming in 3D space. As a result, even a one-frame discrepancy can directly determine whether an attack hits or misses, or whether a move is successfully evaded or not. Due to this structural requirement, the effects of the same network round-trip time tend to be more perceptible in Tekken 8 than in Street Fighter 6. This difference is not a matter of netcode quality or superiority, but rather a result of different precision requirements dictated by game design. To completely eliminate the effects of network latency in Tekken 8, one would need to choose one of the following options: •Reduce collision and state updates to multi-frame intervals •Significantly increase input delay •Lower hit collision precision All of these options would fundamentally compromise Tekken’s gameplay. They would break the conditions required for frame-precise movement, whiff punishment, and guaranteed punishment, effectively turning the game into a different experience. In other words, the current behavior is not the result of something being “left unfixed,” but rather the result of optimization pushed to the structural limits of the design. Any remaining latency is not something that can be resolved through netcode tuning, but instead reflects the inherent constraints imposed by user-to-user network conditions and physical distance.
𒉭 KGI Guts 𒉭@GutsMishima

@miharasan Hey will you please fix the netcode for Tekken 8 in North America? It’s bad. Matches are always 80ms to 100ms.

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