Wall Street Week Ahead for the trading week beginning June 29th, 2020
Good Saturday afternoon to all of you here on StockMarket. I hope everyone on this sub made out pretty nicely in the market this past week, and is ready for the new trading week ahead. Here is everything you need to know to get you ready for the trading week beginning June 29th, 2020.
Fragile economic recovery faces first big test with June jobs report in the week ahead - (Source)
The second half of 2020 is nearly here, and now it’s up to the economy to prove that the stock market was right about a sharp comeback in growth. The first big test will be the June jobs report, out on Thursday instead of its usual Friday release due to the July 4 holiday. According to Refinitiv, economists expect 3 million jobs were created, after May’s surprise gain of 2.5 million payrolls beat forecasts by a whopping 10 million jobs. “If it’s stronger, it will suggest that the improvement is quicker, and that’s kind of what we saw in May with better retail sales, confidence was coming back a little and auto sales were better,” said Kevin Cummins, chief U.S. economist at NatWest Markets. The second quarter winds down in the week ahead as investors are hopeful about the recovery but warily eyeing rising cases of Covid-19 in a number of states. Stocks were lower for the week, as markets reacted to rising cases in Texas, Florida and other states. Investors worry about the threat to the economic rebound as those states move to curb some activities. The S&P 500 is up more than 16% so far for the second quarter, and it is down nearly 7% for the year. Friday’s losses wiped out the last of the index’s June gains. “I think the stock market is looking beyond the valley. It is expecting a V-shaped economic recovery and a solid 2021 earnings picture,” said Sam Stovall, chief investment strategist at CFRA. He expects large-cap company earnings to be up 30% next year, and small-cap profits to bounce back by 140%. “I think the second half needs to be a ‘show me’ period, proving that our optimism was justified, and we’ll need to see continued improvement in the economic data, and I think we need to see upward revisions to earnings estimates,” Stovall said. Liz Ann Sonders, chief investment strategist at Charles Schwab, said she expects the recovery will not be as smooth as some expect, particularly considering the resurgence of virus outbreaks in sunbelt states and California. “Now as I watch what’s happening I think it’s more likely to be rolling Ws,” rather than a V, she said. “It’s not just predicated on a second wave. I’m not sure we ever exited the first wave.” Even without actual state shutdowns, the virus could slow economic activity. “That doesn’t mean businesses won’t shut themselves down, or consumers won’t back down more,” she said.
In the second half of the year, the market should turn its attention to the election, but Sonders does not expect much reaction to it until after Labor Day. RealClearPolitics average of polls shows Democrat Joe Biden leading President Donald Trump by 10 percentage points, and the odds of a Democratic sweep have been rising. Biden has said he would raise corporate taxes, and some strategists say a sweep would be bad for business, due to increased regulation and higher taxes. Trump is expected to continue using tariffs, which unsettles the market, though both candidates are expected to take a tough stance on China. “If it looks like the Senate stays Republican than there’s less to worry about in terms of policy changes,” Sonders said. “I don’t think it’s ever as binary as some people think.” Stovall said a quick study shows that in the four presidential election years back to 1960, where the first quarter was negative, and the second quarter positive, stocks made gains in the second half. Those were 1960 when John Kennedy took office, 1968, when Richard Nixon won; 1980 when Ronald Reagan’s was elected to his first term; and 1992, the first win by Bill Clinton. Coincidentally, in all of those years, the opposing party gained control of the White House.
The stocks market’s strong second-quarter showing came after the Fed and Congress moved quickly to inject the economy with trillions in stimulus. That unlocked credit markets and triggered a stampede by companies to restructure or issue debt. About $2 trillion in fiscal spending was aimed at consumers and businesses, who were in sudden need of cash after the abrupt shutdown of the economy. Fed Chairman Jerome Powell and Treasury Secretary Steven Mnuchin both testify before the House Financial Services Committee Tuesday on the response to the virus. That will be important as markets look ahead to another fiscal package from Congress this summer, which is expected to provide aid to states and local governments; extend some enhanced benefits for unemployment, and provide more support for businesses. “So much of it is still so fluid. There are a bunch of fiscal items that are rolling off. There’s talk about another fiscal stimulus payment like they did last time with a $1,200 check,” said Cummins. Strategists expect Congress to bicker about the size and content of the stimulus package but ultimately come to an agreement before enhanced unemployment benefits run out at the end of July. Cummins said state budgets begin a new year July 1, and states with a critical need for funds may have to start letting workers go, as they cut expenses. The Trump administration has indicated the jobs report Thursday could help shape the fiscal package, depending on what it shows. The federal supplement to state unemployment benefits has been $600 a week, but there is opposition to extending that, and strategists expect it to be at least cut in half. The unemployment rate is expected to fall to 12.2% from 13.3% in May. Cummins said he had expected 7.2 million jobs, well above the consensus, and an unemployment rate of 11.8%. As of last week, nearly 20 million people were collecting state unemployment benefits, and millions more were collecting under a federal pandemic aid program. “The magnitude here and whether it’s 3 million or 7 million is kind of hard to handicap to begin with,” Cummins said. Economists have preferred to look at unemployment claims as a better real time read of employment, but they now say those numbers could be impacted by slow reporting or double filing. “There’s no clarity on how you define the unemployed in the Covid 19 environment,” said Chris Rupkey, chief financial economist at MUFG Union Bank. “If there’s 30 million people receiving insurance, unemployment should be above 20%.
This past week saw the following moves in the S&P:
The economy is moving in the right direction, as many economic data points are coming in substantially better than what the economists expected. From May job gains coming in more than 10 million higher than expected and retail sales soaring a record 18%, how quickly the economy is bouncing back has surprised nearly everyone. “As good as the recent economic data has been, we want to make it clear, it could still take years for the economy to fully come back,” explained LPL Financial Senior Market Strategist Ryan Detrick. “Think of it like building a house. You get all the big stuff done early, then some of the small things take so much longer to finish; I’m looking at you crown molding.” Here’s the hard truth; it might take years for all of the jobs that were lost to fully recover. In fact, during the 10 recessions since 1950, it took an average of 30 months for lost jobs to finally come back. As the LPL Chart of the Day shows, recoveries have taken much longer lately. In fact, it took four years for the jobs lost during the tech bubble recession of the early 2000s to come back and more than six years for all the jobs lost to come back after the Great Recession. Given many more jobs were lost during this recession, it could takes many years before all of them indeed come back.
The economy is going the right direction, and if there is no major second wave outbreak it could surprise to the upside. Importantly, this economic recovery will still be a long and bumpy road.
Nasdaq - Russell Spread Pulling the Rubber Band Tight
The Nasdaq has been outperforming every other US-based equity index over the last year, and nowhere has the disparity been wider than with small caps. The chart below compares the performance of the Nasdaq and Russell 2000 over the last 12 months. While the performance disparity is wide now, through last summer, the two indices were tracking each other nearly step for step. Then last fall, the Nasdaq started to steadily pull ahead before really separating itself in the bounce off the March lows. Just to illustrate how wide the gap between the two indices has become, over the last six months, the Nasdaq is up 11.9% compared to a decline of 15.8% for the Russell 2000. That's wide!
In order to put the recent performance disparity between the two indices into perspective, the chart below shows the rolling six-month performance spread between the two indices going back to 1980. With a current spread of 27.7 percentage points, the gap between the two indices hasn't been this wide since the days of the dot-com boom. Back in February 2000, the spread between the two indices widened out to more than 50 percentage points. Not only was that period extreme, but ten months before that extreme reading, the spread also widened out to more than 51 percentage points. The current spread is wide, but with two separate periods in 1999 and 2000 where the performance gap between the two indices was nearly double the current level, that was a period where the Nasdaq REALLY outperformed small caps.
To illustrate the magnitude of the Nasdaq's outperformance over the Russell 2000 from late 1998 through early 2000, the chart below shows the performance of the two indices beginning in October 1998. From that point right on through March of 2000 when the Nasdaq peaked, the Nasdaq rallied more than 200% compared to the Russell 2000 which was up a relatively meager 64%. In any other environment, a 64% gain in less than a year and a half would be excellent, but when it was under the shadow of the surging Nasdaq, it seemed like a pittance.
The US equity market made its most recent peak on June 8th. From the March 23rd low through June 8th, the average stock in the large-cap Russell 1,000 was up more than 65%! Since June 8th, the average stock in the index is down more than 11%. Below we have broken the index into deciles (10 groups of 100 stocks each) based on simple share price as of June 8th. Decile 1 (marked "Highest" in the chart) contains the 10% of stocks with the highest share prices. Decile 10 (marked "Lowest" in the chart) contains the 10% of stocks with the lowest share prices. As shown, the highest priced decile of stocks are down an average of just 4.8% since June 8th, while the lowest priced decile of stocks are down an average of 21.5%. It's pretty remarkable how performance gets weaker and weaker the lower the share price gets.
It's hard to believe that sentiment can change so fast in the market that one day investors and traders are bidding up stocks to record highs, but then the next day sell them so much that it takes the market down over 2%. That's exactly what happened not only in the last two days but also two weeks ago. While the 5% pullback from a record high back on June 10th took the Nasdaq back below its February high, this time around, the Nasdaq has been able to hold above those February highs.
In the entire history of the Nasdaq, there have only been 12 periods prior to this week where the Nasdaq closed at an all-time high on one day but dropped more than 2% the next day. Those occurrences are highlighted in the table below along with the index's performance over the following week, month, three months, six months, and one year. We have also highlighted each occurrence that followed a prior one by less than three months in gray. What immediately stands out in the table is how much gray shading there is. In other words, these types of events tend to happen in bunches, and if you count the original occurrence in each of the bunches, the only two occurrences that didn't come within three months of another occurrence (either before or after) were July 1986 and May 2017. In terms of market performance following prior occurrences, the Nasdaq's average and median returns were generally below average, but there is a pretty big caveat. While the average one-year performance was a gain of 1.0% and a decline of 23.6% on a median basis, the six occurrences that came between December 1999 and March 2000 all essentially cover the same period (which was very bad) and skew the results. Likewise, the three occurrences in the two-month stretch from late November 1998 through January 1999 where the Nasdaq saw strong gains also involves a degree of double-counting. As a result of these performances at either end of the extreme, it's hard to draw any trends from the prior occurrences except to say that they are typically followed by big moves in either direction. The only time the Nasdaq wasn't either 20% higher or lower one year later was in 1986.
In the mid-1980s the market began to evolve into a tech-driven market and the market’s focus in early summer shifted to the outlook for second quarter earnings of technology companies. Over the last three trading days of June and the first nine trading days in July, NASDAQ typically enjoys a rally. This 12-day run has been up 27 of the past 35 years with an average historical gain of 2.5%. This year the rally may have begun a day early, today and could last until on or around July 14. After the bursting of the tech bubble in 2000, NASDAQ’s mid-year rally had a spotty track record from 2002 until 2009 with three appearances and five no-shows in those years. However, it has been quite solid over the last ten years, up nine times with a single mild 0.1% loss in 2015. Last year, NASDAQ advanced a solid 4.6% during the 12-day span.
Tech Historically Leads Market Higher Until Q3 of Election Years
As of yesterday’s close DJIA was down 8.8% year-to-date. S&P 500 was down 3.5% and NASDAQ was up 12.1%. Compared to the typical election year, DJIA and S&P 500 are below historical average performance while NASDAQ is above average. However this year has not been a typical election year. Due to the covid-19, the market suffered the damage of the shortest bear market on record and a new bull market all before the first half of the year has come to an end. In the surrounding Seasonal Patten Charts of DJIA, S&P 500 and NASDAQ, we compare 2020 (as of yesterday’s close) to All Years and Election Years. This year’s performance has been plotted on the right vertical axis in each chart. This year certainly has been unlike any other however some notable observations can be made. For DJIA and S&P 500, January, February and approximately half of March have historically been weak, on average, in election years. This year the bear market ended on March 23. Following those past weak starts, DJIA and S&P 500 historically enjoyed strength lasting into September before experiencing any significant pullback followed by a nice yearend rally. NASDAQ’s election year pattern differs somewhat with six fewer years of data, but it does hint to a possible late Q3 peak.
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Micron Technology, Inc. $48.49
Micron Technology, Inc. (MU) is confirmed to report earnings at approximately 4:00 PM ET on Monday, June 29, 2020. The consensus earnings estimate is $0.71 per share on revenue of $5.27 billion and the Earnings Whisper ® number is $0.70 per share. Investor sentiment going into the company's earnings release has 71% expecting an earnings beat The company's guidance was for earnings of $0.40 to $0.70 per share. Consensus estimates are for earnings to decline year-over-year by 29.00% with revenue increasing by 10.07%. Short interest has increased by 7.6% since the company's last earnings release while the stock has drifted higher by 8.0% from its open following the earnings release to be 0.9% below its 200 day moving average of $48.94. Overall earnings estimates have been revised lower since the company's last earnings release. On Thursday, June 11, 2020 there was some notable buying of 46,037 contracts of the $60.00 call expiring on Friday, July 17, 2020. Option traders are pricing in a 4.6% move on earnings and the stock has averaged a 8.4% move in recent quarters.
General Mills, Inc. (GIS) is confirmed to report earnings at approximately 7:00 AM ET on Wednesday, July 1, 2020. The consensus earnings estimate is $1.04 per share on revenue of $4.89 billion and the Earnings Whisper ® number is $1.10 per share. Investor sentiment going into the company's earnings release has 69% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 25.30% with revenue increasing by 17.50%. Short interest has decreased by 9.4% since the company's last earnings release while the stock has drifted higher by 2.7% from its open following the earnings release to be 7.8% above its 200 day moving average of $54.91. Overall earnings estimates have been revised higher since the company's last earnings release. On Wednesday, June 24, 2020 there was some notable buying of 8,573 contracts of the $60.00 call expiring on Friday, July 17, 2020. Option traders are pricing in a 6.6% move on earnings and the stock has averaged a 3.0% move in recent quarters.
FedEx Corp. (FDX) is confirmed to report earnings at approximately 4:00 PM ET on Tuesday, June 30, 2020. The consensus earnings estimate is $1.42 per share on revenue of $16.31 billion and the Earnings Whisper ® number is $1.65 per share. Investor sentiment going into the company's earnings release has 61% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 71.66% with revenue decreasing by 8.41%. Short interest has increased by 10.4% since the company's last earnings release while the stock has drifted higher by 43.9% from its open following the earnings release to be 7.6% below its 200 day moving average of $140.75. Overall earnings estimates have been revised lower since the company's last earnings release. On Thursday, June 25, 2020 there was some notable buying of 1,768 contracts of the $145.00 call expiring on Thursday, July 2, 2020. Option traders are pricing in a 4.6% move on earnings and the stock has averaged a 7.7% move in recent quarters.
Conagra Brands, Inc. (CAG) is confirmed to report earnings at approximately 7:30 AM ET on Tuesday, June 30, 2020. The consensus earnings estimate is $0.66 per share on revenue of $3.24 billion and the Earnings Whisper ® number is $0.69 per share. Investor sentiment going into the company's earnings release has 66% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 83.33% with revenue increasing by 23.99%. Short interest has decreased by 38.3% since the company's last earnings release while the stock has drifted higher by 6.3% from its open following the earnings release to be 6.4% above its 200 day moving average of $30.68. Overall earnings estimates have been revised higher since the company's last earnings release. On Thursday, June 11, 2020 there was some notable buying of 3,239 contracts of the $29.00 put expiring on Thursday, July 2, 2020. Option traders are pricing in a 4.7% move on earnings and the stock has averaged a 10.8% move in recent quarters.
Constellation Brands, Inc. (STZ) is confirmed to report earnings at approximately 7:30 AM ET on Wednesday, July 1, 2020. The consensus earnings estimate is $1.91 per share on revenue of $1.97 billion and the Earnings Whisper ® number is $2.12 per share. Investor sentiment going into the company's earnings release has 53% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 13.57% with revenue decreasing by 13.69%. Short interest has increased by 20.8% since the company's last earnings release while the stock has drifted higher by 25.2% from its open following the earnings release to be 5.2% below its 200 day moving average of $178.34. Overall earnings estimates have been revised lower since the company's last earnings release. On Tuesday, June 9, 2020 there was some notable buying of 888 contracts of the $195.00 call expiring on Friday, October 16, 2020. Option traders are pricing in a 3.1% move on earnings and the stock has averaged a 5.7% move in recent quarters.
Capri Holdings Limited (CPRI) is confirmed to report earnings at approximately 6:30 AM ET on Wednesday, July 1, 2020. The consensus earnings estimate is $0.32 per share on revenue of $1.18 billion and the Earnings Whisper ® number is $0.34 per share. Investor sentiment going into the company's earnings release has 39% expecting an earnings beat The company's guidance was for earnings of $0.68 to $0.73 per share. Consensus estimates are for earnings to decline year-over-year by 49.21% with revenue decreasing by 12.20%. Short interest has increased by 35.1% since the company's last earnings release while the stock has drifted lower by 56.7% from its open following the earnings release to be 44.0% below its 200 day moving average of $25.67. Overall earnings estimates have been revised lower since the company's last earnings release. On Thursday, June 4, 2020 there was some notable buying of 11,042 contracts of the $17.50 put expiring on Friday, August 21, 2020. Option traders are pricing in a 10.8% move on earnings and the stock has averaged a 6.7% move in recent quarters.
X Financial (XYF) is confirmed to report earnings at approximately 5:00 PM ET on Tuesday, June 30, 2020. The consensus earnings estimate is $0.09 per share. Investor sentiment going into the company's earnings release has 25% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 55.00% with revenue increasing by 763.52%. Short interest has increased by 1.0% since the company's last earnings release while the stock has drifted lower by 1.2% from its open following the earnings release to be 37.7% below its 200 day moving average of $1.47. Overall earnings estimates have been unchanged since the company's last earnings release. The stock has averaged a 4.9% move on earnings in recent quarters.
Acuity Brands, Inc. (AYI) is confirmed to report earnings at approximately 8:40 AM ET on Tuesday, June 30, 2020. The consensus earnings estimate is $1.14 per share on revenue of $809.25 million and the Earnings Whisper ® number is $1.09 per share. Investor sentiment going into the company's earnings release has 42% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 51.90% with revenue decreasing by 14.60%. Short interest has increased by 48.5% since the company's last earnings release while the stock has drifted higher by 2.4% from its open following the earnings release to be 23.4% below its 200 day moving average of $110.25. Overall earnings estimates have been revised lower since the company's last earnings release. Option traders are pricing in a 9.2% move on earnings and the stock has averaged a 8.2% move in recent quarters.
Methode Electronics, Inc. (MEI) is confirmed to report earnings at approximately 7:00 AM ET on Tuesday, June 30, 2020. The consensus earnings estimate is $0.77 per share on revenue of $211.39 million. Investor sentiment going into the company's earnings release has 45% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 24.19% with revenue decreasing by 20.53%. Short interest has increased by 6.2% since the company's last earnings release while the stock has drifted lower by 1.7% from its open following the earnings release to be 9.0% below its 200 day moving average of $32.97. Overall earnings estimates have been revised lower since the company's last earnings release. Option traders are pricing in a 18.4% move on earnings and the stock has averaged a 8.1% move in recent quarters.
UniFirst Corporation (UNF) is confirmed to report earnings at approximately 8:00 AM ET on Wednesday, July 1, 2020. The consensus earnings estimate is $1.17 per share on revenue of $378.28 million and the Earnings Whisper ® number is $1.25 per share. Investor sentiment going into the company's earnings release has 44% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 52.44% with revenue decreasing by 16.63%. Short interest has decreased by 2.7% since the company's last earnings release while the stock has drifted higher by 14.1% from its open following the earnings release to be 8.4% below its 200 day moving average of $186.14. Overall earnings estimates have been revised lower since the company's last earnings release. The stock has averaged a 7.0% move on earnings in recent quarters.
TA Players - Favorite play styles? Styles you wish existed? (novices encouraged!)
Update: nerfing autos to about 55% was too extreme, and I think makes heavies too strong. Next I'm going to experiment with reducing the auto hitbox with a more slight damage nerf. I didn't realize that in GOTY it's 5x the hitbox size of spin, and OOTB they are more comparable. In terms of inheritance... it feels weird with everything at 100%. Even if that's the most physically accurate and arguably most intuitive for new players, it's a lot to ask a player base that has spent hundreds/thousands of hours perfecting aim at 50%. I think I'll just try to add more impact weapons with 50% and 100% inheritance variants and leave belt/chain alone. I'm also thinking about custom classes - my first idea is to try a new type of light chaser where they get a light fusion mortar as a primary (less damage and a little less radius than the heavy, but still enough to one shot a capper if done perfectly) Any other class ideas? Hi everyone! I'm looking at doing a GOTY (game of the year - when the game had all 9 classes) mod, with the work Griffon has done for the servers and Mcoot has done for TAMods! (Thanks both!) This is a long post about my opinionated attempt to bring my platonic form of the game back! Please hit me with the constructive feedback, and any nostalgia about moments or things you like about TA (recent or old, both are helpful). Or even things you wish were viable in TA! I can use this feedback in the tweaks I make for the future. I want to emphasize brining players back to the game. I get that balance is really hard and that this won't make everyone happy, but it's an experiment. Overall Changes: This game is modded from GOTY. I plan to keep some changes from OOTB. These are essentially the following. (not finished yet) Keeping the third weapon slot for utility - ELF Projector, Repair tool, or shock lance (with light, medium, heavy variants?). Hopefully this doesn't change class balance too much, but does allow for a little more variety. Some rework of perk system - it feels like there should be 1, more significant perk, than picking out of 2, when some classes should have things by default (like heavies being able to kill players that run into them too fast, as in OOTB) Tweaks to auto Personally, I feel the game is at its best with higher speed chases and impact weapons, but I still like _some_ autos and sniper rifles. As such, I currently have substantially nerfed autos - they do a little more than 50% regular damage (more extreme than necessary for now, but good for play testing to see how the meta changes), and made everything (including belt items) 100% inheritance. This means that all of your shots use all of your momentum. In the past, Inheritance was different for different weapons. Ideally, this reduces confusion and increases consistency, but I need to test more and see how people feel after getting used to it. I'm tossing around the idea of having bullet drop - meaning autos have a trajectory kind of like the bolt launcher (mentioned in a recent post by Gierling). I would like more opinions about this! If people are interested in play testing, we can schedule some times. Tweaks to hit scan Hitscan pistols are removed from the game. I don't feel that they improve gameplay experience. Shotguns are nerfed, but not as much as auto, because I didn't feel they were good enough to be used very much. (see sentry section for changes to rifles) Tweaks to impact and belt items none so far, besides 100% inheritance. I'm thinking of changing the number of belt items in some situations. Class Changes: Pathfinder: I want it to have rage and egocentric by default. I also like how fragile it is, that it can be 1-shot midair-ed by mediums and heavies. Sentinel: I don't want to feel guilty for playing this class. As such, I've repositioned it as harder to use, and substantially worse for skirmishing and beginners (although hopefully still vital for CTF). This one is tricky, because this class is so strong with a good player. I've removed BXT1 and BXT1A and decreased some damage on SAP20 and phase. I want SEN to usually lose battles with players that come to harass, not be able to wreck full health cappers with a couple shots, and reposition the role for stopping enemy regen, and finishing blows. That being said, I want headshots to do a lot more damage, so that crazy skilled players and still do powerful things (not sure how to do this yet). Maybe offer a light fusion mortar as an alternative primary weapon? Infiltrator: No substantial changes yet besides the auto nerf. Should have close combat by default. Not sure if I can allow this class to have a shock lance that doesn't take the secondary weapon slot. Maybe a fun option for repair tool that does decent damage to enemy base assets? Soldier: No substantial changes yet. Plan to make spare spinfusor stronger Technician: Currently needs a better secondary weapon and some things to make it unique. Maybe always pilot perk, and it can have a longer range repair tool and better ELF projector? Raider: No big changes, but I have to think more about NJ5-B and Plasma Heavies: I haven't played them as much, so I would like help with these! I think it would be cool if doom bringer titan launch was a bit longer range and could be "click to explode". If there's a way to bring back saber launcher, we should do it for the n00bs. Bringing Players Back: Now all of the things I've talked about above, are relatively easy changes. The hard part is getting players. I think this section (from my perspective) is devoted to the game, rather than this mod. If people hate every change I've proposed, let's look at this section as separate. TA is a great game, and it would be great to have a little bit more of a dedicated community to it. That being said, there are a few tricky and confusing things to navigate around. Some of the community at its current state, is horrifyingly toxic. I've had some games with hate speech and bullying, old players returning who have been targeted by insta-ELF projectoring bots, and even doxxing, because hackers seem to have compromised Hirez login servers. This is why Griffon's server setup is so, so important. It's very likely that you are at risk when you login to Hirez TA servers. So the way I see it, we have a few big problems to solve.
get players en masse to the community servers. I think they will grow if the overall expectation is "there's probably at least a half full game" than "I bet no one is on"
The game is probably totally inaccessible to new players at this point. Play styles might be gone in OOTB, and the current players now are really good in comparison to the typical beginner. This can be disheartening.
Setting up and joining community servers is harder than it could be.
Getting your account verified through taserverbot works for some people, never does for others, sometimes fails the first time, etc. While I don't have a good technical solution at the moment, I think this can be improved and would appreciate work on this.
Fast, gif tutorial to set up TAMods and community should be a thing. (I will probably do this myself unless someone else gets to it first).
TAMods sometimes crashes on older machines, or fails to work at all for some people. I don't know if this is because they aren't installing the right C++ binaries, or a programming error. I do know that one person had it work for a while, but then stop working permanently, even with fresh installs of Tribes and TAMods. (I love TAMods - just saying if there are ways to make it slightly more consistent, that would be huge)
My proposed solutions:
Advertise to reddit and discords about scheduled play times for the new mod I'm working on (or we can pick regular GOTY, OOTB, or something else - it feels like something new and exciting to announce is important though). I don't plan on having the server up 24/7, I plan on having it up at times when people will know that people will be in it, and going from there. This seems to be a model that works well for the mixer crew.
Adding in a n00b mode that players can be put into on a server - for each class, they can just get a little more health, energy, hitbox size on weapons, etc. Not sure how hard this would be to implement, or if this would benefit the game at all.
Adding the GIF tutorial as discussed, and asking for help from the community! :D
so this is kinda a wierd story. I was planning to restart my computer. (cant remember why) I spend most of my time watching youtube videos so i had alot of tabs open. So i was watching the videos then deleting the tab but not opening new tabs. So i was down 2 i think 1 it was a pretty long video so i tried to open a youtube home page tab just to look while i listened to the video. And this is a short exerp of what i got.
The new Samsung A50+Android 10 & One UI 2.0 Megathread
First of all, welcome to GalaxyA50! We are replacing our current megathread of One UI to make a whole post where we can treat several subjects to guide our members the best way we can.
Android 10 & One UI 2.0
In order to make things easier and to allow more people to add information, we have made a wiki page instead. Once you get the update, check to see if your CSC was added to the page. If not, add it! If you can’t, please add your CSC along with your region in the comments and we will try to add it. This thread will still serve to allow a place for your screenshots of the update and general discussion. You may still find the old megathread here.
New and more specific flairs!
We have created flairs for your specific device, that way when it comes to helping out others members of the community or discussing about updates, we can have a faster way of identifying each other. Please update your flair to your device. We have added the following: • SM-A505F • SM-A505FN • SM-A505F/DS • SM-A505FD • SM-A505FM/DS • SM-A505FN/DS • SM-A505G • SM-A505G/DS • SM-A505GN/DS • SM-A505GT/DS • SM-A505U • SM-A505U1 • SM-A505W • SM-A505YN We believe those are all the models of the A50 but please, if your device is missing, let us know and we’ll add it as soon as possible.
Using the sub for support
Our community loves helping, we want to provide the top-quality answers to each one of our members in every issue presented and if we can’t find a solution, we’ll try to find a workaround as a temporary fix. Please use “Possible bug” or “Need help” flair so everyone can find easier the bugs reported, the issues presented and avoid several posts about the same problem.This way we can get all our members to participate in finding a fix but also, it’ll help us to list every bug or issue according to the device model or region. Please, whenever you make a post add the model, region and CSC, so our assistance can be more accurate and also remember that if we can’t find a solution, you still have Samsung Members to getofficialhelp from Samsung.
Flashing stock firmware, Custom ROMs, Custom Recovery and others
Well, this is a sensitive subject. We do not promote this behaviour nor condone it but will not censor it because it’s a harsh reality and a path that many users take now these days. Instead of leaving it be, we are taking action for you to be informed as best as possible and avoid messing up your phone. What will happen if you follow this path: A. Your warranty will be void. B. Your phone can end up bricked. C. Samsung Firmware OTA (known as System Updates) will no longer work once you flashed custom binaries. You’d need to flash every time there is an update. D. All KNOX-related apps like Samsung Pay, Secure Folder and others will no longer work. So be very careful if you decide on continuing anyways because we will NOT take responsibility for your mistakes and laugh at you if you attempt to blame us for it. You have been informed of the risks. Flashing stock firmware To flash stock firmware, you have to download the desired firmware and Odin from sites like Sammobile. Be sure to download the exact same model. It can be from a different region but it is crucial that the firmware is for the exact same model else you’ll definitely brick your device. Instructions:
Once you download the firmware, extract it and you should get 5 files:
AP (it’s System and Recovery)
BL (it’s the bootloader)
CP (it’s Modem/Radio)
CSC_XXX (it’s Country/Region/Operator, cleans all data and apps, it’s a clean flash)
HOME_CSC_XXX (it’s Country/Region/Operator, you can keep apps and data but it’s a dirty flash, a.k.a. possible brick)
Add each file to the respective field in Odin.
Reboot your phone in Download mode (also known as Odin mode)
How to reboot it:
Turn off your device completely.
Hold both Volume Up and Volume Down buttons.
Connect your device to a PC or laptop.
Once the screen changes, let go off both buttons.
Odin should detect your device and a blue box will show up with the COM port number.If they don’t appear, please be sure to have Samsung drivers installed in your pc or laptop.
Do not tick any boxes. The only options that should be ticked already (if they aren’t please tick them) are F. Reset Time and Auto-Reboot.
Click the start button, let Odin do its job until you see a green coloured box with the text “PASS”. That means the flash has been completed and your phone is rebooting (should be rebooting unless you didn’t tick it for some reason).At any point from now you can disconnect your device.
Flashing Custom Recovery and ROMs In this case, we’d love to give you information about it but we believe custom recoveries and ROMs are still in an early stage and we’ve found multiple information sites and posts that lead to different ways of installing each. We are not going to guide you on this one, in fact, please don’t attempt to do it. Also, when it comes to flashing these two, if you screw up doing anything, please do not ask for help or complain in this sub. We will delete your post or comment. For any type of issues or complaints about a custom ROM or Recovery, please go to the site or forum you downloaded it from. So that'd be all for this megathread! Please be sure to comment on any matter you'd like to add and if you have any info on updates, please add it here as well with many details as possible! Cheers!
(Under Construction, last updated: 06/06/20) Q: What is Nucleus Co-Op? A: https://www.youtube.com/watch?v=jbituCgu3Bc Nucleus Co-Op is a free and open source tool for Windows that allows split-screen play on many games that do not initially support it. The app was originally created by Lucas Assis, Zerofox later took over and added a ton of new features and improvements to support a lot more games. Ilyaki later joined in and brought multiple keyboards/mice support and more great features to the table. The app is currently being developed and updated by these devs: Lucas Assis, Zerofox and Ilyaki. R-mach too for making and supporting the website that hosts the Nucleus Co-Op scripts. Also the further development of the app wouldn't have been possible without all the amazing contributions and hard work from the SplitScreen Dreams Discord members (which include the devs mentioned above) that made all the new Nucleus Co-Op scripts and continue to make new discoveries and scripts to support even more games, among them: Talos91, PoundlandBacon, dr. old.boi, Pizzo and many more. Q: How does Nucleus Co-Op work? A: Essentially Nucleus Co-Op opens multiple instances of the same game (some games require mutex killing for that or other methods) that will only answer to one specific gamepad (we do this via Nucleus Co-Op custom xinput dlls or xinput plus dlls) and connects those instances via LAN or steamworks online multiplayer emulation (Goldberg Emulator), all while making sure all windows have focus so they can be playable with gamepads or that the instances are playable even in the background. Nucleus then resizes, removes borders and repositions the games windows so you can have synthetic splitscreen to play locally with your friends. Q: Which games can be splitscreened using Nucleus Co-Op? A: There are a lot of supported games, all mentioned in the list above. A ton of games are now supported thanks to the amazing program called Goldberg Emulator, developed by Mr. Goldberg, a big thank you to him. Read the Goldberg FAQ linked too if you want to know more. Q: Where do I download Nucleus Co-Op? A: You can download latest version from Github. Download the compiled .rar release, don't download the source code zip if you just want to use the app. Q: How do I use Nucleus Co-Op? A: Here is a quick video tutorial: https://www.youtube.com/watch?v=hWmvz59i-o0 1.- Download and exctract Nucleus Co-Op (extract using apps like 7-zip or winrar). 2.- Open NucleusCoop.exe. 3.- Click on Download Game Scripts, search for a game in the supported games list and download a script. You can also see all available scripts from the app now by pressing the view all option. 4.- Once the script has finished downloading you will get a prompt asking if you would like to add a game now, press yes if you want to add it now, if you select no proceed to step 6. 5.- Next you need to find where your game's executable is located. If you're not sure, try Googling 'where is (game) installed' and just searching for .exe in the place they tell you to look. For Steam games this is usually something along the lines of 'C:\Program Files\Steam\steamapps\common(game)'. Some games will have their real .exe stashed away in a folder called 'bin' or 'binaries' inside that place. Once you choose the right .exe, add the game. 6.- You can also automatically add games, click 'Auto-Search' and select the drive and path you want to add games from. 7.- Once your game is added, select it in the Nucleus UI and drag the gamepads icons to the splitscreen layout, click on the top-left icon on the layout corner to change the type of splitscreen layout. You can also right click a player in the layout to change the size. 8.- Finally press play and you are ready to go. Q: Where should I place the Nucleus Co-Op folder? A: Nucleus Co-Op can be placed almost anywhere(Documents, Downloads, Desktop, etc...) except inside the game files. Q: How do I play with an uneven amount of players (such as 3 players) without having an empty space? A: Right click on a section of the splitscreen layout Q: Nucleus Co-Op doesn't launch, how do I fix it? A: Here are a few things you can try: 1.- Try updating your Microsoft.net framework, and install/reinstall Visual C++ 2010-2017. 2.- Run Nucleus Co-Op as admin. 3.- Make sure your antivirus program is not blocking Nucleus Co-Op. 4.- Restart your PC, and try again. Q: I wish to help out with the project, how can I get in touch? A: Join the Nucleus Co-Op discord community or contact us here in the subreddit. Q: When support for X game? A: Not all games are easy to splitscreen, if you want to suggest a game make a post with the title [Request] Name of the game and provide useful information like if the game supports LAN or dedicated servers, if it is available on Steam or in other services, if it uses external servers for online etc. Also you can contact any of our experienced Nucleus scripters here or in the Nucleus Co-Op discord and ask if a script is possible. The main scripter is the OP of this post for instance. Remember that Scripters are limited by the games they own and can test on, so if you really want support for a game to be added consider donating the game to the scripter in question. Q: How do I know when a script gets updated? A: Scipt updates are always announced in the Nucleus Co-Op discord server in the channel script updates. Q: How do I create my own splitscreen script for Nucleus Co-Op? A: Here is the documentation, open the .js file with notepad to read it. You can also use the other scripts you download from Nucleus as reference, they get downloaded to the Nucleus scripts folder. If you create a working script or if you have any questions about Nucleus scripting you can ask us in the Nucleus Co-Op discord or here in the subreddit, we can help you improve your script so it is fully working for sharing with the community. Q: Does Nucleus Co-Op work on Linux/Mac? A: Nucleus Co-Op depends on a lot of Windows functions and APIs, at the moment it only works on Windows 7 and Up. If you are interested in porting Nucleus Co-Op to other operating systems please feel free to contact any of the developers. Q: Where can I report a bug/issue? A: Note that Nucleus Co-Op is a tool in development and still in Alpha. Expect bugs, glitches and weird things to happen. Help other people not have these things happen by checking for a solution here and submitting a [BUG REPORT] to the reddit as a new topic or in the comments here, if no-one else has brought it up. A good [BUG REPORT] looks like this: Thread name: [BUG REPORT] Simon falling off horse BUG: Simon falls off his horse. EXPECTED: Simon should not fall off his horse, right? CAUSE: I'm pretty sure it's because I have my computer plugged into an auto-blow. STEPS TO REPRODUCE 1.- Open up Simon Stays On His Horse: The Interactive Video Game of the Movie. 2.- Choose Co-Op and join with another player. 3.- Simon falls off his horse!!! TYPE: Severe! The gameplay can't continue if Simon isn't on his horse! (Alternatively, Minor if the gameplay can continue but it's just annoying) NUCLEUS OPTIONS: I played with 2 players using the vertical splitscreen (left and right) on one tv and 2 famicom controllers. I'm using the latest version SYSTEM: I'm on Windows 3.1 with 4MB of RAM, a 2KHz CPU and no graphics card, playing on a projector. She's a monster. I'd really like this to get fixed please thanks magic man! -Beanboy" Keep in mind most scripts are made and tested using the latest legit steam versions of the game, so provide information about what version of the game you have. Also provide a debug log of the NucleusCoop error, enable the debug log in Nucleus UI settings. You can also ask for support in our discord. Q: Why is Nucleus Co-Op resizing the game instances incorrectly/the instances look stretched? A: Try setting your monitor scale to 100% in your monitoTV resolution settings. It is also highly recommended that you add custom resolutions to all your monitors from your AMD/Nvidia/Intel panel (For example if you are using a monitor resolution of 1920x1080 add custom resolutions like 960x540, 1920x540, 960x1080, ect.) that way most games will be able to see and use those custom resolutions and the splitscreen will not look stretched(Example). Note that not all games support custom or widescreen resolutions. Also try disabling the Nucleus status bar in Nucleus UI settings. Q: Why is Nucleus Co-Op throwing an error message that it can not find a file when launching a script? A: A lot of scripts edit the game's .ini or .cfg files to force windowed and to adjust the game resolution, so make you sure you run your game at least once and change some graphic settings before running it via Nucleus Co-Op, that way you make sure the config files are getting generated first. If you are still getting the error after doing that, select the game in the UI, click on Game Options and select Delete UserProfile Config Path for all players. Also try disabling the Nucleus status bar in Nucleus UI settings. Q: Where are my Nucleus Co-Op save files located? A: Some scripts save to the Nucleus Co-Op enviroment folder located in C:\Users\YourUser\NucleusCoop, you can access each game save file via the Nucleus Co-Op UI too, select a game, click on Game Options and select Open UserProfile Save/Config Path. Other scripts just save in the same file path your regular game saves to. Q: Why are my in-game frames per second low/better in one instance than in the others when using Nucleus Co-Op? A: Remember that Nucleus Co-Op opens multiple instances of a game, so depending on the game this can be quite demanding for your PC, to improve FPS and performance try reducing graphics settings like textures and shadows, limit the FPS or unfocus all the game windows so that they get equal priority and the FPS even out, you can do this by Alt-Tabbing to a different window like the Nucleus app window, the game windows will still remain on top, you can also press the windows key+b in your keyboard to unfocus all instances. Q: My Playstation/generic PC controller isn't working/isn't being detected by Nucleus Co-Op, how do I fix it? A: Most Nucleus Co-Op Scripts only detect Xinput gamepads. Controllers that work best are Xbox 360, Xbox One and Logitech game controllers for minimum hassle. There are a few scripts that also support Direct Input gamepads but Xinput gamepads are generally easier to restrict to a specific game instance than Dinput gamepads. If you are using PS4 gamepads try the app DS4windows, look in the settings for an option called "hide ds4 controller" - make sure it's ticked. To ensure it's definitely running in exclusive mode make sure ds4windows is set to load on windows startup, then turn your controllers on while windows is loading. Download the latest version here - https://ryochan7.github.io/ds4windows-site/ If you are using generic dinput gamepads the app XOutput is also useful to emulate xinput gamepads. The app X360CE version 4 that creates virtual Xbox 360 Controllers inside your Windows operating system is also very useful to emulate xinput gamepads system wide. Remember that some games detect both dinput and xinput gamepads so even if you are emulating a xinput gamepad the input could still not be restricted correctly because the game is now responding to both the emulated xinput gamepad and to the native direct input of your gamepad, that is why some apps like DS4windows have an "exclusive mode". Also do not place x360ce xinput dlls in the Nucleus Co-Op files as this might interfere with Nucleus custom xinput dlls. If you are using steam controllers try this: https://www.youtube.com/watch?v=wy4F2eqTXQ4 Q: Why is my keyboard not showing in the Nucleus Co-Op UI? A: If a script is only showing gamepads and not keyboard icons that means the script only supports gamepads and doesn't support keyboards and mice in splitscreen yet. Q: There are many keyboards and mice icons in the UI, how do I know which ones to use? A: If you press a key in the keyboard you will use or move the mouse their corresponding icons in the Nucleus Co-Op UI will light up yellow. The app can detect keyboard macros that is why sometimes you will get multiple keyboard icons. Q: Can you play splitscreen+LAN in different PCs? A: Yes, if you run the game via Nucleus Co-Op in different PCs you can connect all instances you launch via LAN, for example you can have 2 players playing vertical splitscreen in one PC via Nucleus and connect to 2 others playing Nucleus splitscreen in a different PC via LAN. If the script uses steamworks multiplayer emulation you'll have to change the instances steam ids in the other PCs you'll connect to, otherwise the instances launched by Nucleus will use the same steam ids and won't be able to connect to each other. For that you can open the game script .js file in Nucleus scripts folder in the other PCs and add for example Game.PlayerSteamIDs = [ "76561198134585131","76561198131394153","76561198011792067","76561198043762785" ]; that will change the default ids of the first four instances you open in one PC via Nucleus Co-Op. Q: Does Nucleus Co-Op have any malware? A: Absolutely not. Q: This project is Amazing where can I donate? A: We don't have an unified donation platform yet but you can support the devs individually here: Zerofox, Ilyaki, Lucas Assis. You can also donate to our main scripters that make the game scripts for Nucleus: Talos91/blackman9
[Guide] How to setup a Terraria 1.4 Server on a Raspberry Pi (Raspbian Buster)
Originally commented here, though adapted and expanded in this post: https://www.reddit.com/Terraria/comments/gl1ahw/linux_server_issues/fqv3qis/?utm_source=share&utm_medium=web2x EDIT: TShock now updated to 1.4 so check that out if you want instead of following this guide. EDIT: Hardware limitations still apply to Raspberry Pis, if you're trying to run this on an older or lower specced Pi (i.e not a Pi4 4GB), you will likely run into issues with CPU and Memory limitations. 2GB RAM is an absolute minimum and even then if you're not running with a headless setup, don't expect this to work with larger world sizes, or at all. Saw a bunch of people having the same issue as me so here's a basic guide. This doesn't cover Port Forwarding or making your device accessible to the internet, guides on that have been done to death. Assumes basic knowledge of linux terminal usage (directory navigation, creation, permissions etc.) This should solve the "Your mono runtime and class libraries are out of sync" error and errors stemming from System*.dlls. While the server isn't compiled to work with ARM architectures you can still get it going. I assume the error is due to the latest mono package using newer files than what the Terraria devs used to compile these server binaries and it freaks out, got the idea from here (https://github.com/Pathoschild/SMAPI/issues/414). Not entirely sure on the cause though, just know that this worked for me and one other at least. Was done on a freshly installed Raspberry Pi 4 (4GB RAM) with Raspbian Buster. Mono Install: Install Mono (https://www.mono-project.com/download/stable/#download-lin-raspbian). Just follow the instructions under your OS and then run:
sudo apt install mono-complete
If you already have mono installed, make sure your /etc/sources.list.d/mono-official-stable.list is up-to-date with your correct OS and architecture and run an apt update. Terraria Server Install: EDIT: 1402 is out, files here just scroll down to the "Downloads" section and click the "Terraria Server 126.96.36.199" link or whichever is latest: https://terraria.gamepedia.com/Server Get the 1401 Latest Linux Server files (see above EDIT) (https://terraria.org/serveterraria-server-1401.zip) and copy them all to a new directory, just call it terraria or whatever you want (use the mkdir command). Make sure the directory's contents are executable and owned by the user that will be running the server. Its likely the "pi" user so that's what I've used below (though for security reasons this should be changed). Creating a new management user should be done on all internet accessible Pi's though. For more details on a secure setup, see here: https://www.raspberrypi.org/documentation/configuration/security.md
IMPORTANT BIT, DLL removal: Then run the following commands within your terraria-server directory to delete the included dlls and monoconfig. NOTE: This is assuming a fresh install into a new directory. These command will delete all files in your current directory/folder that begin with "Mono" or "System", so keep that in mind.
cd /path/to/terraria-servedi rm System* rm Mono* rm monoconfig rm mscorlib.dll
So your terraria-server directory's contents should look something like this (WindowsBase.dll and FNA.dll are the only .dll files that should exist in the directory):
If you don't see any errors and get to the world select menu, you should be gravy. Management: There are a ton of tutorials on how to use screen or tmux to manage the server without being logged in so give it a google if you want more detail, but if you're connecting to the server via SSH, give this a try with screen: First install screen if you don't have it already.
From here, after the initial setup is done and the server started, type CTRL+A then D to detach your screen session and return to a workable shell. If you need to run a server command (i.e kick player, change daytime etc.) type the following command to reattach the server to your terminal:
screen -r terraria
There are plenty of resources online regarding advanced config, so give it a google. At this point of the setup, most things that works on "Debian" will work here, so add that or "Linux" to your search terms if you're not finding enough info for Raspberry Pi or Raspbian. A decent detailed guide with security, auto-start and management options here: https://www.linode.com/docs/game-servers/host-a-terraria-server-on-your-linode/ Be mindful of security on all internet accessible devices (like this Pi). As a general rule, don't give anything more permissions than it needs and remap service's default ports where possible (outside the scope of this guide, but worth a search). At any rate good luck and hopefully it works for you until TShock is updated.
Analysis: Why Kayle is Failing | The legacy of the 9.17 mini-rework
Four months have passed, now I have data to back up what I was saying before. My arguments then though are still my arguments now. Though, this time I hope to be able to make my points much more clearly understood but I'm afraid it appears I'm unable to deviate from my verbose style of posting. So what's wrong with Kayle? It's pretty simple. There's nothing about her kit or play-style that defines Kayle as Kayle. I said it months ago and I'll say it again. The direction they took with Kayle when they capitulated to the people complaining about not getting ranged earlier on 9.17 was straddling the fence. This was a grave mistake. Riot should have invested the time to either make her kit fun when melee and embraced the evolving form of Kayle (my personal preference) or they should have fully embraced the ranged aspect of kit, making her fully ranged at level one and balancing her appropriately around that. Riot August has said it himself, after the 9.17 changes had settled and her play-rate started to rise. As it turns out, people like to be able to play the game for the first ten minutes of the game...Shocking... Well guess what that hasn't changed? We still want to play the game. We want to be able to farm/trade comparably to at least the weakest early game solo-lane-late-game champions, or barring that to be able to have some interaction with our champion that is completely unique to that champion. So since Kayle is primarily regarded as a top laner, let's start with the basics. As top-laners, we need to, in some form, fulfill the role that we have chosen with our chosen champion. We approach this with the expectation that any given top lane champion will excel in some fashion in at least one aspect integral to the position itself. Those criteria in their most basic forms being as follows:
The ability to peel for your team
The ability to lock down the opposing team
The ability to threaten objectives cross-map
The ability to zone or kill an integral champion for the opposing team's composition
To work in top lane, you don't have to have the capacity to complete all of those functions but, at the very least, you should be able to do one. Barring that, you should bring something extraordinarily unique to the table.
Tanks act as a front line for teamfights, providing peel and lockdown to secure safety for their damage dealers
Duelists act as split-pushers, perpetually preventing a team to group for favorable fights around objectives because they must be addressed. If they are not, then an objective (towers/inhibs) will theoretically be traded in response to that neglect.
Bruisers/fighters kind of hover between these two features in that they deal enough damage to be a threat to a squishy backliner while still being tanky enough to live long enough to crush them. Generally holding their own in 1v1s
And then there’s "specialized.” This group of champions doesn’t really fit into the categories desperately needed for top laners to fit into a team structure. But these individuals’ abilities are so extreme, in some fashion, that they compensate the weaknesses they bring to the top lane with how uniquely strong and quirky their abilities are.
An example of specialized to me would be Quinn, whose kit includes mobility so excessive that she is exempt from taking Teleport to lane and can use combative summoner spells to dominate the laning phase and later use her hyper-mobility to pressure side lanes. But this comes at the expense that if you do not perform well early… well sucks to be you (and your team) come mid/late game. From what I can tell, Kayle is supposed to fit into this "specialized" section. The most important thing here is that, when you pick a champion who does not fit the normal criteria of the role, they excel MASSIVELY in some aspect to make up for it. To support my claim that Kayle is intended to fit this group, the 9.5 version of the Kayle rework at least had that uniqueness. We couldn't do anything early whatsoever BUT in exchange for that Kayle's builds were completely fluid. You could build either AD or AP or both. Unlike any other damage focused champion, you were not required to purchase an armor penetration item to maintain your damage output, which further enhanced the versatility of her kit and also allowed her to scale into the game stronger than any other champion in the game. The big issue people seemed to have with the 9.5 version was that it took until between 15 and 17 minutes for Kayle to be able to play the game and then they’d play catch-up for 2-3 minutes then actually get to have an impact.... That was hardly any fun. The advantages with the 9.17 Kayle changes are that you now are capable of farming and light harassment/trades at roughly 7 minutes. But the issue still persists: you still don't really get to play the game until you get 2 items… or roughly 15-17 minutes. These changes were paid at the expense of all the aspects of Kayle that made her new kit unique and cool. What is worse is that the aspects of the champion that made her innately function as a unique late game top-laner were removed or significantly nerfed to appeal to a vocal group of bandwagoners. The second they got what they wanted, these same people… surprise, surprise... ditched left us one tricks and enthusiasts with a champion that is a “okay” at everything while the aspects which made her excel in a fashion unique to Kayle, necessary for specialists to be fun to play, were abandoned. The worst part is that changes performed to her kit changed nothing from the outcome perspective. Her power spikes still align with the same minutes of the game, her win-rate has settled into roughly the same percentile (within 1%) each time she has been altered, once balanced, but she just feels less satisfying to play. "Well... who cares? Why is that an issue? Why can't you just suck it up or play another champion Justifier? Kayle is at a 51.33% win-rate she's perfectly balanced. Fun is subjective. Just because you don't have fun with her any more doesn't mean other people don't." Well that's just the thing. It's not just me who holds this opinion. Need proof? Here's some data of Kayle's in game presence from u.gg a few weeks after the 9.17 changes, taken 9/27/2019 Plenty of time for people to get used to her being ranged at 6. She's at a 52.46% win-rate, 4.6% pick-rate, 1.6% ban-rate. Those numbers are roughly equal to her game presence statistics before her changes from 9.16 going to 9.17. Here’s Kayle now that she’s been balanced properly after her ranged at 6 changes, 51.33% win-rate 2.7% play-rate, 0.9% ban-rate. FEWER people enjoy playing Kayle with her ranged at 6 form than when they did with her 9.5-9.16 form, if both iterations are balanced and her win-rate remains stable throughout. We can conclude in my opinion, since her win-rate remains stable throughout all of these changes and nerfs, that it's not because she's "less op" but because people think she's not fun to play. The next numbers I'd like to look at were taken at her "peak" when she was being recognized as busted due to her abusive playstyle when paired with Kleptomancy and various successful appearances on the Worlds Stage. It took an extraordinary excess of time for her numbers to climb towards their pinnacle having reached a ≈+30% combined play/ban rate nearly whole three whole months after the 9.17 changes having been recognized as busted and picked up and abused by various higher elo players. She still maintained her disgusting presence through nerfs until the season rolled over Craptomancy was finally removed from the game. Why? Because even though Kayle was busted she didn't feel fun to play. The feelgood rewards for playing Kayle didn't match the results of playing Kayle even when she was absolutely busted. Now here’s the kicker: literally the day that the aspect of her kit that was "abusable" was addressed (finally), what happened to her game presence? It halved. At the end of Patch 9.22 Kayle had an 52.76% win-rate, 8.2% pick-rate and a 14.4% ban-rate for a combined 22.6% game presence, the day after? Patch 9.23, preseason patch, Klepomancy removal. A 51.4% win-rate, 4.8% pick-rate, 6.9% ban-rate for a combined 11.7% game presence which further deteriorated to the present. Patch 10.1, 51.33% win-rate, 2.7% pick-rate and 0.9% ban-rate for a whopping 3.6% presence Again, her win-rate stayed within a single percent of the win-rate she had before Kleptomancy and that percentile change could more easily be attributed to the change in the games meta on the turn of the season than on Kayle's reliance on Kleptomancy. We can conclude from this that these people were NOT playing Kayle because she was busted, they were NOT playing Kayle to get free elo. They were playing her because they could finally tolerate her playstyle enough via kleptomancy proxy to validate trading over +50% of their game to have an impact on the last portion of it. The second that proxy was removed, despite her win-rate maintaining its level even through nerfs, her game presence tanked. Another interesting observation to point out is that when you look at her play-rates and ban-rates, her ban-rates when she is fun to play with this version of Kayle are always higher than her play-rates. From this we can determine that when Kayle is even slightly fun to play with this form of a kit for the player piloting Kayle, she's EXTREMELY unfun to play against. Contrast this to 9.5-16 versions of Kayle where I've heard many people describe her kit as being "surprisingly balanced and fun to play against." In my estimation, this is caused because her kit is designed to NOT interact with your opponent. A Kayle playing at their best minimizes interaction with the opposing player. This is frustrating and unfun for Kayle players when she's balanced, frustrating and unfun for her opponents if she even has a perceived (not real) advantage (say kleptomancy stacks) So here’s an issue: As it stands, essentially what we have now is Kayle as she was before her initial (9.5) rework, stripped completely of every single thing that made Kayle Kayle. Every point of the game feels worse even when it's better than her pre-9.5 version in a state where when she's actually balanced she's unfun to play as and if even perceived as overtuned extremely unfun to play against I think because of this it’s fair to ask once again: Were the stated design goals of her rework met? Stated goals for Kayle's rework:
Make Kayle more fun
Make her auto attacks feel really good
Variance in her pattern
High moments outside of her ultimate
Deliver on the “ranged to melee thing”
1: I have already addressed #1, when balanced no one appears to want to play her and when perceived as strong no one wants to play against her. So, the answer is no. 2: Kayle’s auto attacks excluding her E reset do not feel “really good” or “satisfying” when you smack someone it just feels like you’re hitting them with a wet noodle. This is particularly annoying when every single spell that you cast interrupts your auto attacks and while her E feels good it doesn't feel so good as to make up for the disruptive nature of her other abilities in the flow of her kit. So, #2 is No. 3: Variance in her play pattern. I’m not sure exactly what this means but I presume this means she is capable of a fluid build style which can adapt to what the opponent is doing in the game by building uniquely. She had this with her 9.5-16 versions but her build style now is completely binary. If you deviate from the standard Gunblade > Nashors > dcap/rageblade, you’ll usually regret it. So, no. 4: High moments outside of her ultimate: I think that again Kayle had this on her 9.5-16 versions through her late game power spike. Her true damage waves were extremely satisfying to experience when you hit that point in the game. However beyond that I cannot think of (m)any high moments that exclude her ultimate. So, no. 5: Deliver on the “ranged to melee thing”: Maybe? I mean the thing with this is that it feels like this rework goal was doggedly pursued at the expense of the other four. Riot chose to preserve this stated goal for some reason at the cost of the other goals. In exchange for “making her auto attacks feel really good” (via her true damage, and early wave attacks/AoE spells[meaning the ability to quickly push lanes early in the game]), we got earlier range. The issue with this is that Range is regarded as so powerful as to require that she also lose her pattern variance (build fluidity) and extreme late game power spike in exchange for these changes… and the consequence of the loss of those four goals to meet the one is that… well she’s simply not fun. But the worst part is that I think this was a game design that should have never been a goal in the first place... Kayle was never a "melee champion who became ranged" Kayle was a ranged champion, whose attacks were processed as melee. This was an aspect unique to Kayle and demonstrated in her old interaction with Yauso's windwall. Kayle was a Ranged&Melee champion not a Rangedmelee champion. But even if you put all of that aside, changing it to range → melee was fine. What is not fine is that I feel most of this last stated goal was ceded when they made Kayle ranged at 6. By removing the struggle of the transition by giving it to players earlier you remove the last vestige of the stated goals of the initial Kayle rework. Let me ask you this: when someone asks you what exactly makes Kayle Kayle, what do you respond with? (pre-9.5 Kayle) To me, what defined Kayle before her rework was "not a single champion in the top lane can match your pushing power early game, late game you were one of the top tier splitters/duelists who can build any item in the game." Hell, her pushing power was so strong that it was actually her weakness. You couldn't control waves if you even last-hit or traded. So her identity: Shover. Versatility. Scaling. Split pusheduelist. Melee&ranged (9.5-9.16 Kayle) After her rework, (9.5) it was "not a single champion in the game can outscale you. Not a one. Better beat Kayle before she gets level 3 evolution." or "wait for Kayle to hit 16 guys we've got this!". This unique trait appeared to stem from her true damage wave abilities -- or in short she was unique because of her “purifying waves” which in turn still unlocked her previous identity of being able to build any item in the game. She could run either AP or AD each carrying its own perks and downsides So her identity: Versatility. Scaling. SplitpusheTeamfigher. Meleeranged 9.17 Kayle and onward iterations She's not technically terrible at anything but Laning phase...I guess... But she's good at nothing as well. There is no longer anything about her that stands out in any way whatsoever. She is terrible early and okayish mid game okay late. She’s a decent source of dps and a decent laner when the game starts for her... But that's it. There’s little discernible feeling of payout for the terrible early game you’re still subject to. Sure, her win-rate hits top 3 if the game goes on for 35 minutes. She scales into the game like a monster… but she sure as hell doesn’t feel like it, and it means little to nothing in a meta where the average game time is sub 30 minutes even for unranked players. Kayle’s “unique trait” as a Champion of League of Legends now is “I do a tiny bit of everything at the expense that you will have absolutely no agency and be absolutely miserable for about 10-15 minutes of your game” or in other terms, So her identity: Scaling. early grouper. Jack of all trades and master of none? She still scales like a monster of course, so I guess you can still say that's part of her unique traits now. But there’s little to no build fluidity (variance), few if any high moments, no great feeling auto attacks. There appeared to be one single saving grace for this iteration of Kayle’s kit for the general population though... Kleptomancy. Kleptomancy meant so much in my opinion, not because it was simply broken on her (it was certainly perceived as such), but because Kleptomancy was only integral for Kayle’s design to click with the average League player in my estimation because it gave the player the feeling that they were interacting with their opponent during the laning phase enough that people didn't get overwhelmed by the dismal feelings inherently ingrained into her kit Now that the placebo of interaction of doing something for the first 15 minutes of the game is gone. People have apparently decided, voted if you will, with their time and choices that the design Kayle bring to the table is simply not palatable for the general player. As a consequence, we can say with some degree of certainty that even if this kind of champion design is perceived as bat-shit busted...People don't touch it. Something HAS to feel satisfying for a significant portion of the game even if it does literally nothing in the grand scheme for players to pick her up. Those of us left either play because it's what we've always done, or for the "angel" theme which is one of the few aspects of Kayle that remains intact and unique at this point... This is one of the most iconic Champions in League of Legends. She’s one of the original 17 for crying out loud and it feels terrible to be in a game with her. It wouldn’t be all that difficult to make her have an extremely satisfying kit even as is. One example of relatively simple changes that could bring more life to her kit suggested to me in Kayle Mains Discord was changing her E: when you “cast” it, it unlocks the next tier of her ascension for 5-6 seconds. So levels 1-5, you have access to range for 5-6 seconds and range unlocking permanently at level 6; levels 6-10, you have access to your waves for 5-6 seconds and Level 11 your gain full access you your waves when your passive is fully stacked; levels 11-16, your waves could have a % chance to crit for say 25% for 5-6 seconds and level 16 your crit waves chance is doubled (25% → 50%) and when your E is active if your waves crt they deal true damage. An integration of a small part of her old kit which we know works into the new or the waves AoE is widened/enhanced, remove the true damage and keep the rest if it's too much, or any other plethora of options. Imagine how satisfying anything like that would be compared to currently when I press E. A high cost high cd low consequence spell, which I can throw one spell at either a minion and get a last hit, or I can throw it at the opponent and deal 50 dmg and then I'm back to the waiting game for my more favorable forms every 8 seconds. Now I'm not suggesting Riot reverts Kayle's kit, or implements any change suggested above. (That would be super cool but let's be real it's unlikely to happen) This post's purpose is to serve as a potential source of information for Riot addressing the opinions of people most passionate, regarding the direction pursued to make Kayle a great champion for everyone. And to cause Riot to take a good hard look at Kayle and make sure that what they're doing and have done is matching their expectations... because it's not matching ours. TLDR So why is Kayle failing? She's failing because the features that made her unique and quirky as a champion were stripped away from her in an attempt to appeal to a larger audience by making her easier to play; without something unique, potentially difficult, cool and quirky ingrained into their kits, champions with extreme trade-offs make people lose interest very quickly. Addition: Upon suggestion I also posted this on the main League Reddit Thread, Here's a link to that if you want to check out how conversation is going there.
NOTE: The performance tied to the desktop view and resolution are IDENTICAL to Fallout:4 vr's release for precisely the same reasons. Except, the fix will be even better! Some improvements here:
This is another edit, Thursday the 22nd "I need to qualify this" edition.
I test on a lush world right in front of a busy, actively fueled base with a busy cave right next to me and my ship in view, so I can see the moving bits, on the side of a hill with a dip so that the LOD does not kick in for anything I'm looking at, which is covered in moving grass and buzzing insects from gather fauna and a bunch of floating glowy motes and ships flying overhead, in a world that gets superheated rain to make absolutely sure the changes I make have an effect on the performance of the game.
You couldn't pick a more ideal spot, if I look up, the frames SKYROCKET, so I think I have maximum GPU performance eating things running in my view. I haven't even left the planet or played the game to any extent in the last week just to continue to troubleshoot this for all of us. It'll be worth it, because my desire to play this game and become so immersed I forget where I am is strong.
big news: I'm currently testing taking the headset out of direct mode, and running it in extended desktop mode. wouldn't you believe it, it helps (kinda.) It looks INCREDIBLE. Some of the aberration is fixed, too. However, 11-14ms is common. The main difference is that now the graphics settings have basically zero impact on frame timing, you can crank them. In direct mode, the graphics settings do improve the frame timing more, for whatever reason. It might have something to do with the implementation of the desktop mirror view of the game. Something screwy is going on with the compositor's setup and cpu load, especially on intel. PLUS, in extended mode, there is a proper OCCLUSION MASK in the hmd view. This is huge. This allows you to minimize the game window again, oddly without cpu load, but this was last night's patch. I only had a few hours last night. I need to record this process with the understanding that it kills performance to do so. Maybe I'll use a camera or hdmi capture to another pc to show you all what's up, I've got one handy.This bit of info is now invalid with the latest patches.
https://imgur.com/a/5O7kNZ7 steamvr has a debug menu that allows you to toggle things like async on and off without the mirror view needing to be open, fyi.
Final edit, Tuesday's coming edition, did you bring your coat?
I am a banana, interloper. Many things have changed and you can get away with a lot more now since the fixes are fast and furious. Here's a concise step by step guide to improve performance in no Man's Sky VR (and some things will work even without vr). Not everything will work for everyone. Some fixes may make your particular system worse performing.Rift + Intel seems to have more trouble than Ryzen + SteamVR native devices. I'm not responsible if your computer starts repeating 16's at you. here's what is possible: Does elements look sharper to you? I'm running global HMD in 130% SS and game at 100%. Motion smoothing off. https://i.imgur.com/Jkzf7MN.png
DRIVERS. Update your Nvidia and Intel and AMD Chipset & GPU drivers.
Install NMS, hopefully on steam. Run it in desktop mode, once, and get it smooth there. You can probably max almost everything. You may need to do a thing or two in desktop mode once and a while so it's good to have set up.
Opt into the experimental beta for NMS. The fixes there are huge. To play in Experimental, right-click on No Man’s Sky from the Steam library page and select “Properties”. Among the available tabs will be the “BETAS” tab. Enter “3xperimental” in the textbox and press “CHECK CODE”, and it'll let you in, then select it from the dropdown menu.
in yourdrive: \steamapps\common\No Man's Sky\Binaries\ find "NMS.exe" . Right click it, and click properties. Click "compatibility" and click "change high dpi settings" click "override high dpi scaling settings" and set it to "application controlled". This removes a layer that windows puts on 3d apps now, and since the game is not in a pure "direct mode" (yet) this removes that latency and helps frame-rate. This is similar to how Elite Dangerous was on the dk2 in the early days of windows 10. This also may improve fidelity of menu items depending on your monitor.
Turn off windows "game mode" by searching for the settings in the start menu. This is normally a good thing for most games but it throttles background processes it thinks are not the main game thread. No man's sky has custom threading and this lassos it, which is bad.
Install SteamVR beta and Steam Client beta. No exceptions. There's a specific fix for no man's sky in the latest update.
I recommend only having one other monitor active. If you have a high hz monitor, use that one.
in nvidia and amd gpu control panels, force off Vsync, always, turn on "prefer maximum performance". Set "vr precomputed frames" to application controlled instead of 1, (which is for some crazy reason still the default for nvidia. Newer games override this setting, but games built "the old way" like no man's sky do not)
If you're on Nvidia turn off threaded optimization "auto". Set it to off instead. They're doing this directly and there might be some kinda conflict. If it makes it worse, force it on. These settings reduce shimmer for me:https://imgur.com/a/p9ZmcDq
For both Nvidia and AMD, I recommend MSI Afterburner or just AMD drivers and setting an aggressive fan curve and power limit. You don't want to be throttling down if the card warms up. Your CPU should also be staying cool. You need to be hitting turbo cores.
You can now use as of the latest patch, "motion smoothing" in steamVR with no problems most of the time, so leave it on unless things seem worse. (You're on the steamvr beta like I said in step 7, right?) If you keep going above 11ms in 90hz, turn it off.
Set your application specific steamvr resolution for no man's sky to 100%
Turn off Advanced Supersample filtering in steamVR dev options. Do not turn on gpu profiling, it causes slowdowns.
On the video tab, use manual resolution. Change your global steamvr application resolution to something like 100% for now. IF YOU CHANGE THIS, you need to restart No Man's Sky to see the changes. It DOES NOT work on the fly like other games. I get away with 130-150% with a 1080ti and Ryzen 2700x.
Go to C:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\Binaries\SETTINGS and edit TKGRAPHICSSETTINGS.VR.MXML and TKGRAPHICSSETTINGS.mxml and set numhighthreads 4 and numlowthreads 2. Big improvement on the cpu side. Try 2 and 1 if you have a quad core. If you're on intel and things still suck, try 0h 0l. 0/0 may prevent you from leaving the starfield at the beginning of the game. If that happens, just set it back.
Okay, go ahead and and load the game now. This imgur link has my in game settings, I recommend using these. Don't use TXAA unless you find it "clearer" It's a blurry mess for me, use FXAA. https://imgur.com/a/NkUSrMd I can also get away with hbao standard, but maybe you can't. These are something you can fiddle with, everything but planetary will work without restarting the game. I also recommend turning off vignette and scanline effects in some of the other setting menus.
The game now must remain in focus. It cannot have anything on top of it or not be the active window, or you'll lag. OVR Toolkit/OvrDrop might give you issues.
Optional: you should be good with the above, but you can try turning off HPET (high performance event timer) in your UEFI(bios) which can help cpu bound applications like this one.
-------------------Everything below this line is the old thread with various things I've tried. This gigantic thread is me just dumping my brain on the page with various things I know work based on years of knowledge on how VR can be tweaked, generally. Feel free to read it, but my mind tends to redline the troubleshooting but this thread spins the tires, if you know what I mean------- happy friday! 8-16-2019: Things have changed since the last beta patch. I'm testing on a stormy planet with lots going on right next to activity on the map to make sure settings are valid. I'll provide more screenshots. **The app now needs to stay in focus for the best performance. It needs to be on top. Nothing else can be on top. Disable overlays if you're using them, like ovrdrop or ovr toolkit.*\* 0.5) DISABLE GAME MODE IN WINDOWS 10. You can find it in the start menu by typing "game mode".Mine was already off and I didn't realize you guys might need to know that! - This is universally good for vr since it uses a lot of background processes, I've found. as always, if you find it worse turn it back on.
you should still do the cpu changes in the config files (try 4high and 2low if the game doesn't load fast)
still do the "high dpi" override on NMS.exe
still do the nvidia control panel overrides for NMS.exe, but I'm adding new two: turn off threaded optimization "auto". Set it to off instead. They're doing this directly and there might be some kinda conflict. If it makes it worse, force it on. These settings reduce shimmer for me:https://imgur.com/a/p9ZmcDq
Set the in game framerate on the video tab to UNDER your desktop HZ but over your hmd if you have gsync/144 hz adaptive sync, or max it. I just set mine to 160 now. Consider playing with your adaptive sync/gsync settings.
I recommend turning on fxaa now, either in control panel or in the game. Both work. Leave TXAA off unless you find it sharpeclearer. It's blurry for most people.
Anistropy 16x all day every day. Yay.
HBAO standard looks great too, no real noticeable difference in perf for me
making sure no man's sky is set to 100% application render scale in steam vr, but you can now set the global video setting to auto or like 120% or more. Motion smoothing still off. You can leave interleaved re-projection on if you want, it doesn't kick in as much now, or just force it off as before if you're on amd.
https://imgur.com/a/NkUSrMd here's my in game settings now, storm rolling in, getting 9.6ms frame timing. Use Fullscreen True.here's what it looks like now- my frame timing graph. I put the screenshot on a delay so that the game would be in focus for a bit, everything to the right of the red line is valid: https://imgur.com/NE6oqvX and here's with some MAJOR edits to the resolution to match the vive. Does elements look sharper to you? I'm running global HMD in 130% SS and game at 100%. Motion smoothing off. https://i.imgur.com/Jkzf7MN.png detailed advanced frame time graph. It's getting better!Oh wow, check it out: https://i.imgur.com/D55yu4S.png look at the resolution I'm using in the config file. I'm kinda blind to the visual changes now, I've been fiddling for 3 hours. You tell me which looks better, but the second one has a better frame graph.
Experimentation:Something is pretty screwy with the way the game is rendering both eyes in the HMD. *NumGraphicsThreadsBeta value 2 completely knackers the hmd btw. Flickery mess, crash. I still don't know what it does.*I'm also going to try setting the "desktop resolution" in TKGRAPHICSSETTINGS.VR.MXML to the total resolution of the vive later on, 2160×1200, or instead a single eye, 1080×1200. This requires borderless windowed which may reduce performance over fullscreen even though it's not "fullscreen".EDIT: this seems to work at 2160x1200. At least, the game doesn't overwrite the file on me. Same 9.6ms frame timing in "windowed" The menus and other text overlay elements seem much sharper but maybe I'm fooling myself. Gonna try 1080x1200. Of note it seems that using fullscreen gives the game higher windows application priority.Edit: Here's some proof these settings work, 1080ti, ryzen 2700x, x470 chipset, 32gb 3200mhz ddr4 cas 16, windows 10 1903 insider "fixes/drivers" only. https://imgur.com/a/rh7ceyb This is not a unity or unreal app and uses a -native- implementations of OpenVOVRuntime. (and on Vulkan to boot! It's amazing!) The perspective is that hello games has their own game engine, so they don't get the plug and play drag and drop implementation and bug fixes that come with the developer supported plugins for those game engines. Serious Sam Fusion and Talos Principal are the only other games I know of that work in Vulkan/DX12 and simultaneously steamVR with a native implementation. This is an accomplishment. The performance is due twofold to differences in 3d on earlier builds of windows 10 differing in the way it handles 3d now, your desktop resolution, your desktop monitor's HZ, and a few other things. Remember this game is fast enough to run on intel embedded graphics now. It just needs tweaking. For one, it appears the Anti-aliasing is done via forward rendering, and instead-computed on the desktop view at the desktop framerate BEFORE pushed to the hmd, along with anistropy which I suspect is why it's blurry, the "pixels" are being effectively smeared out. It's not appearing to be applied directly to the vr compositor view, or there some in between step. Also, please opt into the experimental beta branch via the password, and consider installing the update to Vulkan via the runtime, just to make sure you're on the current version!! https://vulkan.lunarg.com/sdk/home#sdk/downloadConfirm/latest/windows/vulkan-runtime.exe update your drivers, including chipset! First, all of this is being done from their experimental fixes branch: To play in Experimental, right-click on No Man’s Sky from the Steam library page and select “Properties”. Among the available tabs will be the “BETAS” tab. Enter “3xperimental” in the textbox and press “CHECK CODE”, and it'll let you in, then select it from the dropdown menu. Do the following and the game will look better than ever, and you'll get 90hz and stay out of re-projection 99% of the time. The steps are similar to the early days of FO:4.go to C:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\Binaries\SETTINGS and edit TKGRAPHICSSETTINGS.VR.MXML and TKGRAPHICSSETTINGS.mxml and set numhighthreads 8 and numlowthreads 0. Big improvement on the cpu side. Try 4 and 2 if the game doesn't load.
in nvidia and amd gpu control panels, force off Vsync, turn on "prefer maximum performance". Set "vr precomputed frames" to application controlled instead of 1, which is the default for nvidia. For newer games this setting does nothing, but I can confirm this game DOES listen to this (like it does/did in fo4) and it breaks re-projection. In windows, I recommend only having one monitor active especially if they have different refresh rates and/or resolutions, make sure it's set to it's maximum refresh rate. I also recommend maxing your fans so your video card doesn't go into a lower boosted state and flap between them.
yourdrive \steamapps\common\No Man's Sky\Binaries\ find "NMS.exe" . Right click it, and click properties. Click "compatibility" and click "change high dpi settings" click "override high dpi scaling settings" and set it to "application controlled". This removes a layer that windows puts on 3d apps now, and since the game is not in a pure "direct mode" (yet) this removes that latency and helps framerate. This is similar to how Elite Dangerous was on the dk2 in the early days of windows 10.
adjust the in-game framerate limit to be 5-10fps above your HMD's, to allow re-projection to do it's thing. Edit: you can try setting this EVEN HIGHER if you think your system can handle it. This gives less overhead for re-projection, and decreases input delay, but YMMV. It's part of the reason that most people don't see 100% gpu usage, truth be told the game is gimping itself to your display's framerate cap, not the hmd for any post processing done on the desktop view before being sent to you.
Go into the game's Video settings: Switch the game to fullscreen (it won't do anything visually but might as well), and consider reducing or increasing the resolution here. Edit for clarity: This does not change the resolution in the hmd, but it might be fiddling with AA and post processing's resolution, since it seems to be calculated like that, based on what I'm seeing. If you recall, FO4:VR had the same exact issue, everything was blurry as hell on launch day.EDIT: GET THIS, The lowered desktop resolution also seems to effect some things in the UI as they calculate off the lower resolution at the desktop resolution! Not the headset rendered resolution, which is really not good and super weird! It makes the scanner UI flicker and get bizarre and jumpy, which is a big problem! This is confirming my theory. I now think setting the desktop resolution higher is even more important. Get it just over your HMD resolution and leave it there. There's issues if your monitor refresh rate and resolution is below your HMD refresh rate, just like fo4vr. It does seem like the resolution is per-eye, even though it should be full-field. The vives per-eye resolution is 1080x1200, but you can't select that resolution so just set it close to that (or higher if you want SS on top of your SS for at least UI elements in game in steamvr. 1080p is fine for me. You could try making a custom virtual super resolution that matches your HMD if you're feeling industrious.
under graphics, turn off all antialiasing and potentially anisitropy since it appears it's calculated from the -desktop resolution- (unless you're going beyond it for double SS, and even then, it looks better off imho. You can leave everything else on ultra at this point except maybe shadows I've found, with most GPUS, even like a rx480 8gb because Vulkan is awesome.
ninja EDIT: I've determined the below is more important than I thought for performance. No longer optional!
Since this is a native openVR app, if you click on the game window while it's running and press "shift+a" it SHOULD disable interleaved re-projection, which seems to be on as a fallback if you disabled motion smoothing. This helps cpu usage a TON. You can also do this with the native steamVR vr view window for most apps.
finally, turn off advanced super-sampling filtering in steamvr if you're not already out of re-projection by this point. Set manual resolution settings in steamvr, and start reducing from 200% SS until the latency graph on the bottom left is under 11ms or whatever it is for your HMD and you get out of re-projection. That should solve it! and the game will run like it should and look great too. Now that I'm home, I realized something: You have to restart the game entirely for this change to work!! This could be due to the older OpenVR SDK.
TURN OFF AA and do it on your gpu's control panel and turn off scanlines and post processing to get rid of the shimmer. That seems to be done on the DESKTOP resolution and not the game.
DOUBLE CHECK THAT THE APPLICATION RESOLUTION OF NMS is where you want it. You may have overrode it from the global setting.
optional: try turning off ASW if you're on a rift (can you even do that anymore?) in your steamvr.vrsettings file in your root steam install directory also try adding "allowAsyncReprojection" : false, (comma is important unless it's the last entry) as one of the options. They pulled it. I use the following:
enjoy! if you made it this far, awesome. I haven't even dug into the game's config files, I'm reading that you can improve threaded optimization in the same way so that the cpu load is good too. edit: here's how to do that - go to C:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\Binaries\SETTINGS and edit TKGRAPHICSSETTINGS.VR.MXML and TKGRAPHICSSETTINGS.mxml and set numhighthreads 8 and numlowthreads 0. Big improvement. also, a new setting has appeared called " " in the files on the beta. I have no idea what it does. yet. Interestingly this reminds me a lot of the way NMS was first released, planet loading was timed to spinner hard disks or something and having an SSD actually made going from space to planet real fast kinda laggy. Really interesting how software development works. (It's what I do for a living, actually! I'm paid to find the reasons for, and the solution to, bugs in software ;) ) edit 2, I'm home from work edition: oneveryconfirmed oversight right now is that they're not opting tocull therender of the nose cutout for your specific hmd. This results in roughly 20% performance loss off the top, confirmed by valve engineers. They're using an old version of the runtime. as confirmed by Alex himself, the principal graphics software developer for steamvr at valve. https://twitter.com/AlexVlachos/status/1161871180103421952 edit 3, happy weekendhttps://imgur.com/a/p9ZmcDq this settings has reduced some shimmering for me.
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