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#Volumetric Visualization
rubenfro · 2 years
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voidic3ntity · 21 days
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the heavy weighted pressure of that which cannot be seen:
spaces of acquiescence which spill through my bloodstream,
vessels of volumetric visuals, pearlescence as such awareness;
formations of that which we see is nothing but invisible space. 
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compneuropapers · 3 months
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Interesting Papers for Week 8, 2024
Sensory prediction error drives subconscious motor learning outside of the laboratory. Albert, S. T., Blaum, E. C., & Blustein, D. H. (2023). Journal of Neurophysiology, 130(2), 427–435.
Working memory load impairs transfer learning in human adults. Balter, L. J. T., & Raymond, J. E. (2023). Psychological Research, 87(7), 2138–2145.
Objects sharpen visual scene representations: evidence from MEG decoding. Brandman, T., & Peelen, M. V. (2023). Cerebral Cortex, 33(16), 9524–9531.
Specific patterns of neural activity in the hippocampus after massed or distributed spatial training. Centofante, E., Fralleoni, L., Lupascu, C. A., Migliore, M., Rinaldi, A., & Mele, A. (2023). Scientific Reports, 13, 13357.
Hormonal coordination of motor output and internal prediction of sensory consequences in an electric fish. Fukutomi, M., & Carlson, B. A. (2023). Current Biology, 33(16), 3350-3359.e4.
Subcortico-amygdala pathway processes innate and learned threats. Khalil, V., Faress, I., Mermet-Joret, N., Kerwin, P., Yonehara, K., & Nabavi, S. (2023). eLife, 12, e85459.
Neural mechanisms underlying uninstructed orofacial movements during reward-based learning behaviors. Li, W.-R., Nakano, T., Mizutani, K., Matsubara, T., Kawatani, M., Mukai, Y., … Yamashita, T. (2023). Current Biology, 33(16), 3436-3451.e7.
Monkeys exhibit human-like gaze biases in economic decisions. Lupkin, S. M., & McGinty, V. B. (2023). eLife, 12, e78205.
Widespread coding of navigational variables in prefrontal cortex. Maisson, D. J.-N., Cervera, R. L., Voloh, B., Conover, I., Zambre, M., Zimmermann, J., & Hayden, B. Y. (2023). Current Biology, 33(16), 3478-3488.e3.
Synaptic variance and action potential firing of cerebellar output neurons during motor learning in larval zebrafish. Najac, M., McLean, D. L., & Raman, I. M. (2023). Current Biology, 33(16), 3299-3311.e3.
Novelty and uncertainty differentially drive exploration across development. Nussenbaum, K., Martin, R. E., Maulhardt, S., Yang, Y. (Jen), Bizzell-Hatcher, G., Bhatt, N. S., … Hartley, C. A. (2023). eLife, 12, e84260.
Ants combine object affordance with latent learning to make efficient foraging decisions. Poissonnier, L.-A., Hartmann, Y., & Czaczkes, T. J. (2023). Proceedings of the National Academy of Sciences, 120(35), e2302654120.
VIP interneurons in sensory cortex encode sensory and action signals but not direct reward signals. Ramamurthy, D. L., Chen, A., Zhou, J., Park, C., Huang, P. C., Bharghavan, P., … Feldman, D. E. (2023). Current Biology, 33(16), 3398-3408.e7.
A stochastic model of hippocampal synaptic plasticity with geometrical readout of enzyme dynamics. Rodrigues, Y. E., Tigaret, C. M., Marie, H., O’Donnell, C., & Veltz, R. (2023). eLife, 12, e80152.
Sequence anticipation and spike-timing-dependent plasticity emerge from a predictive learning rule. Saponati, M., & Vinck, M. (2023). Nature Communications, 14, 4985.
Statistical inference on representational geometries. Schütt, H. H., Kipnis, A. D., Diedrichsen, J., & Kriegeskorte, N. (2023). eLife, 12, e82566.
High-resolution volumetric imaging constrains compartmental models to explore synaptic integration and temporal processing by cochlear nucleus globular bushy cells. Spirou, G. A., Kersting, M., Carr, S., Razzaq, B., Yamamoto Alves Pinto, C., Dawson, M., … Manis, P. B. (2023). eLife, 12, e83393.
Using occipital ⍺-bursts to modulate behavior in real-time. Vigué-Guix, I., & Soto-Faraco, S. (2023). Cerebral Cortex, 33(16), 9465–9477.
Octave illusion: stimulation frequencies can modulate perception. Whittom, A., Couture, F., Chauvette, L., & Sharp, A. (2023). Psychological Research, 87(7), 2183–2191.
Completeness out of incompleteness: Inferences from regularities in imperfect information ensembles. Zhu, J., Xu, H., Shi, B., Lu, Y., Chen, H., Shen, M., & Zhou, J. (2023). Journal of Experimental Psychology: Human Perception and Performance, 49(9), 1203–1220.
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38sr · 2 months
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Hi! Hope you're having a good day
Sorry to be a bother, I wanted to ask how do you make sure that the character design remains consistant while drawing/animating different perspectives..?
Hello Anon! You're not a bother at all! Hmmm, to be honest maintaining consistency is a result of developing solid drawing skills over time (like since high school). There are tricks you can use like flipping (flipping back and forth between key frames while drawing) or arcs (using curved arcs at certain anchor points to maintain line of motion and volume). But if I'm being honest, having solid draftsmanship skills in animation is super important whether the designs are complex or simple. It's hard to explain but I just visualize the character and motion in a 3D space in my head and try my best to translate that onto a 2D plane. And that was a skill I developed while improving my draftsmanship skills during college and when I started working in animation professionally. Also, I studied a lot of Kihyun Ryu and Ilkwang Kim (famously known for their work on Legend of Korra and Voltron) which has a heavy emphasis on solid volumetric drawing when it comes to the human body. There are other artists I study like Yoshiyuki Sadamoto (Evangelion Rebuild movies), Tadashi Hiramatsu (Parastye), Mamoru Hosoda (The Girl Who Leapt through Time) who also have that same core of strong volumetric drawing (but I would argue for those they are very skilled at simplifying their line work and shape language to fit that anime aesthetic). So it's really a combination of things but I'd say solid drawing skills can carry you a very long way if you're able to look at a design and break down everything into simple shapes and develop the ability to visualize those shapes in a 3D space. At this point in my career, it's become second hand nature to me but I still think I have much more to improve. I hope that answered your question!
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girldewar · 5 months
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As a professional scientist, I feel compelled to point out that while modeling dick volume as a cylinder is likely acceptable for many applications, I would naively guess that the overlap between the error of a cylindrical model and the natural range of human dick volume is significant, and therefore there is a good chance that modeling two dicks as cylinders in order to compare them volumetrically would produce inaccurate ordering. Especially since those doing the measuring may be motivated to choose the largest circumference and construct their model using that number.
In other words: most dicks are similar enough that I worry ignoring all the non-cylindrical aspects might get us the wrong answer.
Instead, I would recommend a displacement test. Submerge the subject in a liquid (i.e. water) and measure the volume of liquid displaced, either by measuring the overflow of liquid out of a container or by looking at the change in volume of liquid in a beaker or similar measuring device.
This has the added comedic benefit of watching two guys contort themselves in order to stick their dicks in a large measuring cup full of water.
SCREAMING. okay the truth in this absolutely cannot be ignored HOWEVER i am dying to know how they possibly could contort themselves like that. it has been suggested to me that they lower each other from the ceiling using wires like in mission impossible, which i think is my favorite visual, but perhaps not the most practical
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passumbapper · 1 year
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god so OpenMW (the fanmade engine replacement for Morrowind) finally has native postprocessing support and someone made just the most unspeakably sick volumetric mist plugin for it
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OpenMW famously has made the distant landscape thing work really well, which I personally never was into, because not being able to see shit through the fog was (paradoxically) what made morrowind feel so huge. I really like that this plugin is weather-dependent, so you still get the occasional moment where you can see for miles for a few minutes before the fog rolls back in. it's very striking.
anyway, being able to play morrowind with mostly-vanilla visuals in a stable engine with bug fixes and fog that doesn't look like ass is all I've wanted for like a decade, so maybe this will be the push i need to finally play through it again
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generateaworld · 2 years
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interior dystopian cyberpunk apartment with windows view of dark ominous city at night, punk female, potted plant, cyberpunk, necromancer, ducts, shelving, carpet, curtain, electronic parts scattered, neon billboards signs, digital painting, anime key visual, coherent, volumetric lighting, tagging, graffiti, seating, focus, highly detailed, Syd Mead, Masamune Shirow, Josan Gonzalez
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nvoc · 1 year
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Hi! Could I ask about your most recent mods? I’m the most interested in improving graphics/visuals, so, ENB, forests(!), animals, etc.
Hello!!
My modwatch modlist has all the current stuff that's in my game, tho it can be a bit confusing to read if you're new to the site since the modlist tab is read from bottom to top.
I'll link some (cough, a lot of) mods (for SE) under the cut that i'm using/have used in the past to get you started. Super long post ahead lmao sorry
Some things aren't linked since i think i've hit the character limit 😶 tho they will be the mod name so you can easily search them up.
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Videos/YouTube channels that have helped me build my list
Credo's video - modlist showcase, describes what mods are being used and why, plus links in the video description. Helped me tremendously when I got back into modding.
Mern's video - graphics overhaul showcase. There are also other brilliant modding guides on their channel.
SoftGaming - mod showcases. I sometimes find minor retextures and stuff from them + a new beginner's guide to modding.
& so many of those graphic comparison videos e.g hodilton, Fabricio Siqueira, etc.
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Weather Mods & ENB presets
Cathedral Weathers & Rudy ENB
Obsidian Weathers & Rudy ENB (a good ol classic)
NAT.ENB III (has its own weather mod alongside its ENB)
NAT.ENB III Weather Plugin & PI-CHO ENB (current) -
Splashes of Storms
Moons and Stars - Sky Overhaul SKSE
8K Night Skies by Cathedral Concept or Skyrim Textures Redone - Stars (current)
AURORA SE
Rainbows SE
Shooting Stars SE
Volumetric Mists or Mists of Tamriel (current)
Obsidian Mountain Fogs
Better Dynamic Snow + No snow under the roof *OR* Simplicity of Snow (latter is more compatible with other mods)
Lighting
Lux & Lux Via - in Lux Via, **you need either the main mod or the the resource pack for Lux to work.** The main mod includes assets on Skyrim roads to make it a bit more lively; such as signposts, lampposts, small structures/statues, bridges, etc. iiimmerrrsionnn
Lux Orbis - exterior version of Lux
EVLAS - better volumetric lighting -
Embers XD and/or Inferno - fire overhaul
Smoking Torches and Candles
Torches Cast Shadows
ENB Lights
ENB Light
Rudy HQ
RemmyKun
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Graphics Base
Static Mesh Improvement Mod - must have -
Base: Skyland AIO or Skyrim 202X - i use these as a base then overwrite them with other texture mods.
Landscapes: Vivid Landscapes or Skyland or Tamrielic Textures or MystiriousDawn’s Parallax textures (can also be used w/o parallax)
Architecture: True Nordic Farmhouses or Noble Skyrim (current),
There are so many retexture mods out there so feel free to search around for something you may like.
Fluffy Snow - there are probably better snow retextures out there but i've stuck with this for a long time.
Vivid Landscapes' Complex Parallax Occlusion Snow is another option if you use parallax.
Majestic Mountains (Main version)
Water for ENB (Shades of Skyrim)
Northern Shores - can overwrite Tamrielic Textures if you prefer these beach textures
GKB Waves Reborn
Just Ice
Caves HQ
City Retextures
HQ Solitude
Extravagant Interiors - Solitude
Boreal Whiterun
The Streets of Whiterun - replaces the stonework floor in & out of Whiterun.
Skyland - Markarth
WiZkiD Riften & Ratway
Spice of Life - Orc Strongholds
Classic HD Reworked Whiterun Walls - I wasn't a fan of the ones that came with Boreal Whiterun so i'm using these.
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Be sure to also use BethINI to configure your Skyrim settings more-in depth - helps with fps A LOT especially with heavy foliage mods. Video guides here (5min) & here (10min).
Grass
Cathedral Landscapes (performance friendly)
Folkvangr, or Veydosebrom Regions, or Origins of Forest - these are very heavy grass mods. say goodbye to ur frames.
I personally use both Folkvangr and Origins of Forest together - a patch is here to make them work well together.
Folkvangr summer tundra (to pair well with Whiterun forest mods) -
ENB Grass Collisions & ENB Complex Grass & Windy Grass
Trees
The Great Forest of Whiterun Hold - adds a dense forest in the Whiterun tundra region. not super lore friendly but gahdamn! I'm in Whiterun a lot & I like trees sooo yeah. Expect frame drops lol
Whiterun Forest Borealis - a more lightweight version of GFoWH. -
Happy Little Trees (performance friendly and looks good)
Nature of the Wild Lands - really nice mod, makes the forests more dense since it adds forest debris like fallen logs/rocks and stuff. I think it adds extra trees as well, can't remember. Optionally comes with its own grass mod & terrain textures.
Or if you only want the forest debris of NotWL (main mod required)
Blubbo's Trees - pick & choose. really nice selection of tree replacers.
Veydogolt Trees + extra trees (current) - the extra addon adds hand-placed trees all over Skyrim. **If this mod is causing crashes with DynDOLOD, check the "Bugs" tab > "Trees causing a crash with Dyndolod" for a potential fix**
Aspens Ablaze (current) - replaces the trees around the Rift
Blubbo's Trees for the Reach + cliff trees - trees around the Reach region, rly nice 10/10 -
Blubbo's city tree addons: Whiterun, Riften & Markarth. - I haven't used the Riften ones but the other two i'm currently using.
Trees inside Solitude
Veydogolt Whiterun Trees - another alternative for trees inside Whiterun - meant to pair with Veydogolt.
Tree mods comparison video guide
Other foliage/landscape mods
Immersive Fallen Trees
Skyrim 3D Rocks
Mari's Flora
Waterplants + animated
Cathedral 3D plants
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Aminals and creachures :)
Fluffworks + Domestic Goat with Bell
Chickens + more variants
Wolves of Skyrim
Skyrim Horses Renewal
Butterfly Improved
Beehives
Real Rabbits HD
GoT Dragons
Creatures by Kajuan
Misc retextures/ers
Pfuscher
ElSopa
johnskyrim
Rallyeator
TheBlenderAnimator
Hanaiss
SDlutz
Yurii -
Daedric Shrines AIO by Mandragorasprouts & their other statue overhauls
RUGNAROK & PELTPALOOZA - retextures rugs & animal pelts
Rustic Furniture & Rustic Windows
Noble Furniture
KD - Realistic Fireplaces
WiZkiD Signs
Book Covers Skyrim
+ so many niche stuff to retexture. just scour the nexus to find stuff you might want
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World Overhauls
Blended Roads & Skyrim Better Roads
or Northern Roads (current) - this is a newer mod and it is a compatibility nightmare (if you have other big mods), but otherwise I highly recommend this since it also adds structures/bridges onto the roads like how Lux Via does. Check the mod description for more links.
Northern Roads retexture
Enhanced Landscapes - adds ruin-like structures all over Skyrim. exploring is fun 🤓
Town Overhauls
make sure you get the patch collections for these mods (and for the other mods listed before) lmao.
JK's Skyrim & JK's Interiors - highly recommended since it adds more to the cities & interiors. No AIO version for interiors at the moment, so feel free to pick & choose what interiors you want (i recommend all of them ;-))
Cities of the North - can be annoying to patch but adds more to the smaller towns: Dawnstar, Falkreath, Morthal & Winterhold.
Fortified Whiterun
Riften Docks Overhaul
Palaces and Castles Enhanced - ok this is a major pain in the ass to patch but it overhauls the interiors of the palaces/castles and it looks so good (for some reason i'm getting major frame drops in the Blue Palace and i can't be arsed to fix it). Pairs well with JK's interiors & it also looks super nice with the Extravagant Interiors retexture.
Ryn's Farms - all-in-one overhaul of all the major farms in Skyrim. Super cool thumbs up emoji
Ryn's Standing Stones - aio overhaul of all the standing stones in Skyrim. super cool thumbs up emoji
Ryn's dungeon exterior overhauls - i haven't personally used them yet since i don't wanna redo my modlist with patches, but these i've heard have been really good & may make the game a bit harder (as said on the mod description).
Ryn's Whiterun City Limits - overhauls outside Whiterun + adds more stuff. New mod, annoying to patch, I haven't fully used it yet but may do in the future.
JK's Whiterun Outskirts - another overhaul to outside Whiterun like Ryn's. Very new mod, annoying to patch. Can work with Ryn's Whiterun with patches tho the patches are still being worked on. **Also there is no patch for this to use with The Great Forest of Whiterun Hold so you may have to pickup on how to make your own patches with CreationKit or use the "disable" command on your current save to remove trees. or just don't use this or the other mod entirely.**
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you'r'erere welcome and i hope this helps. have fun xoxox
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demifiendrsa · 1 year
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Valve has announced Counter-Strike 2 for PC.
Counter-Strike 2 will launch for PC in Summer 2023 as a free upgrade to Counter Strike: Global Offensive.
A Limited Test will be held, and players will be selected based on a number of factors deemed important by the Counter-Strike 2 development team.  
First details
About
Counter-Strike 2 is the largest technical leap forward in Counter-Strike‘s history, ensuring new features and updates for years to come.
All of the game’s new features will be revealed when it officially launches this summer, but the road to Counter-Strike 2 begins today as a Limited Test for select Counter-Strike: Global Offensive players. During this testing period, we’ll be evaluating a subset of features to shake out any issues before the worldwide release.
Counter-Strike 2 arrives this summer as a free upgrade to Counter-Strike: Global Offensive. So build your loadout, hone your skills, and prepare yourself for what’s next!
Read on to learn more about some of the features of the Counter-Strike 2 Limited Test.
Responsive Smokes
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Smoke Grenades are now dynamic volumetric objects that interact with the environment, and react to lighting, gunfire, and explosions.
Gameplay – Smoke now has the ability to interact with other gameplay events, creating new opportunities. Bullets and HE grenades can push smoke to briefly clear sightlines or expand occlusion.
Expands to Fill Spaces Naturally – Now the smoke will seep out of opened doorways and broken windows, go down and up stairs, as well as expand in long corridors and combine with other smokes.
Reacts to Lighting – In Counter-Strike 2 smoke particles work with the unified lighting system allowing for more realistic light and color.
Moving Beyond Tick Rate
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Tick rate no longer matters for moving, shooting, or throwing.
Sub-tick updates are the heart of Counter-Strike 2. Previously, the server only evaluated the world in discrete time intervals (called ticks). Thanks to Counter-Strike 2‘s sub-tick update architecture, servers know the exact instant that motion starts, a shot is fired, or a ‘nade is thrown.
As a result, regardless of tick rate, your moving and shooting will be equally responsive and your grenades will always land the same way.
Leveling Up the World
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From upgrades to overhauls, maps are cleaner, brighter, better.
Full Overhaul Maps – The overhauled maps have been fully rebuilt from the ground up, leveraging all of the new Source 2 tools and rendering features.
Upgrade Maps – These are maps that use new Source 2 lighting, including a physically based rendering system that produces realistic materials, lighting, and reflections.
Touchstone Maps – Classic maps with solid foundations that players can use to evaluate gameplay changes from Counter-Strike: Global Offensive to Counter-Strike 2. These have improvements to lighting and character read, but otherwise haven’t been changed.
Source 2 Tools – The Source 2 tools and rendering features will be available for community map makers to make it easier to build, experiment and iterate. And stay tuned for the Source 2 Item Workshop, which will be available later on in the limited test.
Your Items in a Whole New Light
Bring your entire Counter-Strike: Global Offensive inventory with you to Counter-Strike 2. Not only will you keep every item you’ve collected over the years, but they’ll all benefit from Source 2 lighting and materials.
In addition to supporting legacy models and finishes, all stock weapons have been upgraded with high-resolution models, and some weapon finishes take advantage of these new models.
Hi-Def VFX
From UI to gameplay, all visual effects have been reimagined.
All of the visual effects have been updated in Counter-Strike 2. With Source 2 lighting and particle systems, there’s an all-new look and behavior for water, explosions, fire, smoke, muzzle flashes, bullet tracers, impact effects, and more.
Gameplay Visuals – In Counter-Strike 2 the most critical gameplay visuals have been redesigned with readability in mind. Bullet impacts can be easily viewed at a distance, and directional blood impacts (that fade over time) give you more information as you move through the world.
Environment Effects – Experience completely reauthored explosions, fire, C4 lighting, and more. Leveraging the Source 2 Engine and modern hardware, environmental effects in Counter-Strike 2 feature improved visual fidelity and greater consistency.
UI Effects – The UI in Counter-Strike 2 has gotten a complete overhaul, including fresh visual effects throughout the HUD. Not only do these improvements look nice, they also communicate important game state.
Accurate Audio
Reworked, rebalanced, and reverbed.
Counter-Strike 2 sounds have been reworked to better reflect the physical environment, be more distinct, and express more game state. They have also been rebalanced for a more comfortable listening experience.
There’s More to Come
The Limited Test only evaluates a subset of Counter-Strike 2‘s features, so that major issues can be resolved before the summer. But there’s much more to come. In just a few months we’ll reveal all of the details of Counter-Strike 2, and we can’t wait to share it with you.
Counter-Strike 2 Limited Test FAQ
How do I gain access to the Counter-Strike 2 Limited Test?
Players are selected based on a number of factors deemed important by the Counter-Strike 2 development team, including (but not limited to) recent playtime on Valve official servers, trust factor, and Steam account standing.
How do I know if I’ve been selected for the Counter-Strike 2 Limited Test?
If you are chosen to participate in the Counter-Strike 2 Limited Test you will receive a notification on the main menu of CS:GO. If you receive an invitation select “ENROLL” and begin your download. When the download is complete launch CS:GO and select the “Limited Test” option to play the Counter-Strike 2 Limited Test.
How often are players added to the Counter-Strike 2 Limited Test?
More players will be added to the Limited Test over time. Keep checking your CS:GO main menu to see if you have received an invite.
How long will the Counter-Strike 2 Limited Test last?
Counter-Strike 2 is expected to ship Summer 2023. Please visit the Counter-Strike blog for up-to-date information on the limited test and future announcements.
What features are in the Counter-Strike 2 Limited Test?
Initially the Counter-Strike 2 Limited Test will offer Deathmatch and Unranked Competitive matchmaking on Dust2. Future limited test releases will offer other game modes, maps, and features.
I’m in the Counter-Strike 2 Limited Test! How do I report bugs?
If you encounter bugs during the Counter-Strike 2 Limited Test please send an email to cs2team [at] valvesoftware [dot] com and title your email “CS2LT Report”. In the body of your email please include a detailed description of the bug, reproduction steps, and any screenshots or other helpful information so the Counter-Strike 2 team may investigate.
Can I use my CS:GO inventory items in Counter-Strike 2?
Yes. All of your weapon finishes, stickers, and other CS:GO inventory items will be available to use in Counter-Strike 2. Please report any inventory item and weapon finish bugs you encounter using the previoulsy mentioned bug report process.
Can I modify my inventory items during the Counter-Strike 2 Limited Test?
No. During the Counter-Strike 2 Limited Test players cannot modify inventory items within Counter-Strike 2. This includes applying stickers, scraping stickers, using Trade Up Contracts, and other ways players can modify their in-game items. If you would like to modify your items you will need to do so in CS:GO.
Can I still play CS:GO while the Counter-Strike 2 Limited Test is happening?
Yes. Please note, you will only play with and against other players playing the same version of Counter-Strike as you. Counter-Strike 2 players will play with and against other Counter-Strike 2 players, and CS:GO players will play with and against other CS:GO players.
Can I earn XP in the Counter-Strike 2 Limited Test?
Yes. XP in the Counter-Strike 2 Limited Test counts and will carry over to CS:GO.
Can I stream or make videos of the Counter-Strike 2 Limited Test?
Yes.
Can I run or play on workshop maps in the Counter-Strike 2 Limited Test?
Not initially. Stay tuned to the CS:GO blog for information about workshop map availability.
Can I run or play on community servers during the Counter-Strike 2 Limited Test?
Not initially. Stay tuned to the CS:GO blog for information about community server availability.
I was banned in CS:GO. Can I use the same Steam account to play Counter-Strike 2?
No. Accounts with VAC or game bans in CS:GO cannot play Counter-Strike 2 on VAC-secured servers. Are competitive cooldowns shared across Counter-Strike 2 and CS:GO?
Yes. If you have a competitive cooldown in CS:GO you cannot matchmake in Counter-Strike 2 and vice versa. Can I participate in the Counter-Strike 2 Limited Test on Linux or macOS?
No. The Counter-Strike 2 Limited Test is only available on Windows.
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vanvelding · 6 months
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Thanos did a lot of things wrong, but one interesting facet of that is how the aesthetics influenced his ideology.
"Perfectly balanced." That's not the same as "harmony." Half dead and half alive isn't a solution to anything. It might have the benefit of being a simple idea, but it's rubbish.
It's an idea so simplistic it can only be accomplished with the kind of awesome power granted by the Infinity Gauntlet.
But it sounds simple. It's easy to visualize. It's something that's easy to say and explain. You can look at a choking, dying planet that's overdrawn by the sapient life on it and say that the answer is less life.
But let's not be mean or self-serving; let's reduce that life randomly. It sits on the brain as clean and easy. The mathematical equivalence of the living and dead on a census says life and death are the same here. We haven't done anything.
A lot of that is because it's an idea made for comic books and adapted for movies. No one wants to sit through a speech by Marxos, The Economist Titan on the value of labor.
Well, some of you do.
The unreality of it is to filter it away from any real world philosophy, but the politics of aesthetics are real. Reddit's r/fatpeoplehate. Marianne Williamson's self-help suggestion to imagine HIV leaving the body. There's a corrupt, self-serving criminal running for US president under pancake makeup and thinning dyed hair fashioned into a volumetric catastrophe.
Maybe the politics of fascism are based on a preoccupation with appearances and aesthetics, the suppression of deviance under a pleasant, homogeneous facade.
Thanos was stupid enough to produce the kind of solution that could only be offered by someone with no real acquaintance with power, too foolish to actually sell it despite his charisma, and too self-involved to ask if this core idea could be changed in any way to make it practicable.
Why? Because reality, complexity, and compromise would conflict with the aesthetic of his solution.
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moonlightrift · 11 months
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Fortnite Wilds - First Impressions
Loot pool is a STRONG improvement over MEGAs. While I hope we get some kind of mobility item later in the season, the current guns feel like they fit the theme a lot more, and none of them feel too strong or weak. This opinion may change given more time.
The new biome is GORGEOUS. I was really worried from the trailers and screenshots that it'd lack a strong visual identity, and that it'd all end up being that same overgrown temple look. I'm so glad it isn't just that. The new walkable canopy is going to lead to some insane fights in Zero Build, the prop density is insane, there's so many plants and trees making the biome feel properly lush. One of my complaints with the Neo Tokyo biome is that while the POIs were gorgeous, it felt really empty, and there wasn't enough making it stand out from the rest of the map. This biome avoids that problem, the terrain style, plants, etc, all are extremely differnet.
The lore. I'll keep quiet on this because no one wants to hear me nerd out but we're so back chat. I'm actually feeling the fires of speculation burning within me once again, which I haven't felt since Chapter 3 ended.
I've been far more critical of Chapter 4's visuals then most people, but with the new biome, the storm being purple again, the improved volumetric cloud systems (the storm looks terrifying,) it feels more cohesive. I certainly still have some problems, namely the trees, and lack of foliage, but I'm feeling it.
The new mechanics feel really solid. The vines you can grind on feel far more purposefully placed then the grind rails. They'll get you to a good vantage point, or across the biome. The mud makes sliding far quicker, which is great for mobility. The new plants make exploring the biome interesting, especially when you're low on shields. The new vaults seem.. weird, I need to mess with them more.
New augments feel good to use, the current augments list feels great to use, no filler ones. Hope to continue seeing useful and unique ones.
There's a list of new items that look to release this season, and unlike last season, they're not basically all collabs! One thing I'm really excited for is the synergy between the cloaking item and the Thermal DMR. It gives a GOOD REASON to pick up the item, beyond just enjoy how it plays. I love stuff like that, and I wish it was more common.
Job boards are cool.
Negatives:
My frames are so bad bro, constant dips from 60 to the 20s. :skull:
Chances are, we'll get very little map changes again, which kinda sucks.
The Kinetic Boomerang seems, okay? No mobility attached, nothing that really makes it stand out, beyond the fact you don't need to aim.
I've not seen any raptors despite them being one of the advertised features. Might just be me, maybe they don't spawn in the Jungle, for.. some rason.
I'm just not feeling the Battle Pass. I like one skin and set, and that's about it.
Wildwasp's seem completely useless, just like fireflies.
WHY IS SLONE ITEM SHOP GRAAAAAAAHHHHHHH
Losing the Auto Aim Pistol and Shield Kegs sucks, the first was one of the most unique items added in ages, and the other was great for squads.
The lack of any major movement / game feature this season is unfortunate, I was really hoping we'd see one of the leaked features such as First Person, Wall Running, or Hill Climbing releasing. The last one would fit really well with the crumbling item vibe.
There weren't enough unvaults. Things like the Flintknock, Infantry Rifle, etc. would fit perfectly this season. The fact they weren't included makes me really sad. I'm really afraid I'll burnout on the lootpool quick like last season.
Still no LTMs :lunadepressed:
I really should've wrote down notes while playing, cause it was a struggle remembering what I did and did not like. Despite it seeming like there's more negatives, I'm actually feeling really great about the season so far. I think it's gonna be be far better than MEGA was for me.
This is the most excited I've felt about Fortnite since early Chapter 4.
8/10, I hope the rest of the season is as great.
..I need to check out the lighting as well, it looked really foggy and weird in the jungle biome, and I need to know if the rest of the map is like that, or if they fucked with my precious volumetric lighting. We'll see!
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bearsbeetsbattlestargalactica
a woman suspended in mid-air ripping a hole through space-time, action scene, badass epic key visual, hyperspace, visually stunning, groundbreaking, dazzling sfx, dynamic reflective surface, dramatic sci-fi lighting, Optical flares. high detail, hyperrealistic, photographic, cinematic, volumetric lighting, octane render, arnold render, 3D, super close - up, Megapixel film lighting, Anti - Aliasing, FKAA, TXAA, RTX, SSAO, Post Processing, Post Production, Tone Mapping, CGI, VFX, SFX, Full Color, Volumetric lighting, HDR, Realistic, Fury Fire Style Big Muscle Big Jaw God of War Photographic, Cinematic, 8k --v 5
midjourney
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icedbatik · 3 months
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From here
ByNHL Public Relations February 16, 2024
NEW YORK -- ESPN, Disney Branded Television and the National Hockey League (NHL®) are once again teaming up to bring fans the second "NHL Big City Greens Classic," a live, animated NHL game telecast featuring the Pittsburgh Penguins vs. Boston Bruins on March 9 at 3 p.m. ET. Last year’s “NHL Big City Greens Classic” featuring the Washington Capitals vs. New York Rangers was the first-of-its-kind live volumetric animation presentation.
The alternate presentation of the Penguins-Bruins game will feature real-time virtually recreated animation of NHL players and teams modeled after characters on Disney Channel’s hit animated series “Big City Greens.” ESPN+, Disney Channel, Disney XD and Disney+ will present the live, animated telecast, while the traditional telecast will be available on ABC and ESPN+.
The alternate presentation will once again leverage tracking technology to recreate the action on the ice as it is happening while featuring “Big City Greens” characters skating alongside animated versions of the NHL players. Highlights for this year’s animated telecast:
• The presentation will blend two types of tracking technologies – NHL EDGE positional data (NHL Puck and Player tracking) and Hawk-Eye Innovations optical tracking – to create more dynamic player and character movement to help fans better visualize detailed limb and stick movement and mannerisms. • With the blessing of captains Brad Marchand and Sidney Crosby, “Big City Greens’” very own Gramma will coach the Bruins, while her grandson, Cricket, will coach the Penguins. • The ESPN commentators calling the action on the animated telecast – Drew Carter, Kevin Weekes and Arda Öcal – will wear virtual reality headsets for motion capture, to immerse them in the animated environment of Times Circle. • “Big City Greens” voice talent will also be featured in the presentation, including creator and executive producer Chris Houghton (Cricket), Marieve Herington (Tilly), Zeno Robinson (Remy), Artemis Pebdani (Gramma) and creator and executive producer Shane Houghton (various characters). • The two intermissions of the game will feature an animated skills competition between the “Big City Greens” characters.
The real-time animation will be produced in association with ESPN Edge Innovation Center and NHL EDGE Innovation partner Beyond Sports. Outside the U.S., the “NHL Big City Greens Classic” will be available on Disney+ in select countries.
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boethiah · 2 years
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I'm sorry, I'm sure you've been asked, but WHAT is your mod list for Skyrim
(omitting utility/fix mods) for my current playthru i'm running:
frostfall
cathedral weathers & cathedral rocky shores (visuals)
cheesemod for everyone
forgotten magic
hunterborn
immersive college of winterhold
immersive HUD (because i so keenly missed the morrowind experience of getting hopelessly fucking lost in the wilderness)
ineed - foods + diseases mod
keep it clean - bathing mod
cathedral landscapes
legacy of the dragonborn
morrowloot ultimate
obsidian mountain fogs
volumetric mists
wet and cold
it's not a massive list but everything is very compatible with each other and i find it works for me. in a previous playthru i also had complete alchemy and cooking overhaul + some craft overhaul mods but i found that it wasn't really agreeing with my other mods and everything was just getting too cluttered and messy for me to enjoy. this list seems to be a lot more manageable and i get to focus on my true passion (collecting random shit)
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govindhtech · 7 months
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Baldur’s Gate 3: Launch Epic Adventures with ROG Ally
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Baldur’s Gate 3 on ROG Ally: Performance Guide & Best Settings
What framerate Baldur’s Gate 3 players on the ROG Ally can expect
While you may play Baldur’s Gate 3 on the lowest settings and call it a day, there are a few options you can increase for an observable improvement in graphical quality without significantly degrading performance. The early game hung about 45 FPS on the low end and just under 60 FPS during fighting at 1080p with FSR set to Quality and the Ally in its 25W Turbo mode.link here
Due to the game’s namesake city and its lively populace, the later stages of the plot utilise a lot more CPU, but we discovered that it rarely dropped below 30 FPS with our settings, making for a perfectly playable adventure in Faerûn, especially given that BG3 is a turn-based game.
For the ROG Ally, Baldur’s Gate 3’s graphical settings were optimised
Here are the settings we advise using on the ROG Ally,Baldur’s Gate 3 to achieve the ideal blend of performance and graphical fidelity:
Resolution: The ROG Ally’s display’s native resolution of 1920 x 1080.
DX 11 graphics API. Although some PCs may perform better with one graphics API over another, the ROG Ally Baldur’s Gate 3 benefits more from using DirectX 11.
1.0 AMD FSR: High calibre. Before scaling the image to the native resolution of your display, AMD’s FidelidyFX Super Resolution, or FSR, generates the visuals at a reduced resolution. Compared to running the game at a reduced resolution, this enhances performance while keeping higher image quality. We advise using Quality mode.
Low model quality. The geometric complexity of objects, especially those in the distance, is adjusted by this parameter. However, turning it up will result in a substantial performance hit, therefore we advise against it. Low unless you really hate texture pop-in more than the other performance-intensive settings on this list.
Medium shadow quality. Like in many games, Baldur’s Gate 3 Shadow Quality, which has a high performance cost but also has a high visual impact, controls the sharpness and stability of shadows. Since Medium offers the best value for your money and only degrades performance by a small percentage while enhancing visuals significantly, we recommend it. You can turn it up a notch, but you’ll have to forfeit a lot more frames in exchange.
High cloud quality. Though the clouds look beautiful at higher settings, there aren’t many places in the game where you’ll actually see them, and even then, this setting doesn’t seem to have a significant performance impact. With High, you can’t go wrong.
Ultra High Texture Quality. The degree of detail of textures, such as those on clothing, walls, and other objects, depends on the texture quality. Although it isn’t nearly as VRAM-hungry as many games, it has a significant impact on graphic quality and is mostly limited by VRAM. Medium is probably best with the Ally’s default settings, however we discovered Ultra to perform and look amazing with the Ally’s VRAM allotment set to 6GB.
Anisotropic X4 texture filtering. Similar to texture quality, texture filtering has a significant impact on visuals; therefore, for a visible improvement, I advise setting it to at least X4.
Low instance distance. We advise leaving this set to Low because it affects the draw distance of some objects, like grass, and can affect performance, especially when CPU-bound.
Low fog quality. The resolution and calibre of the volumetric effects are controlled by this option. Higher settings do add a little bit of definition, but it’s difficult to tell, especially on a small screen, and Low offers the greatest performance.
High detail separation. You should be able to utilise High safely because this has a minimal influence on performance and only impacts the view distance of small items.
Low level of detail in the animation. This may have an impact on CPU utilisation, which in busy game sections (like Act 3) is the primary bottleneck. Therefore, we advise setting it to Low.
TAA, or anti-aliasing. TAA, or temporal anti-aliasing, cleverly minimises shimmering and jagged edges by using numerous frames. The boost in image quality comes at a slight cost to GPU speed, especially when utilising FSR.
On for ambient occlusion. Small shadows are added by ambient occlusion in the intersections of two objects. Even though this setting has a slight negative impact on GPU performance, it is essential for providing the world with visual depth, so I strongly advise keeping it on.
Circular depth of field. When the camera is focused on anything close by, such as a character’s face during a dialogue, depth of field distorts the background of the picture. Although it can be turned off for the optimum performance, we left it on for our tests because it has a lovely effect.
Quality of Depth of Field: quarter. On the Ally’s little screen, Quarter looks almost as good as Quarter + Denoise and performs better.
God Rays are on. When light enters an opening, this adds illumination to fog or other particles but doesn’t appear to have a significant impact on performance. Therefore, we advise leaving it on.
In bloom. Though you can adjust it to your own preferences, we think this post-processing effect looks excellent.
Off for subsurface scattering. The lighting for things like character faces is barely impacted by this. We decided to keep it off for the performance gain because of how subtle it is.
Off for Slow HDD Mode. Since the Ally has a lightning-fast PCIe SSD, we can turn off this feature even though it enhances speed on older spinning hard drives.
Off for dynamic crowds. Thankfully, turning this off doesn’t significantly reduce immersion and is necessary to achieve respectable framerates in Act 3.
Read more on Govindhtech.com
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wumblr · 1 year
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grb230307a, approximately
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grb230308a, maybe
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icecube 230306a, perhaps
deep space weather report: march coming in like a lion...? there are enough gamma ray bursts to make me go "that seems like more than usual" (a regular occurrence, sometimes the sky is quiet and sometimes it's loud)
possibly also another interesting neutrino event (icecube 230217a) but it does not seem to be coincident with the GRB filed under the same name (different areas of the sky). GRBs 230228a and 230204b might also be interesting, based on sheer volumetric analysis of circulars (more telescopes looking at an event usually means more professionals in the field evaluated it as worth looking at). events that do not have many observation reports include another possible neutrino event 230220a and three GRBs on march 4th
deep sky survey is not really the tool to use here, unless a GRB happens to be from one of the, i don't know, trillion nearest objects. even then, these are usually relatively wide areas of uncertainty, a few degrees of sky. it's possible the source objects are shown within these images, but not properly centered on them... obviously DSS wouldn't show this week's burst activity since it's a years-old survey, but i happen to enjoy peering at a seemingly empty patch of sky like "what's going on there," or keeping a searchable bank of event nametags in a journal, so i can tell which ones i was looking at in near-realtime when they show up in the news 6 months later
one thing i would like to see (a tool that might already exist) is like, a rolling past month of events, with their plausible areas of origin shown on a skymap... numerically, it would be fairly easy to look for approximately coincident events in a spreadsheet (highlight if areas overlap) but difficult to represent as a map (spreadsheets do NOT have spherical charts without, idk, writing an applet in visual basic)
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