you played diablo on ps1, now try diablo 2 on ps5 |
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i actually did try d3 on ps3 |
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Weird that Blizzard said that my banger of a PC is too weak to host a Diablo 3 session (so the game has to be hosted online) but the console versions all can host games offline. Really makes you think. |
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Currently installing Diablo II from my release day CDs to scratch that itch. Going to mod it with https://github.com/bolrog/d2dx |
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This is wild |
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Itβs wonderful. I have a stock Diablo 2 installation and then a separate directory containing the following mods:
Any of these would cause a ban on Battle.net, so having them in a separate directory means the game gets patched at runtime so I can hop on Battle.net by using the stock, untouched installation without mods easily. Might put up a PvPGN server for some ladder fun with friends. β§ Edited by MasterOfMagic at 2021-09-27 14:28:042021-09-27 14:28 |
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How does unlocking the fps work, doesnβt it tie logic to frame rate? |
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I am not entirely sure how it works, but hereβs what I gather from my observations with d2dx:
Because it appears the network prediction was built with the intent to not interfere with game logic this works. The problem is that it causes the animations to appear different, and different enough to me that it is distracting, so I disabled it. The renderer still refreshes at a higher frame rate but the game update rate is unchanged. β§ Edited by MasterOfMagic at 2021-09-27 15:26:332021-09-27 15:26 |
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Update: took a quick tour through the motion prediction code - my guess was wrong. d2dx doesnβt look like itβs intercepting input and forcing changes to the game using network prediction as I had thought. What itβs doing is that the renderer, independent from the game state, is doing location prediction separate from the game state, so when the renderer renders a frame it interpolates where it thinks the units should be based on where they were during the last game update and where they were headed during the last game update. This gives a higher apparent refresh rate by interpolating locations between game ticks but doesnβt affect the underlying game logic. It can lead to units βsnapping backβ to their actual location of the prediction over or under predicts where they should be, similar to the snap backs youβd see for network prediction due to lag or packet loss. Itβs actually a pretty reasonable solution because you only need to interpolate about three frames between updates to get to nearly 100 FPS (1 game tick and 3 interpolated frames = 4 displayed frames 24 times a second gives you 96 FPS. A fourth interpolated frame would give you 120 FPS.) β§ Edited by MasterOfMagic at 2021-09-27 15:31:412021-09-27 15:31 |
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Huh I always thought that was weird when you get snapped around in single player |
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