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#WAIT...the D-6v6
ultrakdramamama · 1 year
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230328 shinee  샤이니(SHINee) Official #TAEMINisback_D6v6
@xoalsox
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eldrxtch · 1 year
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don’tcha know?
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nazaar · 4 years
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borahae 💜
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ars0nism · 3 years
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WAIT WHAT DOES SALADIN THINK ABOUT STASIS
he comes back and the first iron banner match happens and its just a 6v6 of stasis only and he goes down to ask like. shaxx n zavala and shaxx is like ":D new grenades" and zavala is already hunting down all 12 guardians because stasis is illegal
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fivegems · 5 years
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(191006)🐥SuperM FANSIGN (source) 
OP: So what happened was that they told me to go to line four and I started counting the members and eventually TM appeared and his line was empty so I knew it was my turn to see him. My prince was right there. right before my eyes  😭 and once I realize it was him I was like “OMYGOSH TAEMIN” and I got a little nervous so I cover my mouth and then he was like “OHMYGOSH NICE TO MEET YOU” and I handed my album over and I was like LTM I LOVE YOU SO SO SO MUCH and he was just like AW THANK YOU SO MUCH and then I fucking showed him my tattoo. I did it. and I was like TM look at my tattoo and he saw and was like “OHHHH:O” and I was all dumb like do you like it and he was like I love it! He fucking loves my tattoo Im crying so hard 
And then I tell him TM ILYSM I’ve been waited for years to meet you and then he sits back and put a hand over his chest and was like “SO SORRY IT TOOK SO LONG” and then I was like “NO NO IT’S OKAY ILL WAIT AS LONG AS IT TAKES” and he just smiled and then started signing my album and then I made a bold move and was like “IS IT OKAY IF YOU WROTE MY NAME ON IT” and he was like OF COURSE ALL 6v6 and So he was like “WHAT IS YOUR NAME” and I was like “MIRANDA” and So I started spelling it for him because I knew it might be tricky for him and he was repeating every letter after me and then when I got to “N” he was like “D right” and I was like “YES THAT’S RIGHT” and he got so “6V6″
So he handed my album back to me and I said “THANK YOU SO MUCH TM” and I said “ I HOPE YOU’LL BE ABLE TO DO A SOLO TOUR HERE IN THE US SOON” and he was like “OH WILL I SEE YOU THERE” and I got so  JFJCUDUFUEUFUFUFI and said “OF COURSE I’LL BE THERE DON’T WORRY” and then we said BYE.
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mixxxfeelings-blog · 6 years
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Destiny 2: Out with the New..In with the Old?
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So I’ve been a hardcore Destiny fan since its release and I will be the first to tell you it works best in bursts.
Throughout the entire franchise Bungie had always done a poor job at the simpler aspects of communication. They promised things, that depending on your interpretation of their words, were very feasible or too ambitious. At best their words came across as nebulous to much of the diehard and casual community.
In D1, The Taken King brought new life into the game when it needed it most. Now in D2 it looks like we’ve hit the same point.
A lot of players, myself included, have been running on empty trying to care about the expansions D2 delivered in the first year. Curse of Osiris had much to be desired and I’ll finish Warmind when I have the time. But after spending so much time maxing 3 characters on 2 systems I really needed a reason to do so.
So let’s talk about FORSAKEN.
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                          THE BOYS ARE BACK IN TOWN.
Quite literally we are going backwards and that’s a great thing. When D2 came out and the most devoted players had run out of content to actively do, the critiques and complaints started pouring in. If you lurked on the DestinytheGame subreddit you could see that most of the comments made comparisons to between D1 and D2 in regards to features, activities, and general quality of life changes to the franchise. Many players felt that D2 offered a more simplistic and streamlined experience in relation to D1, which left the hardcore players with little to do week after week. With Forsaken, Bungie is trying to take that criticism and run with it.
So what’s coming back? Over the course of the summer Bungie will be updating the game to reintroduce older modes and pother changes that all players (not just those who purchase Forsaken) will be able to take advantage of.
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In general we can see that they will be tweaking some of the D2 systems to make them work better for players, while the roadmap doesn’t give us all the exact details. As of now the first two columns are already live, modifying players options in the Crucible, adding space to the Vault, and expanding the Masterwork system are probably the most notable changes there. 
Between now and then with update 1.2.3, we will be getting 6v6 Quickplay and Permanent Rumble, two Crucible options that players have been asking for since the first couple months of the game. In addition to that we’ll be rounding out Year 1 with Prestige Raids and Triumphs, both returning systems from D1 and an event called Solstice of Heroes, which will probably be further detailed during Bungie’s E3 event.
In the final column we have a list of the smaller additions Forsaken will be bringing. Some of these changes we examined a little more deeply than others during Bungie’s ViDoc, so for now we are gonna stay focused on those.
The first guy on the list is Gear Collections. Separate from the Vault and the Tower Kiosks, the game will now allow you to track what Weapons, Armor, and Items you have obtained during your D2 tenure.
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The categories tell you how many of the items you have collected, how many there are in total, and what you need to do in order to get the ones you’re missing.
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Then with Exotics (maybe more but we’ll have to wait and see) you can purchase exotic items you have unlocked, but may have dismantled during your gameplay. With the exotics and you haven’t discovered the Collection will let you know if you have top complete a particular quest or objective in order to discover it.
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Other additions that weren’t individually pictured, but are interesting nonetheless are Weapon Slot Changes, Weapon Randomization, and an update to the Mod System.
With the weapon slots, Bungie is looking to bridge the gap between new and old players.
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D1′s weapon setup had 3 slots, Primary (Assault Rifles, Hand Cannons, Scout Rifles, Pulse Rifles), Secondary (Shotguns, Sniper Rifles, Fusion Rifles, Sidearms), and Heavy (Machine Guns, Rocket Launchers, Swords).
D2′s set was a tad different with their slots being Kinetic and Energy which shared all weapon types, with the exception of Grenade Launchers, Rocket Launchers, Swords, Trace Rifles, Shotguns, Sniper Rifles, Fusion Rifles, and Linear Fusion Rifles. whew
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Players felt that D2′s changes made players weaker all around, by sticking the game’s more powerful and situational weapon types into the weapon slot that would have the least amount of ammo drops and overall use.
With Forsaken, you can move weapons to any of the 3 slots you want, which means things are gonna get a whole lot crazier, but its gonna be a great ride for both PvE and PvP environments.
To add to that insanity, we’re getting back Radmon Rolls (Weapon Randomization), meaning that not every gun of the same make and model is identical. Bringing more of the Borderlands style of gun drops to the game. Some gun/perk combinations will work really well, some will be useless and do nothing, and others will (this is may personal favorite), will cause players to janky, different things with their loadouts
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NEW STUFF INCOMING
So what do we have on the way?
New WEAPONS
New ENEMIES
New PLACES
New MODES
New RAID
NEW SUPERRRRRS
So considering this is our first look at all this content, there may not be too much to say at this point, but the visuals give us enough to be excited about.
So it’s no surprise that we’re getting new weapons, I mean that happens all the time right? But new weapon types? Not so much. But Bungie’s taking us back to 2013, when Bows were dominating the video game ecosystem.
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So Bungie didn’t go into the specs of the Bow weapon type, but this is what we know or can infer right now:
Different Bows are designed for different types of engagements, most likely close range, midrange, and long distance.
Some bows have energy related abilities.
Time-to-Kill is balanced to make up for the act of drawing the bow.
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Now Enemies. Because Bungie will be exploring more of the story during their E3 slot, we only know a bit about who were are gonna be fighting in Forsaken.
But if you guessed Fallen
YOU’D BE RIGHT
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I bet you’re all wondering why I’ve gathered you here today.
So what they have said so far is that there has been a jail break at the Prison of Elders in The Reef, so it stands to reason that all the enemies we’ll be fighting are some topnotch Fallen.
We will be getting new Fallen enemy types and a sizeable number of Baron boss fights.
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The major Barons are said to each operate in their own way, providing different types of engagements, instead of just a simply Kill List.
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So where is all this going down? So obviously we’re going back to The Reef, the section of the Solar System that has appropriated the asteroid belt in Jovians (the Jupiter/Saturn area).
More specifically we have a new area to explore!
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The Tangled Shore is a network of terrestrial platforms floating in the Reef, that are linked together through cables and wires. The idea itself is reminiscent of Fallen architecture, but I think it’s safe to assume the Awoken are responsible for its creation.
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I would appear to be very open from the shots delivered in the ViDoc, but these could be imagine captured from cutscenes or early builds of the game that haven’t been populated. So there’s definitely more questions than answers here.
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There is definitely an overwhelming Western theme in play here so maybe it just empty???
With the new Raid Bungie confirmed that there will be a new location that will house the Raid itself, which is slightly different than the previous raids, which were typically connected to the general overworld. How exactly they plan to section all that out has not been discussed, but I’m sure we’ll get more information on that moving forward.
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The new raid is takes place in the Dreaming City. This is the birthplace of the Awoken, who are descendants of humans that escaped Earth’s orbit during the Collapse. As it stands we don’t have a real sense of the general timeline of those events, but it seem reasonable that the Dreaming City may provide some answers.
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Bungie has said that the new raid with offer new puzzles to solve and mysteries to uncover. But that’s nothing new. What’s new: The raid will CHANGE. Bungie says that as people continue to play the raid, the environments will change so that over the course of weeks and months the raid will not be the same as it was when it premieres.
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Definitely gets points for being pretty.
Time will tell what the scope of these alterations and changes will be. Players at least remember that the Infinite Garden from the Curse of Osiris expansion didn’t live up to the hype. Hopefully, the Dreaming City can.
So we’ve hit some PvE content, some PvP content, so now let’s talk about some content for PvEvP???
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So at first glance this takes me back to Archon’s Forge from D1′s Rise of Iron expansion. Not surprisingly considering some of Bungie staff have looked to RoI for some inspiration, but we’ll get to that in a second.
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For starters, Gambit is a mode for some PvE arena goodness. You kill enemies for motes of light which your team collects to deposit in your bank.
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When you do that you end up sending a stronger enemy over to the opposing team’s arena. While that enemy is alive the other team will be unable to deposit motes, so you can gain a lead. After that you can fill up your bank, which summons an enemy for you and your team to take down, called a Primeval. Once you defeat it, you win the the round. Simple right?
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BUT WAIT THERE’S MORE!
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You can also use motes to jump over to the other teams arena to kill their guardians or just generally prevent them from advancing. Bungie didn’t say what limitations there are in doing this, but I’d bet there’s a once per round limit.
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Hmmmm? Is that everything? I felt like there was something I was really excited about, but after getting this far Ican’t seem to remember what...it...was...
OHYEAH
NEW SUPERS
But now I’m sad because I just remembered. Bungie didn’t show us too much on this front. But what they did say give us enough to work with I think.
So, first thing, these are not really new classes. Big difference there. And I really think what they’re doing here is more reasonable. They are creating new perk paths.
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In D1, each class at a suite where you could choose what perks you wanted to pair together, but you were limited to one perk from each column (i.e. you couldn’t use two grenade type perks at the same time). The downside to that system was that you typically wouldn’t alter your perks much. At best you found the right combination for your playstyle and kinda left it at that. You couldn’t go full RPG and style your perks for different engagements as much as you might’ve wanted.
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But in D2, the classes were steamlined as well. You choose from a jump type, grenade type, and melee type. Then you chose your path, which contained perks that would affect your playstyle. With a new super getting added to check class, it would be unreasonable for them to not introduce new perks, or a new path to augment it.
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From what we’ve seen older supers look like they could have new abilities and new supers may be lifting parts from the super we lost going into D2. Gunslinger seems to be pairing its Throwing Knife mechanic with the old melee Super Bladedancer.
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Warlocks seem to have a flashier teleport during Stormtrance and beam super not unlike what Moira from Overwatch has. And Titans get a Warhammer, which seems to blend together abilities from the new and old Sunbreaker.
GEEZ, that was more stuff than I thought to have before E3. But we got through it and I’m definitely excited to get back into one of my favorite game addictions!
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hoshbrownie · 6 years
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barista! hoseok
a/n: ok at first i forgot i could just post this and then tag you but i remember so here we are @reflecstion i hope you like your present!!!!!! merry christmas!!!!!
hoseok works at a cafe a little ways from your university
and you’re a regular at the cafe
the cafe is pretty quiet and the perfect place to study bc wow it’s so cozy and the coffee is so good!!!
also the barista is pretty cute but you’re too shy to actually approach him and yknow, hit him up
hoseok makes the most intricate latte art in your cup
they’re always either extremely cute or just straight up impressive
latte art designs range from cat to rainbow swan
when you get your coffee to go, he writes cute lil messages on it!!!
draws loads of :D and 6v6 in the messages
yoongi almost convinced him to write his number once
keyword: almost
when you come to the cafe, hoseok just lights up
when there aren’t any customers ordering drinks, he just looks at you from across the cafe
he thinks you with your studying face is extra adorable
and when you’re not studying, you stare at him too 👀👀👀
he just looks so cute n passionate :”))))
tbh yoongi has to deal with this staring back and forth and one day he almost screamed “for gOD’S SAKE JUST START DATING ALREADY”
but hoseok moved fast and he clapped his hand over yoongi’s mouth and dragged him off to the kitchen
once, you accidentally stayed past the cafe’s closing time because you were trying to get an assignment done and got carried away
you’re alone in the cafe with hoseok n yoongi
yoongi: perfect opportunity!!!!! go for it dude!!!!!! i’ll finish locking up!!! he’s been rooting for you secretly and needs you guys to actually get together before he loses his shit
hoseok puts down the rag he was cleaning with walks over to you
he taps you on the shoulder and you’re startled
you realise what time it is and start going sorrysorrysorrysorry as you scramble to pack up
“would you want to go out or something?? i mean you don’t want to it’s ok kjsjfjDHSHSJD”
he’s all blushy and shy??? honestly it’s the cutest thing you’ve ever seen???
doesn’t help that he is wearing a christmas hat bc of christmas~~~~
you just get super flustered bc wow you just kind of embarrassed yourself
but also your coffeeshop crush asking you out??? h e l l  y e s
so you two just stand there, both blushing messes
“uh yea sure!! and why would i not want to???”
but you guys go out for your date and it’s just a casual dinner followed by a stroll in the park
you end up at the gazebo and it’s all decorated for christmas with the pretty fairy lights hung on the pillars
hoseok looked so great with the soft glow of the lights casted on his face
“wow he looks so nice,” you thought
hoseok: jsjfjaKKFNA
wAIT DID U SAY THAT OUT LOUD I THINK U DID
“i- i think you look nice too”
tBH you guys just keep getting flustered around each other and can’t look the other person in the eye
it’s getting pretty late so hoseok offers to accompany you back home
as you walk back to your apartment together, he just slips his hand into yours
you just look over at him and he has the biggest smile plastered on his face
before he leaves, you give him a peck on the cheek
his face just turns beet red and he lets out a small “see you soon” and scurries off
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alyruko · 6 years
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Hurrhurr, 'tis I, ur secret Santa!I I'm so excited! I like so many of your suggestions but I'm gonna have a hard time deciding what to do. 6v6
Aaaaa hello! I can’t wait to see what you create! :D
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symbianosgames · 7 years
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D?as Update »Live Fire« für den Shooter Titanfall 2 lässt noch etwas auf sich warten. ?
Zum Thema Titanfall 2 ab 43,98 € bei Amazon.de Titanfall 2 für 54,99 € bei GamesPlanet.com Ursprünglich war geplant, dass das Update »Live Fire« für den Shooter Titanfall 2 noch im Verlauf des Februars 2017 erscheinen soll. Doch wir müssen uns wohl etwas länger gedulden.
Wie der Entwickler Respawn Entertainment jetzt auf der offiziellen Webseite bekannt gegeben hat, verzögert sich der Release noch etwas. Zwar gibt es auch weiterhin keinen konkreten Veröffentlichungstermin, doch immerhin hat das Team die vorläufigen Patch-Notes preisgegeben.
Kernstück des Updates ist der gleichnamige Spielmodus »Live Fire«. Bisher bekannten Informationen zufolge handelt es sich dabei um einen 6vs6-Piloten-Modus mit aufregenden Nahkämpfen an vorderster Front. Währen der Matches gibt es reichlich Zeitdruck: Nur eine Minute bleibt den Teams, um ihre Gegner zu besiegen und die Runde zu gewinnen.
Mehr: Battlefield 1 & Titanfall 2 - Keine Überraschung: Ein Hit, ein Flop
Hier die vorläufige Liste der Änderungen:
Patch-Notes für Titanfall 2 (Live Fire)
New Content
Live Fire: A new Pilot vs Pilot elimination game mode! It's a 6v6 round-based with no respawns, you will have one minute to eliminate the opposing team in order to win the round. You can also win the round if your team is holding the neutral flag when the round timer ends. The team to win 5 rounds first wins the match.
New Live Fire Map - Meadow, a lush location with grassy lanes and rocky outcroppings that provide site lines for long engagements and sneaky routes for flanking. Also zip lines are back!
New Live Fire Map - Stacks, an industrial location of open areas that sandwich a dense center point framed by towering structures. The verticality encourages attacks from above and rushes from the outside lanes.
New Faction Leader animations! Faction Leaders now play a randomly selected animation during the beginning dropship animation.
New Audio for the DLC Commander Intros.
Added a new execution, "Late Hit". Deliver a flurry of Stim fueled punches that pummel your enemy to the ground.
New Features
Mixtape Matchmaking: A complete overhaul of our multiplayer matchmaking. This new feature will allow you to create your own "mixtape" of modes to your heart's desire.
Gamepad: Custom Button Mapping (Pilot & Titan)
Gamepad: Crouch Button - "Hold to Crouch" Option ("Toggle" is still default)
Gamepad: ADS Button - "Toggle" Option ("Hold to ADS" is still default)
Controls: "Hold <use> to Rodeo" Option ("off" is still default)
Advanced Hud: Disable Party-Member Coloring on HUD (some colorblind players may prefer this)
Community FAQ: New section of the FAQ to highlight upcoming patches, DLC drops, trailers, and creations from the community
New Sounds for the Stim Pilot Execution, "Late Hit".
Added Film Grain Slider
New ambient environmental sound effects to bring the livefire maps to life. Meadow is a fusion of virtual reality and natural forest ambiences while Stacks is a fusion of virtual and industrial sounds.
Game Improvements
Holo pilot decoy can now deploy on ziplines.
Holo pilot decoy is more resilient when stepping over things and colliding with walls at certain angles.
Holo pilot decoy is now visible in the threat scope and sonar grenade pings.
Holo pilot decoy no longer runs on top of dome shields.
Holo pilot decoy no longer crashes into the ceiling and dies when running through doorways.
Holo pilot decoy should be more resilient when started during wallruns.
Kraber can no longer be shot as a semi-automatic if the player presses the reload button at the same time as the fire button.
Titans that are invulnerable while performing executions will have their lifebars colored gold and flashing to communicate their invulnerability.
Added some out of bounds triggers and props to block off areas for Crashsite and Complex.
FOV is now saved per-user.
When switching weapons while editing a loadout, the game will now preserve your mod choices if possible.
Ronin now shows his sword in the loadout menus.
Credit purchasable items now show a credit symbol instead of a lock symbol.
Friends' names will now show up green in chatroom and in-game.
Prime Titans can now use Nose Arts.
Network Admins can send messages to the network in-game, rather than only through titanfall.com
Added extra text to make clear that Warpaints are not supported on Prime Titans.
Capped max range of Reapers' weapons in Attrition.
Toned down the excessively loud dropship sounds in Attrition.
Adjusted Volume Falloff of Cluster Rocket Explosions so you don't hear them from across the map anymore.
Added some lobby text notifications to inform players that they are waiting on the party leader before restarting matchmaking.
Nuclear Eject damage no longer fills your Titan Meter.
Reduced the area affected by the Nuclear Eject screen shake.
Increasing crit damage Pilots deal to Reapers in Multiplayer.
Titan Balance
Tone
Reduced Salvo Core's damage.
Removed the damage falloff from Salvo Core rockets.
Increased the cooldown of Sonar Pulse.
Reduced the projectile size of the 40mm.
Tone Burst Loader Improvements:
Slight presentation tweaks.
Updated audio cues.
Leaving ADS now clears the charges
Northstar
Removed the damage falloff from Flight Core rockets. This should make her more consistent in dealing high damage.
Increased dash regen rate.
Ronin
Increased dash regen rate.
Scorch
ADS'ing with his primary weapon will display the projectile's path.
Ion
Fixed a bug with Vortex Shield where reflected bullets would deal a high amount of splash damage.
Weapon Balance
Devotion
Added very far damage settings, reducing its damage at distance.
Added more kick to the first shot to make using single shots more difficult.
Increased view kick during sustained fire to create a slightly larger spread.
Archer
Fixed the homing speed so it will once again track targets as expected.
MGL
Reduced the projectile speed.
Increased the fuse time.
Misc Bug Fixes
Fixed being able to be shot by snipers behind the cover of the amped wall if the shooter is really close.
Fixed sentries so they now properly track targets through the amped wall.
Fixed tracers not showing up when shooting through friendlies with bullet weapons.
Fixed the MP R201 not dismembering stalkers and ultimately being less effective as other similar weapons against stalkers.
Fixed bug with using A-Wall/Hard Cover while phase shifted.
Fixed some cases where players could plant turrets in mid-air.
Fixed HUD display incorrectly showing number of Electric Smoke charges.
Fixed case of scoreboard counting a Titan termination on a piloted Titan counting as 2 pilot kills.
Fixed MOTD not displaying over a certain character limit.
Fixed Charge Rifle with Quick Charge mod skipping cooldown after firing and switching weapons.
An elusive Nessie has still not been found…last seen in the mission Blood and Rust…
Fixed bug with getting doomed with Stealth Auto Eject while in the midst of melee. Also fixed rare case of being stuck permanently in a "Ejecting Titan" cockpit animation.
Fixed some cases of being stuck inside of level geometry with Rodeo.
Fixed Grenade indicators not showing up sometimes.
Fixed incorrect bullet hit detection immediately after being damaged.
Fixed some cases of being stuck inside of level geometry with Phase Rewind.
Fix asian languages not always word wrapping correctly.
Fix input duplication between chat messages and the game.
Fix pick up ammo sound incorrectly playing in MP.
Fixed issue with browse not highlighting a network when clicked from lobby.
Fixed hover FX not playing in NPC kill replay.
Fixed Ion's Laser Core FX appearing offset from crosshair.
Fixed showing the turret placement hint when player spawns, but doesn't have a turret, due to watching a kill replay with the turret placement hints.
Fix camera becoming disoriented when navigating the store.
Fix formatting issues in stats page.
UI bugfixes when browsing networks and in the chatroom.
Fixed a bug with the nose art menu that left the player on a blank page sometimes.
Fixed a bug with SP achievements not correctly counting all Pilot Helmets collected. (Will trigger when opening main menu)
Fixed some stats related issues with player melee.
PS4 Fixes
Accepting a game invite while the game is not running will now properly connect you to the invited lobby.
General stability improvements.
PS4 Pro Fixes
Increased sun shadow resolution.
Xbox One Fixes
Stability improvements when browsing the store.
Fix not being allowed to start multiplayer after resuming the game from suspend when the player's profile is not linked to an Origin account.
Fixed being able to accept invites to a game that the player is already participating in.
General stability improvements.
Correctly grab the system voice permissions from Xbox and honor it in game.
PC Fixes
Added Adaptive Supersampling. When enabled and running faster than the FPS target, the game will dynamically increase rendering resolution up to 2x the target resolution to improve AA quality. If the maximum supersampled resolution exceeds 16K in either dimension (e.g. when running at Eyefinity/Surround resolutions), this option will be unavailable.
Added Very High to the Model Quality tiers.
General stability improvements.
Added Model Draw Distance to allow pushing draw distances further out.
Added description for Triple Buffered in the VSync description text.
In an effort to reduce hitches from texture streaming, the "Texture Quality" setting has been renamed to "Texture Streaming Budget" to more accurately reflect the setting's function, and the tiers have been renamed to indicate the VRAM amount needed. A warning has also been added when the game detects that the chosen tier uses more memory than currently detected. The goal is to only use about ~75-80% of the VRAM when the game is running to avoid GPU memory management hitches.
Spun D3D texture creates off onto a dedicated thread to avoid driver stalls and added throttling to the number of textures that are made live by the streaming system every frame. The throttling mechanism is simplistic and can be improved, but we want to get this out earlier to see if we're on the right track in reducing texture streaming stutter before investing more engineering effort. If you were previously experiencing stutter, please provide feedback on whether stuttering has noticeably improved after this patch.
Adaptive Resolution FPS Target is no longer capped by max monitor refresh rate and instead caps to maximum supported FPS (144).
Improve VRAM detection accuracy.
Improved SLI/Crossfire compatibility. Players are recommended to not use TSAA when running in multi-GPU mode because TSAA can negatively affect performance scaling.
Improved frame rate stutter detection tools.
Enabling adaptive resolution while VSync is set to Double Buffered should now reliably force VSync to Triple Buffered.
The game now prevents the screensaver/lock screen from coming up due to idling while the game is running.
Added additional info to rare startup error "Failed to CreateGameWindow. Resolution Unsupported?" and a speculative fix for it.
Fixed adaptive res FPS target incorrectly resetting to 60.
Fixed texture streaming being disabled on GPUs with < 2GB of detected VRAM.
Fixed the game crashing on startup if a user has AMD GPU drivers installed, but is no longer using an AMD GPU as the primary adapter.
Fixed memory leak experienced on Crossfire setups.
Fixed various UI scaling issues when running in Eyefinity/Surround ultrawide resolution.
Added text clarifying "Invite friends" functionality doesn't work while the Origin overlay is disabled.
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