![]() So I've semi figured out what was going on with some of the shadows. I generally stay between 35-45 and never drop below 30. A few seconds after it ends you'll see the little "saving" icon in the lower right corner.Įdit 2: With regards to the stuttering and lag spikes - for me, the framerate's not the most consistent (heavily depends on what you're looking at) but I haven't really had any stuttering to speak of. :\Įdit: The game should autosave whenever you do a "main" light diary thing (one that requires you to "tune the signal" or whatever). Supposedly Nvidia is releasing a new driver soon, though that might just be for SLI support. Regardless, the textures are generally very very high quality so I'm not complaining. No change in framerate or image quality regardless of setting, though it did use a little less VRAM (2200 MB on low, 2800 MB on Very High). Tried to see the difference in texture quality, but I got nothin'. When taking screenshots for this post with Very High object detail it honestly took me a pretty long time to find any noticeable instance of shadow pop-in *at all* - you really only see it on super tiny details (detailed self-shadowing on hay bales, the shadow of a handle on a paint bucket, etc.) - basically really small stuff that you can only see close up anyway. I can spot it if I'm specifically looking for it but it definitely wasn't distracting. I've been playing on "High" object detail for framerate reasons and honestly I hadn't consciously noticed any shadow pop in at all. In this case, the detail shadows on the house pop in about 20 feet away, which is perfectly reasonable. Basically, big or "important" shadows like the landscape, houses, cars trees, etc.) are basically always visible no matter the distance, and smaller details pop in as you move closer. The last two images show where shadows pop in on Very High object detail - notice the shadow below the window ledge on the left. There's a very clear difference in the wheat and distant tree details as the object detail increases - try opening each image in a separate tab and switching between them to really see the difference. I made an imgur album showing the different Object Detail settings and how they affect LOD and framerate (FPS counter in the upper right). I feel like there must be a bug or something with Nvidia drivers (or possibly your specific setup?) because what you're describing has not been my experience at all (Radeon HD 7950 3GB with the latest 16.3.2 drivers). It's hard to concentrate and immerse yourself when the game is falling apart around you. Considering most of the game's focus lies on searching the environment I'd say this is an enormous flaw. But the way it is now, something needs to be done. I don't know how this ran on PS4, if there was a digital foundry article I didn't see it. The way it's handled appears buggy because I can't see any perceptible change to the distance LOD objects replace the fully detailed models pop-in occurs extremely close to the player (especially where grass is concerned) and shadows have a zone within a short distance from the player where they don't display at all, this can be seen upon turning around in the first few seconds of the game. Raising this should increase the range at which shadow detail drops off as well as texture quality and polygon count of in-game objects. Now, my main issue is the way LOD/Object Detail works in this game. ![]() If I had to guess high is the highest actual resolution textures and very high is simply increasing the vram cache. Changing settings does nothing to nullify the stuttering and lag spikes, assumed textures were using over 4gbs of ram but reducing them to medium does little to nothing.īefore I go into my main problem, I just want to say this game does not look anywhere near good enough to be lagging this much, furthermore switching to very high textures doesn't appear to change the quality of the textures themselves. Hey, so I'm aware of the performance issues and the lack of any reliable way to solve them.
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We’re reviewing underused skills, assessing casting delays, making tooltip quality-of-life changes, and more to fulfill these goals. This is incredibly special, as the last patch to make balance changes to classes in Diablo II was Patch 1.13c, which was released back on March 23, 2010! Now, eleven years later, we’re making new changes to expand character build diversity, and retain class fantasy and specialty! These goals are crucial. We’ll continue monitoring the community’s opinion and preference on this front as we approach PTR for Patch 2.4 early next year.Īfter so many requests from the community, we’re thrilled to share new balance changes are coming to your favorite heroes in Diablo II: Resurrected! As fans ourselves, we’re just as eager as you to find new ways to play. Presently, we’re considering four months for Ladder Seasons. The duration of Ladder is an element our team is still trying to gauge as we progress forward, but we’re looking to create the “rush” of a new ladder and find the best timeframe for Ladder rotation that meets your expectations. Lastly, we’ve been monitoring discussions around Ladder Rank play in the community. Currently, we don’t have specific new Rune Words to showcase, but if you tune-in to our Developer Update Stream (more details below) hosted by content creator MrLlamaSC, you’ll be able to receive a glimpse! Then at the beginning of the next Ladder season, players will make a new Ladder character and start all over again to earn new rewards. At the end of a Ladder season, players who successfully made these Rune Words will have their Ladder characters be moved into a “non-Ladder” version of the game. The hardcore (only 1 life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.įor the first time, players will have the chance to unlock a host of new Rune Words in the Ladder system! To be clear, these Rune Words have never existed in the game before, and they will not be accessible in non-Ladder play like the previous set of Ladder-only Rune Words in the original Diablo II experience. The casual version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content. The hardcore (only 1 life) version of Ladder play that encompasses playing with four acts. The casual version of Ladder play that encompasses playing with four acts. Like Diablo II Classic, Diablo II: Resurrected will feature four different Ladder modes, including: Version We can’t wait for you to begin your climb, but for now, let’s dive into some exciting details around this upcoming feature! Our teams have continued to invest time in making the game experience and performance smoother for everyone. ![]() The competitive nature of this feature demands stability as players race towards 99. ![]() Ladder Rank play is arriving early next year! Our priority for Ladder Rank play has always been for this mode to be a smooth experience. PLEASE NOTE: Game content discussed in this blog is not final and subject to change. We’d like to take this opportunity to highlight exciting upcoming balance changes, alongside a couple of new features coming in our next Diablo II: Resurrected update! Both are fun games you’ll also love playing.
Timing for both delivery of the tanks to Ukraine and the training of Ukrainian troops is fuzzy. Asked directly about German pressure, Biden told reporters, “Germany didn’t force me to change our mind.” WHEN WILL UKRAINE RECEIVE THE ABRAMS TANKS? Asked repeatedly what changed, Biden administration officials sidestepped. Gradually, the German stance began to publicly soften, leading to Wednesday's announcements. Leaders from countries that have Leopard tanks met with the new German defense minister. Top defense leaders from more than 50 countries met at Ramstein Air Base in Germany to discuss Ukraine's ongoing weapons and equipment needs. Mark Milley, chairman of the Joint Chiefs of Staff, spoke and met with their German counterparts and other allies. Defense Secretary Lloyd Austin and Army Gen. administration official said talks had been going on for some time but “in a much more intensified way over the last number of weeks.” The official spoke on condition of anonymity to provide details on the decision.įrom President Joe Biden on down, calls were made, including to Scholz. “This is the result of intensive consultations, once again, with our allies and international partners,” Chancellor Olaf Scholz said in an address to German lawmakers on Wednesday.Įchoing Scholz, a senior U.S. and German officials both used the word “intensive” to describe the talks that ultimately led to the tank turnabout by both countries. The impasse frustrated European allies, such as Poland, who wanted to send Leopards but couldn’t without Germany’s OK. The U.S., meanwhile, argued that the German-made Leopards were a better fit because Ukrainian troops could get them and get trained on them far more quickly and easily. put its Abrams on the table, due to concerns that supplying the tanks would incur Russia’s wrath. ![]() Germany had been reluctant to send the Leopards, or allow allies to send them, unless the U.S. WHY DID THE BIDEN ADMINISTRATION CHANGE ITS MIND ABOUT SENDING THEM TO UKRAINE?ĭespite all the drawbacks expressed by the U.S., when all was said and done, it came down to political realities and a diplomatic dance. The Abrams tanks are made by General Dynamics and each one costs over $10 million when including training and upkeep, according to Reuters. Ukrainian forces will have to learn how to operate its more complex systems, and how to keep it running and fueled. The Abrams also will require months of training. It may or may not be the right system,” The under secretary of defense for policy, Colin Kahl, told reporters last week at the Pentagon. It is not the easiest system to maintain. “The Abrams tank is a very complicated piece of equipment. When those vent filters get clogged - whether by sand, as soldiers reported to GAO in 1992, or by debris they might encounter in Ukraine - they can't perform. In addition, like any jet engine, the Abrams' turbine needs air to breathe, which it sucks in through filtered rear vents. While an Abrams can storm through the snow and mud, fuel trucks can't. worried that the tanks' fuel demands would create a logistical nightmare for Ukrainian forces. WHY WAS THE US APPREHENSIVE ABOUT GIVING UKRAINE ABRAMS TANKS? It will burn through fuel at a rate of at least two gallons per mile (4.7 liters per kilometer), whether the tank is moving or idling, Butler said, which means a constant supply convoy of fuel trucks must stay within reach so it can keep moving forward. The Abrams' jet engine needs hundreds of gallons of fuel to operate. The Abrams, he said, "didn’t even notice” the mud. Butler recalled a muddy exercise in the late 1990s at Fort Stewart, Georgia, where he’d voiced concern about the tanks getting stuck because it had already stuck the Humvees. ![]() The Abrams' powerful jet engine can propel the tank through almost any terrain, whether heavy snow or heavy mud, said Kevin Butler, a former Army lieutenant who served as an Abrams tank platoon leader. More recently, the battle titans led the charge to Baghdad during America’s 2003 invasion of Iraq, as 3rd Infantry Division units conducted what was dubbed “Thunder Runs” to break through Iraqi defenses. Ron DeSantis agrees to debate Gavin NewsomĬrews interviewed in a 1992 Government Accountability Office review after the Persian Gulf War praised its high survivability and said “several M1A1 crews reported receiving direct frontal hits from Iraqi T-72s with minimal damage.” ![]() Released as an alpha, i will try to improve it further on my free timeĬrediting when using this model in merges and such is much appreciated. File:Dead-Space-2-Necromorphs-Guide-Infecetors-Pukers-And-Crawlers.jpg. It honestly looks like someone was brutally mauled by a bear, only for their body to rearrange itself so that it could get up and start killing people. Dataset for the model was around 18 pictures including pictures from the web and in game and manually captioning images. File:Dead Space Concept Art by Jason Courtney 08.jpg. concept art of the necros Take note of the disgusting stringy hair matted with blood, the gross sheen of bodily fluids covering its body, and the grotesque mangled frame. I had limited time gathering the dataset, quality of this model is lower than i usally aim. Prompts 'flesh, gore, horror, blood, long limbs fused with sharp bones' could help with the generation. According to The Art of Dead Space, an early idea for the Necromorphs was that. Below are a collection of both fan artwork of existing Dead Space necromorph designs and also my own original horror creature designs inspired by the game. Stances (slashing, attacking an another person) are not available right now, i will try to add them later on.Įxample promts deadspaceslasher standing in a dark space station / deadspaceslasher in a dark room. Necromorphs are mutated corpses reshaped into horrific new forms by a. Weight could be reduced when using SD upscale or certain img2img actions. Recommended weight range is around 0.4-0.7 depending on the model and CFG vaule, I found that 0.54-0.6 works decent enough with HiRes fix. Works better with lower CFG vaules (3-6). No matter how many 3D models you need, well take care of it. Work directly with a 3D artist for your project. Started this project this June before the news of the remake became apparent. 3D model Dead Space Necromorph dead space horror fantasy character, formats STL, ready for 3D animation and other 3D projects. Slasher Necromorph from Dead Space series by EA. More model information Newer version here: Remastered version of the Leaper Necromorph from the Dead Space franchise. |
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