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Roxborough

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About Roxborough

  • Birthday Jan 22, 1990

Contact Methods

  • Discord
    AKRoxborough #9737
  • Steam
    Roxborough
  • Origin
    AKRoxborough
  • PlayStation Network
    AKRoxborough

Profile Information

  • Gender
    Male
  • Location
    Manchester, UK
  • Interests
    PC Building & Repairs, Electronics, AutoCAD, Revit, 3DS Max, Sketchup, Gaming, Piano, Guitar, Drums
  • Biography
    I have 15 years experience building and repairing computers, I like to produce music and architectural drawings.
  • Occupation
    Building Surveyor

System

  • CPU
    i7 6700k
  • Motherboard
    MSI Z170A M-POWER TITANIUM
  • RAM
    32GB (2X16GB) DDR4 2400MHZ KINGSTON HYPER X
  • GPU
    MSI ARMOUR OC GTX 1080
  • Case
    PHANTEKS ENTHOO EVOLV ATX
  • Storage
    180GB INTEL SSD, 2TB SEAGATE FIRECUDA, 2TB SAMSUNG HDD
  • PSU
    CORSAIR AX750
  • Display(s)
    ASUS 34" ULTRAWIDE PG348Q, SAMSUNG UE55KS8000
  • Cooling
    CORSAIR H100i V2, PUSH/PULL
  • Keyboard
    ROCCAT SOVA MK LAPBOARD BROWN SWITCHES, COOLERMASTER QUICKFIRE RED SWITCHES
  • Mouse
    ROCCAT KONE PURE OWL EYE, COOLERMASTER CM STORM, LOGITECH G29 WHEEL, PEDALS & SHIFTER
  • Sound
    M-AUDIO BX5 ACTIVE STUDIO MONITORS, LOGITECH G930 HEADSET, M-AUDIO KEYSTATION 88ES MIDI KEYBOARD
  • Operating System
    WINDOWS 10 PROFESSIONAL

Roxborough's Achievements

  1. This is incorrect and out-dated information, if someone stumbles upon this page I'd like them to get the right info so please refer to below: V-Sync Disabled with G-Sync Enabled actually DISABLES the core function of G-Sync. You need V-Sync on with G-Sync to get the most out of G-Sync, otherwise you end up with tearing towards the top and bottom of your monitor due to frame compensation. NVIDIA released this driver: https://www.nvidia.com/download/driverResults.aspx/85823/en-us Note at the bottom they allow for G-Sync to work, without V-Sync. As a precursor to this driver update, for G-Sync to work, you NEEDED V-Sync on. It is only since the implementation of FreeSync that they provided the option to disable V-Sync with G-Sync on. So to further clarify, in your NVIDIA Settings, Enable V-Sync & G-Sync. In-game, disable V-Sync so it doesn't start using triple buffering which is inferior and will cause tearing. Set your maximum pre-rendered frames to 1, and if the game has a cap feature, set your cap just below your refresh rate. Do it by 4 frames, so if you have a 144hz monitor, cap it at 140fps, if you have a 100hz monitor cap it at 96 frames.
  2. I didn't think I'd like it. I was against it at first. But when I started new characters a lot, I realised how good it was, I could go to the areas I liked to quest!
  3. You've just summarised what I hate about MMORPG's in one post... And Final Fantasy is the epitome of the traditional grind. Just grinding, for grinds sake. That kind of progression bores me to tears. I don't want to plough hours in to be the class I want to be. I want to start the game, play as the class I want, pick the abilities I want, and be done with it; when I get bored, I like the freedom to change it up. I love what ESO has done, you can go anywhere at the start of the game; do any quest. Everything scales with you. If someone is level 50+ they can help a level 1 do whatever quest. The only advantage to being a higher level, is access to better gear and more abilities/passives, which is actually great. It means you can chop and change your class if you get bored. You can be a healer/tank/dps whenever you want, just need to know what you're doing, what abilities to pick, what armour to spec up, and how to play it effectively. But it takes a while to get that kind of freedom. I've been playing it on and off EXTREMELY casually for about 2 years, and still not got above level 33. I keep making new characters as the Mrs really likes character creation and having variety. We now have 4 characters, all above level 20. If we get bored of one, we can jump ship. But you don't need to do that, that's just what we've done because we get distracted easily. I guess it depends what you value more in an MMO. I love exploring, and you can't do that on linear progression based games because you're locked out until you've hit the right level. ESO is completely free! Go anywhere, do as you please... fancy a scenery change or trying out a new weapon? YOU CAN! Want to be a Mage with dual wield swords... you can!! Want to switch from heavy armour to light armour... you can!! It's brilliant for that feeling of freedom! It's just a shame I can't stick with one character for the duration!
  4. I struggled to get into FFIV a few years back. It felt extremely linear. Is it still like that? Go to one place, level to the correct level, go to the next area?
  5. Hence why I said it was a staple of MGS. I quite liked it for about 2 hours, but when there's zero challenge, it becomes monotonous.
  6. Funnily enough this happened to me too! This guy ended up locking me out of my account for years, and since I only had Rainbow 6 Siege which came free with a 1080ti I bought a while back, I couldn't be arsed contacting Ubisoft. A friend of mine wanted to play it so I decided to get it back. Was someone from Russia, surprise surprise! Ubisoft customer support was actually fantastic, I couldn't believe it! Online chat guy sorted me out within 20 minutes. I just had to send him proof the account was mine.
  7. I saw Elder Scrolls Online on-sale around £8 I think, you don't need Summerset just yet either. I have it on PS4 so I can play it with the Mrs, we got Morrowind for £5 in Tesco! I really really like it! I never thought I would, as I bought it when it first came out on PC, and got it refunded straight away, then when it hit PS4 the Mrs fell in love with it, so I started playing along with her. The crown store can be a bit annoying though, mounts/costumes/dyes/experience scrolls/inventory upgrades, but if you can look past the store; the gameplay is decent, the amount of skills and abilities keeps you interested and the quests are all voice acted and actually quite engaging, it goes through all of the lore from the standalone games,the Morrowind expansion especially, as it has a quest-line involving Lord Vivec where there's little nods to the old game regarding the Nerevarine. If you're not interested in story in MMO's there's plenty of PvP and Dungeons to do too. I'm pleasantly surprised with it, it's held my attention a lot longer than most other MMORPG's of late. So if you haven't already got it, or tried it, I'd definitely give it a go for £8 in the sale!
  8. Exactly! I love the MGSV animations and movement. It's a shame the AI was so terrible But that's a staple of MGS.
  9. In my opinion (using HZD as an example) deep gameplay consists of: - Intelligent AI that can 1. Detect features in the environment 2. Correctly path-find without looking clunky and unrealistic 3. React to the environment and character position so you can't just hide behind the same object for 15 minutes popping your head out and taking pot shots without it pursuing you 4. Reactive to specific damage, if their weakness is fire, maybe have a new animation to show them going "ouch I REALLY don't like this", if you shoot them in the leg, they could falter and stumble a little bit, instead of just constantly pursuing you regardless. - Non-specific traversing of the environment, so not a yellow notch or piece of rope on a rockface/cliff/building that you can jump up, you should be able to jump up and climb over any surface that looks climbable, and on the bigger monsters you fight, maybe be able to climb onto them too! Same goes for the stealth mechanics, no tall grass is better than other tall grass for hiding (I mention most of this in my other post) - A good balance between combat and non-combat gameplay, puzzle solving/platforming/story/crafting/gathering broken up with periods of combat that change the pace so you're not stuck doing one thing for extended periods of time. Maybe a hunted system, where the humans catch wind that you're in a specific area and send out parties to take you down. - Combat is always the main gameplay component of every game, and if one area is particularly weak, it feels incomplete to me. Melee in HZD is awful. Period. I get that it is supposed to be a predominantly ranged based game but I don't feel fully in control of Aloy in most scenarios, it just turns into a mess. Even if you meticulously plan out your battlefield with traps, it never goes to plan and feels shallow and disconnected. I'd have liked to see more acrobatics rather than just rolling, maybe a faster sprint, or a dive out of the way, or side stepping at the last minute to avoid an attack, or performing a parry, so if a giant tail swipes your way, you could pull out the spear and counter-attack, or take out your bow and fire a tear arrow at the tail to knock it off, rather than literally JUST a dodge mechanic. There just isn't enough to the combat for me, personally. I'm constantly trying to figure out ways to outsmart the machines, and it just turns into spam because there's not much else you can actually do other than the aforementioned. - Get rid of RNG, if you knock a component off a beast, or find some loot in the game, have it not be a random amount, or random piece. Have it actually be the specific piece you knocked off, and when you loot a machine or human, if you've damaged something it will say "damaged X" and maybe each human's gear is available to loot too to give depth to the looting system; this is DEPTH, which HZD doesn't have much of. I had to kill 100's of rabbits for a specific part as it is a low drop rate, why not increase the amount of X you need to get so it isn't just random, there is a finite duration of time you can spend doing something so you feel like you're making progress rather than let's spend an hour hunting rabbits and not even get anywhere. Depth is all about what happens during and after a specific scenario, how the player goes from one aspect of the game to the next and whether a cause and effect is defined in a relatively realistic manner. Shallow games often have RNG systems to imitate depth and drag out content, whether it be linked with damage to imitate a critical hit, oh you did a crit, that is because you have 5% more crit chance, rather than hitting a vital part of the enemy you're fighting to do critical damage. Which is fine in MMORPG's, but this isn't an MMORPG. RNG is tied into the loot too, as mentioned before, if loot is random it ruins how you see your targets, can I go and kill that person and take his weapon? Can I kill that beast and get X component, guaranteed? If the answer is no, then it is shallow and they're just another kill. It's fine in MMORPG's where the core mechanics of the game are fighting 100's if not 1000's of mobs, but not open world single player games like HZD. Shallow games have predetermined paths with some kind of signal to show you where you can climb up something, rather than you being able to forge your own path like a true open world game. Figuring out what you can do with your environment is fun and I feel like HZD doesn't explore that enough. The cities in HZD, whilst stunning, are shallow because there's not much you can do there, there's no trading system between the tribes that you can get involved in, or any player housing where you can store stuff, or a stable where you can store your mounts or any machines you take over. You have NOTHING to show for your accomplishments. There's no random attacks from bandits that you could get involved in. Or people going about their daily business. It is just shallow. And when you pair that with a really slow paced main story line riddled with side quests, you don't feel like you're experiencing a coherent story. Shallow games have a progression system linked to what should be CORE GAMEPLAY FEATURES; like in HZD being able to long or short roll, or shoot a bow from a rope (which never happens anyway), that should be something you can just do....Not spend 20-30+ levels grinding to get for such a small gameplay feature. I don't mind the likes of "multi-arrow shots" being something you learn, because that is a damage buff and not a core mechanic. It's the same with these take-down attacks, take-down's from ledges or a high position; these should be core mechanics and not linked to progression. Therefore that aspect of HZD is a bit shallow too. Now, HZD has a fairly decent balance of depth if you look at the overall scope of the game. But if you focus on individual aspects, you start to see the immersion break and you're left feeling a bit hollow after certain encounters, rather than empowered. You don't feel rewarded for your efforts, it's not engaging enough and the story doesn't progress fast enough to warrant the playtime required.
  10. If you take Horizon Zero Dawn for example; absolutely stunning game in terms of graphics, better than 90% of PC games, but suffers from shallow gameplay. And this is my main gripe with amazing graphics in games; they seem to sacrifice being able to make deep gameplay as it is just too taxing for modern day consoles and takes too long to program for and it could be a feature that may never work anyway, so they'd just be wasting valuable development time to implement more depth; I completely get it. Animations are all predetermined. Like climbing up a ladder, onto a specific object, it prompts that specific animation, which is far easier to program than dynamic animations that react to your movement commands; you're never truly in control of what you're doing other than when aiming a bow. But the FoV is all wrong so you can't traverse the environment properly or make it look natural. Whilst the animations look incredible individually, you can quickly make them look much less fluid just by trying to play the game. Every single fight turns into a mess, bumping into objects, awkward jumping, you end up just having to permanently roll so to not get hit, and when you do have your small window of attack, you have to use slow motion to make it work properly and half the time when you're in slo-mo you spend it aiming at the glowing objects and if you miss, it is all wasted and you have to wait for a regen of the little slo-mo bar. Not only that, you'll have wasted the precious ammunition too. I spend longer gathering resources for the ammo than I do using it which is wrong, the balance between the types of gameplay in HZD is quite poor. I spend more time looking at the ground gathering objects than I do at the glorious graphics or watching the enemies animations trying to figure out what I'm going to do next. The developers are so aware that the gameplay is shallow and not fluid that they added features like slow motion to make it easier just to aim your bow, and on-screen prompts to do critical strikes/etc... Not that there is anything particularly wrong with this, but it makes fighting quite the chore sometimes, all they need is a more intuitive camera system, that you can control every aspect of, when you're running away, they could pan out a bit, show her looking backwards at the pursuing enemy. Now, I love HZD, but it is games with this level of graphics that are so difficult to program good gameplay for. As it requires way more calculations per second to make it have a bit more depth, so rather than having a specific tall grass to hide in, or a specific ledge to climb, why not be able to climb all ledges and inclines... be able to hide behind any object and actually be hidden, not just tall grass; because the code would be so long to make the enemies recognise objects in that way, and the graphics are that good to execute it without performance drops would require much more development time and may not even be possible on a console. They could have implemented a more robust melee system, with blocking, parrying & riposte or a shield like the crab-robots have, and instead of "roll spamming", have a hybrid snap on target system, where it keeps the focus on the enemy whilst giving you enough FoV to traverse the environment, and instead of just rolling there could be side stepping, and an upgrade system to be able to do some kind of acrobatics, flips and slow-mo aiming the bow would be wicked. But again, this would require so much programming it would have delayed the game even more and may never have even worked. It would be nice to see developers come back to their games and add things like this, that would change the flow of the game so much. It would make it actually enjoyable just fighting the little things. I remember doing a mission where I had to take out like an entire village of humans, they were all deadly accurate and just rushed you straight away; and there's no way to counter it other than to roll around and spam bombs at them. You go into a panic mode where you just spam at them and it is really really awkward, then to see your spear come out of nowhere as you perform a melee attack is just bad. I'd have loved to see all the equipment you have stored somewhere on Aloy's person, not just appear in her hands too. It completely breaks immersion to me having to bring up a damn menu just to cycle through weapons. But again, I digress. The graphics, animations and huge open world in this game seemed to be the main focus in terms of development rather than the little intricacies that add depth. But that's the same with most open world games really. I'd just like to see more gameplay features in games, every year there seems to be less and less.
  11. Well as I said, get yourself on Counter-Strike target servers, and see if you're consistently better with 144hz. I am with my 100hz PG348Q over my 1440p 60hz HP Z27N and that's nowhere near the jump. I'd just be content with it personally, maybe lock your refresh rate to 30hz and see if you can tell a difference. I notice instantly. Literally instantly. EDIT: When was the last time you got an eye test? If one eye is more dominant than the other and your vision is blurred in one eye, maybe try one eye closed and see if you can see/feel the difference. To test which eye is more dominant, make a circle with your thumb and index finger, place a bright coloured object on the floor. Take 10 steps back away from it, with both eyes open, align the circle with the object. Now shut one eye, then the other. If the object is not inside the circle anymore it was the opposite eye.
  12. Regardless whether you can perceive it or not the mathematics of the situation will make you feel less like you've wasted your money. 144 frames per second, means you're literally seeing that 144 transitions between images per second. If someone is behind a wall in an FPS game, and they pop out. At 60FPS you won't see them pop out as fast as when at 144FPS, that transitional period between being behind the wall, and out of the wall is over DOUBLE the speed meaning you'll see the animation of their character walking at much closer intervals, so in that fraction of a second difference, you're seeing over double the amount of frames, thus the animation looks smoother and you'll probably see a hand and a toe pop out, rather than an arm and a leg at 60fps. Lets break it down further.... in 0.5 seconds at 60hz, you're only seeing 30frames. In 0.5 seconds at 144hz you're seeing 72frames. In 0.25 seconds at 60hz, you're seeing 15frames, in 0.25 seconds at 144hz you're seeing 36frames. In 0.125 seconds at 60hz, you're seeing 7.5frames, in 0.125 seconds at 144hz you're seeing 18frames. Lets break it down even further, lets test your reaction time: https://www.labvanced.com/player.html?id=3314&gclid=CjwKCAjwpIjZBRBsEiwA0TN1r_GOiqpBHpfWGoJ_QDe-ZwJrzOgF2sF6eyYplyl2RFC-BJg8W8KdUxoC0xIQAvD_BwE I can get it down to 3ms without trying, that's 3 miliseconds, that's 0.003 seconds. Then there's a different type of reaction time, this is "reactive" and unpredictable like in an FPS scenario: https://www.humanbenchmark.com/tests/reactiontime/ I can consistently get it down to between 150-200ms, that's 0.2 seconds. At 0.2 seconds of a reaction time, you can clearly see a difference between 15 frames and 36 frames. It is over double the frames. You might not "think" you can see it or feel it. But your game will improve, regardless, because your reaction time window is much wider, as you'll see an image far sooner than someone on a 60hz panel will, and thus have an advantage. If your reaction times are similar to mine, first time round, no practice, I guarantee you, your game will improve. And you'll be better for it!
  13. I'd personally try a target server on CS:S, locked at 144hz/144fps Then try the same again, but locked at 60hz/60fps If you can't "feel" the difference, then maybe you are experiencing frame skipping. Thus the perceivable difference between 60hz/144hz you may not be able to notice, are there any firmware updates for your monitor at all? Maybe you're not using a premium cable? I've had all kinds of issues with cables. The cable that came with my PG348Q didn't do 100hz, so I had to get a premium one that did.
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