I was surprised to learn that Blizzard has been reporting actual subscription numbers all along. For some reason I always figured the numbers were total subscriptions not total active subscriptions.
@defragger They mentioned it in a blog post 2 years ago, but I think the number includes sales from Rogue and Syndicate. More accurate numbers might be found by checking their annual financial reports.
well this one was.. ambiguous. what is the numbers on the left representing? clinton being the best president, is that sarcasm, because i clearly see the numbers going way way up during clintons administration.
oh Almost forgot - Im trying to fit one model over another, but both models have differing numbers of vertices. If they did have the same number, this would be a lot easier of course.
VR standalone is pretty much in PS2-3 era of optimization. Number one reason of VR performance hit are the badly handled UI and Code. 100+ individual UI textures being called instead of atlased for example. As for 4k 8k, general guide is 2k for 3rd person and 4k for FPS. It gets interesting depending on company workflow…
3dsMax 2020 What's new - Full list Modeling +Enhanced Chamfer modifier * The new Fixed Weight Chamfer keeps a consistent chamfer width. * Weighted chamfer allow chamfer to be controlled on a per-edge basis with crease weights. * New presets allow to save favorite or set default settings. * Added Inset adds edge rings to…
when holding shift and tapping an arrow key in photoshop, as many of you know, PS will nudge your selection 5 pixels, rather than 1. can i change this number? my thinking is to find a number that is more power of two friendly. thanks, -kill
I know nothing of UE, is there a Performance Profiler you can use, to show where the slow down is occurring?... other than that if it's the shaders then replace them with something standard... if it still persists then it's geometry or lighting etc if not add them back in one at a time see how this effects performance.…
I worked at Locomotive as a QA guy. That was a fun place to work, with a number of folks who'd been around the industry for a good while. Number of them moved on to Cryptic or other places afterwords.
I don't have firsthand knowledge to be able to confirm those numbers, but cost of living and experience requirements can vary widely between companies as well, and can justify the difference in numbers.