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SacUsa

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  1. They're planning for way more than 64. As of Roster Lock yesterday, 81 teams were confirmed. These are teams hoping to use their qualifier points for seeding. https://docs.google.com/spreadsheets/d/1kYYR4piLzpYrI5-RCyW72nOge0mEUprnIYQMxqo51K4/edit#gid=1138524219 They sold 138 team passes, and, though there will be extras and teams that back out, I think it's fair to expect 100 teams at the door.
  2. Hey y'all. I'm super excited for UGC this weekend and hope anyone who's undecided on who to root for decides to cheer on the #BrownWall (our team name is DeSiTic Gaming, 8th or 9th seed, depending on how you do the tiebreaker). I'm disappointed that there isn't an official OpTic Gaming team at the event. I can't wait for the event where we finally get to play them on main stage, be seen on stream and social media, and come back home to a cease and desist letter. Until then, the grind continues. If you're going to be flying to St. Louis, I put together a Google Form + Spreadsheet to try and help those planning on taking an Uber from the airport to the venue/hotel, since it's about 45 minutes away and costly. I'm hoping that if enough people put in their details, everyone can find at least one person to split the cost with.
  3. New HCS Invitational announced for Austin, Texas, March 15-17. Top 6 teams from UGC STL will be flown out. Also announced that H3 will be played at Dreamhack Dallas at the end of May.
  4. I'm sure a lot of them are worried. It's one thing to enjoy a game, but it's another to have grinded a game during its competitive heyday and perform at the highest level. For a lot of these guys, even though H5 wasn't enough to support them fully financially, they built their lives around competing in it, both online and at LANs. Now the scene will be switched for a year to a game that was in its prime when they weren't even teenagers, with a significantly different playstyle and meta. From their POV, I'm guessing there's a lot of uncertainty about what they do with their life the next year.
  5. Our fourth was Its Name. For the #BrownWall, this was an incredible event, starting from the Open Bracket and finishing Top 16 with some absolutely ridiculous off-stream series (that I managed to get on periscope). Not sure where we go from here, but glad to have participated. - SacUsa, aka Khan Desi
  6. SMH, just a few weeks into working at MS and he's already making TB posts in Calibri. #ShillAlert
  7. Huh, looks like Excelerate is running with Falcated now instead of Taulek... he was on the team for a total of 16 days. Anyway, I'm SUPER excited for DH ATL. Gonna have to make a splash with our #BrownWall roster
  8. I wouldn't say always. Yes, using the speed of light as a constraint, the further your processing is done from your input/output (aka monitor + controller, or phone + touch screen, etc.), the greater the minimum possible latency will be. So, when you're playing at home on your Xbox, which is doing all the processing, there is a veryyy small delay between what you do and what the system sees. When you do it over the cloud, there is that additional transit time as the information is transferred to the remote servers to do the computing. However, the delay due to the speed of light is pretty small. Over a fiber connection, it's less than 8 ms per 1000 miles of cable. So if you have a perfect connection to a server cluster 500 miles ago, the round trip latency from the connection would be less than 8 ms, which is 0.008 seconds. At 60 FPS, we're talking about 1 frame every 1/60th of a second, which is 0.0167 seconds = 16.7 ms. So the "transport delay" of the connection is half of one 60 FPS frame. That does seem like a lot, considering that the system still needs to perform all necessary calculations before it can send the return signal. But remember that when you're playing online, you still have to communicate with the server every frame to negotiate your in-game state with respect to the states of all other players (when this goes bad, you see "rubber banding" and other types of things we call "lag"). So we already have some cloud related latencies in our current gaming experience. But what the servers do now is much less than full physics calculations, which is what is done locally. So it's fair to expect greater latency for cloud based gaming vs. traditional MP servers. However, I think we can see great improvements than today's cloud gaming solutions due to: 1. increased server side computing performance, 2. increased network performance, and 3. increased computing distribution. 1. If the server side systems are much more powerful than your local box, they can complete all the necessary calculations per frame much faster than your local system. The transport delay will still apply. I'm not a game developer, so I don't know the bottleneck relationship in this situation: if the computing power increase outweighs the increase in delay, it's still a net positive. 2. As networks become better, connections will improve, and you'll approach the minimum possible latency, constrained by the speed of light. In practical terms, this means fiber (or possibly better) connections 100% of the way from server to your home. 3. Increasing the distribution of computing power means smaller distances from users to the servers. This could arise from building more Azure data centers or from building a network of smaller centers all over the country. I always imagined this would be the future of computing: even in your own home, you might have a centralized computing station, like a server, and other devices in your home just become network points with I/O devices. With those 3 improvements, I think we can eventually reach a point where cloud-based gaming is practically indistinguishable from fully local gaming. Yes, the latency will never be as low due to physics, but the cloud could out-compute anything you have locally.
  9. Nah, it's cloud-based. The phone itself only does two things: display a live video stream from the cloud, and send the player's inputs back to the cloud. All the storage, processing, etc. happens on their servers.
  10. I see that we're having our annual (semi-annual? bi-annual? daily?) discussion on "the state of competition for Halo in the late 00s." I haven't been around here that long and I've seen it so many times. In other news: Direct link to article: https://www.wired.com/story/xbox-cloud-gaming-exclusive/ Very interesting. To me, the technical challenges are obvious: latency and video compression. If both of those are bad, then competitive gaming is a no-no. It's weird to talk about competitive Halo from a phone or tablet, but mobile gaming has made a huge comeback imo, and this is forward thinking stuff. Will just have to see how the performance pans out.
  11. https://arstechnica.com/gaming/2018/09/halo-5-box-update-suggests-an-imminent-pc-version/?amp=1&__twitter_impression=true [Article implying H5 is coming to PC as an Xbox Play Anywhere game]. Hmm. It's a very subtle change, so idk if I'm buying the implication, but man this would be awesome. 3 years too late, of course.
  12. I'm no MS hater, but this isn't out of the question. With Bing Rewards, Microsoft literally pays you (albeit tiny amounts) to use Bing as your search engine. It's been that way for years. I use it on my home and work computers, and on my phone, and I usually end up earning enough points for 12 months of Xbox live and a few bucks in gift cards each year. A pretty decent deal for tolerating Bing, which isn't even that bad. So I wouldn't put it past MS to incentivize using their contender services. Not sure if that means viewbotting, but they're always trying to get a leg up.
  13. Is Aldi really as OP as people make it out to be? I've never been there, but I've seen multiple people in the local reddit posting about new locations coming soon. From the outside, it just looks like a regular gas station market lol
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