Comments 268

Re: Metroid Prime Trilogy Had A Core Dev Team Of Four, Surprisingly

Nalverus

@Wavey84 an thats great! personal preference is always the thing that should be taken the most seriously.

for us prime 1 was the best one. its too short but the one that felt most metroid. Metroid has always been about you traversing planets (or space stations lol) on your own, with safe areas places with someone to talk to. 3 definitely broke that. I just had a lot of personal beef with it, as did my friends. We didn't hate the game, far from it. We just think its the weakest of the three, in terms of story, setting, an gameplay.

Re: Metroid Prime Trilogy Had A Core Dev Team Of Four, Surprisingly

Nalverus

@Thaliard to me, corruption is the weakest - by far. I don't have a single friend that looks back fondly on that game. Like...period. It just felt really off - it had the same issue that hunters had in that it just wasn't cohesive.

Prime 1 felt best, an Prime 2...only complaint i ever heard was that, now infamous, bosses was insanely hard and they had me do it for them.

Re: Exclusive: Velan Studios Reveals Knockout City’s Switch Frame Rate And Resolution

Nalverus

@Spiders "Performance Mode requires a high quality, stable internet connection" - because its sending more data at 60fps. been over this. You're comparing this to smash bros. that game is synced by frames and p2p. this is not.

"Why would that be the case - that the connection speed maintains the framerate - unless the client is waiting for an update from the network to draw the frame, i.e. delay-based netcode?" - Its the case because its sending more packets at 60fps than at 30fps. thats it. at 60fps its sending double the amount of packets than at 30fps.
There are MANY types of netcodes. The server is the host client. You are sending all of your data to the host client and moving yourself in the server client. You will rubber band back to where you was if you are not sending data consistently.
Thats the reason. Consistent packets being sent at double the data rate than 30fps.
In terms of netcode, its actually not even close to consider dedicated server netcode to p2p netcode.

This game is dedicated server. its different. gotta accept that.

"My point is the developers are putting the impetus on user’s connections when plenty of games can maintain their frame rate regardless of their connection quality with rollback. It’s odd."

The game is not gonna slow down from a bad connection. Because its a dedicated server game, your client can't slow down. Again, for every frame your client draws, it has to send more data per frame drawn BECAUSE its doing more calculations. flat out. 30fps. 60fps. 120fps, 144fps an so on. The client will send more data at each and every one of those framerates. Doesn't mean the server will accept them all, but the client will continue to send it.

To dumb it down and simplify it for you. No game in existence slows down from a slow connection. the client will just pause and wait for the next viable packet if the game is synced by frames - of which you keep using smash as an example.
Since this is NOT synced by frames, that won't happen.
Nor is the devs saying that.
Devs are saying - higher framerate? more packets. more packets? need a more stable connection for a consistent experience. How to do that? wired connection.

thats it. thats what they're saying.

edit: annnd i'm gonna end it there, i'm tired.

double edit: your client can slow down from the game engine being overloaded. this is not a network thing, but depending on how the engine and the netcode work together, if the game is not getting consistent updates - can actually affect the framerate. This is rare and only in games that have poor engine code and bad netcode implementation.
But that isn't the case here.

Really if you took even a glance at a video game's code...its an utter miracle that mass of code can even cohesively work as well as it does, if at all.

Re: Exclusive: Velan Studios Reveals Knockout City’s Switch Frame Rate And Resolution

Nalverus

@Spiders what i meant is that the amount of packets the client will send is capped to how fast the server is going. if the client is 70 frames but the server tickrate is only at 60hz, its still just going to send up to those 60 frames.

...splatoon is also a different beast because its not on a dedicated server and uses nintendo's pia p2p netcode.

you're free to look yourself, i already looked at this game in real time anyway. i wire it all through my computer when i wanna look at everything.

oh. for 60fps this game uses around 70-75KBps up an down for the ones wanting to know how much bandwidth it uses. It really isn't much.

edit: should also rephrase. some clients will send as fast as its frames.

Re: Exclusive: Velan Studios Reveals Knockout City’s Switch Frame Rate And Resolution

Nalverus

@OnlyItsMeReid @Spiders @Chardir @Prizm @Imerion the higher the framerate, the more packets your client will send.
in other words, you're gonna use less upload at lower frames and more upload at higher frames. the more packets you send, the easier it is for wireless to lag behind dramatically. That isn't ping related, its a packets-in-order kinda thing. its cause standard wireless is half duplex and not full duplex.

note that some games have fixed data rate usage. Just about all dedicated server clients send packets to the server based on their framerate though. depends on what hz the server is capped at in how far it'll go. tickrate for this game is likely 60.

tl;dr - you're at a disadvantage, network wise, at 30 frames. you're on a level field at 60 frames but will be sending more packets/using more upload. This will make slow nets highly unstable, especially wireless.

Re: Apex Legends On Switch Will Offer Cross-Play But Not Cross-Progression - For Now, At Least

Nalverus

@Kanbei your account level has nothing to do with your MMR.

it'll take your son's mmr, your mmr, and whatever mmr your third is - average it then use it to search.

@JonnyD108 its 60fps on base ps4, just not a stable one. PS4 pro had no issues. same for xbox one. OG has issues but X1X had none. also means PS5 and Xbox Series have zero framerate issues too.
Switch is 30fps only.

Re: Gallery: Pokémon Sword And Shield Isle Of Armor - Glorious Key Art And New Screenshots

Nalverus

@status-204 thats not how it works man. What you're asking for would fundamentally put more strain on the GPU.

TL;DR - The gpu tech in the switch is too old for what you're asking for. Make do with what you got, cause its already pushing the hardware heavily.

In PC land, shadows is one of the, if not at times THE, most intensive friggin thing in gaming. Most people shut them off to get as much performance as they can or use attempt to use low res static shadows if they gotta have something.

A lot is already happening graphically what with all the models running around. To ask for more is pretty much telling your switch to jump off a cliff at this point. Its already struggling to render things as is.
The GPU uses nvidia's maxwell architecture which is 2013* tech. Thats the GTX 700 series up to the 900 series but its power is roughly in the 700 range because the chip in the switch came out in 2015. There just isn't enough horsepower under that hood, its incredible devs are doing what they are already with it and the games still look that good.

Re: A Hat In Time Nyakuza Metro DLC "Coming Soon" To Nintendo Switch

Nalverus

@Dakotastomp I'd have to make a new save entirely. Which I don't want to do as this save was my 100% completion save.

Now its 100% never gonna be 100% again. lolz. To play the rift...i'd have to do a new game and pray the game doesn't decide to throw the relic off a ledge with a kill zone below it.

Re: A Hat In Time Nyakuza Metro DLC "Coming Soon" To Nintendo Switch

Nalverus

@Alpha008 My PC has an 8 core, 16 thread cpu 16GBs of ram and an overclocked sapphire RX580 8GB....

and even that struggles to run metro. The game's optimization is not great but the game is so good it doesn't matter much. However, in metro it was taken to another level of bad.
My save is forever broken by not being able to access the rift in the world because it decided to spawn one of the relic items and make it just disappear into the ether.

...also MP in hat in time is also not that great. All players just play independent of one another. They only see each other with no physical or even story interaction. Looks pretty odd at times though.

Re: Guide: How To Improve Your Switch's Internet Connection

Nalverus

Telling everyone to "set MTU to 1500" is a really good way to get people to fragment all of their packets making everything worse.

Fragmenting means the packet is split into two to get the whole thing sent rather than just one packet.

Nintendo has it at 1400 cause then that means nobodies packets are gonna get fragmented when playing online. Many ISPs do not have their MTU rate set to 1500. Hell, cell phones only use 1428! Things like DSL also only go as high as 1492.

Ethernet's max MTU is 1500 so only very specific ISPs will support such a thing.
Do NOT change the MTU unless you do the research to do ping tests on your PC with specific packet sizes to find out just how much your ISP actually uses on their pipeline.

Re: It’s Official: The Switch Online Service Has Surpassed 10 Million Subscribers

Nalverus

@BrettAwesome it was a spare I had from about 6 years ago now for a laptop with a bad ethernet port.
1. regardless if the wifi is horrible, I don't use it for gaming. It was never even a considered option in my book.
2. Oh boohoo, man can't fork over 10 bucks for his 300+ dollar hardware.

Never said you was ignorant but your attitude is certainly off putting.

Nintendo hasn't had an ethernet port on anything out of the box. not even the wii u.

"Is that how the internet works?
Everything works perfectly except Switch = internet broken? Is that it?"

I see how much you pay attention now. Have fun screaming into the void.

Re: It’s Official: The Switch Online Service Has Surpassed 10 Million Subscribers

Nalverus

@BrettAwesome Sure, repeat yourself. No guarantee i'll listen to much else from you here on out though.

Good for you that you got a good wireless connection on every other device. Wireless is bad for gaming regardless.

I mean you do care how the internet works...cause its the same way all your stuff is talking to your router or modem.

Switch can do LAN. USB LAN. Its just a form of hardware communication, its not "supposed" to use any specific way, just a method of doing so. If it was "supposed" to, then it wouldn't have any code in the OS to make use of USB LAN.

Yes, it does have a fairly weak radio on the chip but at the same time, no console has ever had a half decent wireless radio inside of it cause thats where the companies skimp out on the most to save manufacturing costs. Its a universal problem and wireless is still bad for gaming. Go figure.

I mean, you're the one dealing with it not me. My switch has been wired day one. Even with how the internet works! Marvelous technology~

Carry on.