Forum: Celeste Thread: is 30 fps acceptable? Started by: theresnoendtheresnoend |
30fps is the standard of most internet video and the mods will easily be able to make out the motion of your character's actions at that framerate. it's completely ok. 60fps is ideal but also expensive resource-wise to record and store so it's not required. the quality requirement is there to ban extremely low framerates, resolutions, and camera angles that make it legitimately difficult to make out gameplay footage |
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Forum: Steamed Hams Thread: can i have mod Started by: |
i would love to verify for this game |
Forum: Deltarune Thread: Lets make a kill Berdly category Started by: Bendy1Bendy1 (edited: ) |
if you feel like he deserves it, just play snowgrave??? |
Forum: Deltarune Thread: Lets make a kill Berdly category Started by: Bendy1Bendy1 |
why????????????????? |
Forum: The Site Thread: Subscriptions are coming to speedrun.com Started by: |
i wouldnt pay for this but i'd pay to have the old layout back /hj |
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Forum: Unpacking Thread: IL Board? Started by: danejerusdanejerus |
i dont know, i dont mod any games so i dont know what the interface looks like |
Forum: Unpacking Thread: IL Board? Started by: danejerusdanejerus |
old thread but it would be nice for this to be addressed so my upcoming IL runs could show up on my IL tab |
Forum: CELESTE Classic 2 Thread: More Categories? Started by: |
by nature of being a short pico-8 game with limited collectibles, there is going to be a small number of categories. this is fine |
Forum: CELESTE Classic Thread: A romhack I made Started by: seckswrecksseckswrecks |
ancient thread lmao |
Forum: Shovel Knight Thread: why's disabling vsync banned? Started by: |
old thread but it's important to me because i want to run this game,, both disabled and enabled vsync seem to cap it properly on 144hz for me. maybe something changed in a patch? |
Forum: Celeste Thread: NG+ IL's Started by: |
not me forgetting to check if im necroing :despair: |
Forum: Celeste Thread: NG+ IL's Started by: |
i dont know if category extensions would ever add an IL leaderboard, but this is probably something that would be more likely to go there |
Forum: Celeste Thread: Input lag on OpenGL Started by: RemapThemAllRemapThemAll |
Sorry to necro, but i think this is important. The OpenGL/FNA version definitely has lag and up until recently it wasn't possible to fully mitigate. that has changed. The main sources of latency from the FNA version are windowed fullscreen (on Windows) and the (decade old!!!) FNA sleep bug, both of which are possible to fix. how to fix: After following the first two steps, your input lag should be the same or better than you get on XNA. The variance should be sub-frame if there is any. I think some rendering APIs draw slightly faster than others maybe. idk i dont program this shit lolol Explanation of the problems for mildly nerdy people: -the default DirectX11 renderer for FNA doesn't work with real fullscreen mode, and essentially just draws a big window on the screen. Windows 10/11, like the piece of shit crap it is, has a forced compositor (think Windows 7 aero but you cant turn it off) that adds input lag and microstutter on windowed games but doesn't affect properly fullscreen games. the OpenGL renderer (which used to be the default, hence the "opengl" branch name) and Vulkan renderer dont have this issue and properly work with real fullscreen -FNA, for ages, had a bug in it that added a frame of lag to every game that uses a fixed timestep. as of writing vanilla still ships with a version of FNA that has this bug, but installing Everest overwrites it with a newer version of FNA that has it fixed (even on vanilla). XNA never had this bug anyway, sorry for my crappy writing style. i just wanted to make the celeste community more aware that FNA doesn't have to be suboptimal anymore and if you put in the effort it can be preferable |
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Forum: Celeste Category Extensions Thread: NG+ subcategories Started by: |
a lot of cats that are technically faster than any% can lag behind when not given much attention because the any% wr is highly competitive |
Forum: Ultimate Doom Thread: Crispy-Doom autosplitter Started by: keyboardcrashkeyboardcrash (edited: ) |
it would be great if this could be rewritten to use the actual IGT instead of a load remover that seemingly doesn't work properly. i might make this myself honestly... |
Forum: Deltarune Thread: Is using x+c to skip text allowed? Started by: JamesBobJamesBob |
yeah, you can use ctrl or c to automash. you are even allowed (and encouraged) to use a weight to hold down a ctrl key so you always automash |
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Forum: Deltarune Thread: Shouldn't a chapter 2 run end after interacting with the sink? Started by: Very_VeryVery_Very |
dont quote me on this but i believe it's theoretically possible to mash faster than the wrist protector and get a better dialogue time, so there is time to be saved after the sink even if nobody actually ends up doing it except the TAS |
Forum: Quake Remastered Thread: should probably change game name Started by: |
the game isn't officially called Quake Remastered (just Quake without a subtitle), so the name on SRC should probably reflect that by calling it "Quake (Kex Engine)" or "Quake (Kex Port)" or something like the Doom ports did. probably just a nitpick but it's still good to use the official title with the differentiation from the original in parenthesis |
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Forum: CELESTE Classic Thread: 3DS Started by: choccy_speedrunschoccy_speedruns |
no. you have to use the PICO-8 version, one of the PICO-8 exports, or the Newleste port |
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Forum: Shovel Knight Thread: why's disabling vsync banned? Started by: |
i get banning legacy vsync, but why is disabling vsync banned? shouldn't disabling vsync cap the framerate at 60 and thus make runs on any refresh rate viable? |