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tankgirl
356 Posts
Mouse: Zaopin(soap) Z1 pro (DPI unknown) Keyboard: Deck 87 Francium Pro (Cherry MX Red) Ingame: + Show Spoiler [Speed] + ![]() + Show Spoiler [Video] + ![]() | ||
WGT-Baal
France3346 Posts
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RJBTVYOUTUBE
Netherlands755 Posts
On April 02 2025 09:00 WGT-Baal wrote: on top of my previous question regarding resolution (1440p vs 1080p), i have another one: what is the benefit, if any, of pillarbox? it just makes it square so everything is centered and feels like the original but in HD? but then you lose the extra lateral view depth so in effect you see less of the map? Why would pro pick this? Mini map is closer to the center of the screen with pillarbox, making it easier to look at mini map quickly in theory. on fullscreen its further to the left. there is an option to move minimap to the right a bit with fullscreen but that creates an open space to the left of the minimap, which means the mouse can overshoot the minimap more than on pillarbox with a quick move into minimap, which some pros use for fast screen change. | ||
tankgirl
356 Posts
On April 02 2025 09:00 WGT-Baal wrote: on top of my previous question regarding resolution (1440p vs 1080p), i have another one: what is the benefit, if any, of pillarbox? it just makes it square so everything is centered and feels like the original but in HD? but then you lose the extra lateral view depth so in effect you see less of the map? Why would pro pick this? As of September 2024 Mini finally switched to Fullscreen 16/9 (not pillarbox / 4:3) aspect ratio. He had long-been a 4:3 user. The only remaining (competitive) 4:3 players are Bisu, Mind, JyJ, Jaedong, Rain and Flash. Jaedong experimented with wide mode for several months a few years ago but eventually switched back to pillarbox 4:3. The most obvious advantage is in TvT where siege tank range plays such a huge role. As seen in this recent Flash vs TY game, it doesn't seem to be a problem for Flash. JyJ also has decent TvT record. I suspect that for the highly "automated" players especially Bisu/Flash/Jaedong, it mostly boils down to muscle memory? On March 30 2025 07:22 tec27 wrote: On my machine, I see identical latencies between --renderer=legacy exclusive fullscreen and the default renderer with borderless fullscreen. Are you getting higher than the 300 fps limit in the legacy mode? Knowing what I know about the code I don't think that should be possible, but your data shows otherwise (1ms frame times, e.g. ~= 1000 fps). If I disable the frame cap setting while in legacy rendering mode it seems to set a 100 fps cap in menus (and the latencies increase accordingly) and 300 fps ingame, so I'm not sure what is different in your setup. Do you only have a single monitor? Modern games typically try to avoid rendering so many extra frames and instead process input + render a frame as close to the display refresh time as possible (this is what "frame pacing" is) but Blizzard's updated graphics code doesn't do anything like that, so the way to decrease latency is to just render as many frames as possible. Thus, if you can get past the 300 fps limit, you'll likely see a reduction in latency, but I don't see how that is possible. Would definitely be interested in what is different about your hardware/software setup that makes those reduced frame times happen. I discovered a method to disable the arbitrarily imposed 300FPS limit, which I did for testing. I dont know if I want to share the method publically at this time because I don't know the consequences and/or player advantage for anyone not using it. I will send a PM with instructions on how to disable. Perhaps I should re-do the tests with the standard FPS limit because what you are saying suggests it wont actually make any difference at 100-300 FPS? Please advise. I wanted to test the racecars at the racetrack, not the grocery store, if that makes sense... On March 30 2025 01:03 WGT-Baal wrote: Does any pro play at more than 1080p (say 1440?) and if so do the settings vary significantly? I don't believe so. The settings do vary. The main problem with higher resolutions is the cursor size scales down accordingly, meaning you cant play with hardware cursor enabled. In fact, when Flash returned to streaming late last year, there were some humorous discussions about "progamer computer illiteracy" on his stream because he had a 4K 2nd-monitor setup and he was driven insane by the tiny size of the hardware cursor on his 4K monitor for a few days. Users in his streamchat had to guide him through how to setup "primary monitor" in the windows settings. Personally, I think its OK to dedicate yourself to being the best at one single thing and be unskilled at others, as seems to be the case with FlaSh. Also the ASL studio uses a relatively "standard" 144hz 24" 1080p LG Ultragear monitor. Serious player probably attempt to replicate the studio setup at home? Light for example uses a BenQ XL2411P. But I dont know to what extent this is universally the case. | ||
WGT-Baal
France3346 Posts
On April 02 2025 10:43 tankgirl wrote: Show nested quote + On April 02 2025 09:00 WGT-Baal wrote: on top of my previous question regarding resolution (1440p vs 1080p), i have another one: what is the benefit, if any, of pillarbox? it just makes it square so everything is centered and feels like the original but in HD? but then you lose the extra lateral view depth so in effect you see less of the map? Why would pro pick this? As of September 2024 Mini finally switched to Fullscreen 16/9 (not pillarbox / 4:3) aspect ratio. He had long-been a 4:3 user. The only remaining (competitive) 4:3 players are Bisu, Mind, JyJ, Jaedong, Rain and Flash. Jaedong experimented with wide mode for several months a few years ago but eventually switched back to pillarbox 4:3. The most obvious advantage is in TvT where siege tank range plays such a huge role. As seen in this recent Flash vs TY game, it doesn't seem to be a problem for Flash. JyJ also has decent TvT record. I suspect that for the highly "automated" players especially Bisu/Flash/Jaedong, it mostly boils down to muscle memory? Show nested quote + On March 30 2025 07:22 tec27 wrote: On my machine, I see identical latencies between --renderer=legacy exclusive fullscreen and the default renderer with borderless fullscreen. Are you getting higher than the 300 fps limit in the legacy mode? Knowing what I know about the code I don't think that should be possible, but your data shows otherwise (1ms frame times, e.g. ~= 1000 fps). If I disable the frame cap setting while in legacy rendering mode it seems to set a 100 fps cap in menus (and the latencies increase accordingly) and 300 fps ingame, so I'm not sure what is different in your setup. Do you only have a single monitor? Modern games typically try to avoid rendering so many extra frames and instead process input + render a frame as close to the display refresh time as possible (this is what "frame pacing" is) but Blizzard's updated graphics code doesn't do anything like that, so the way to decrease latency is to just render as many frames as possible. Thus, if you can get past the 300 fps limit, you'll likely see a reduction in latency, but I don't see how that is possible. Would definitely be interested in what is different about your hardware/software setup that makes those reduced frame times happen. I discovered a method to disable the arbitrarily imposed 300FPS limit, which I did for testing. I dont know if I want to share the method publically at this time because I don't know the consequences and/or player advantage for anyone not using it. I will send a PM with instructions on how to disable. Perhaps I should re-do the tests with the standard FPS limit because what you are saying suggests it wont actually make any difference at 100-300 FPS? Please advise. I wanted to test the racecars at the racetrack, not the grocery store, if that makes sense... Show nested quote + On March 30 2025 01:03 WGT-Baal wrote: Does any pro play at more than 1080p (say 1440?) and if so do the settings vary significantly? I don't believe so. The settings do vary. The main problem with higher resolutions is the cursor size scales down accordingly, meaning you cant play with hardware cursor enabled. In fact, when Flash returned to streaming late last year, there were some humorous discussions about "progamer computer illiteracy" on his stream because he had a 4K 2nd-monitor setup and he was driven insane by the tiny size of the hardware cursor on his 4K monitor for a few days. Users in his streamchat had to guide him through how to setup "primary monitor" in the windows settings. Personally, I think its OK to dedicate yourself to being the best at one single thing and be unskilled at others, as seems to be the case with FlaSh. Also the ASL studio uses a relatively "standard" 144hz 24" 1080p LG Ultragear monitor. Serious player probably attempt to replicate the studio setup at home? Light for example uses a BenQ XL2411P. But I dont know to what extent this is universally the case. Thank you for the details! For players not being very computer savvy, it is indeed ironic and I experienced it firsthand in LANs, both with foreigners and Koreans. From everything to lan and network settings to mouse, keyboard language and windows language settings. I know my kespa friends were always somewhat joking that it was half the job to help tje proteams set up correctly | ||
tec27
United States3696 Posts
On April 02 2025 10:43 tankgirl wrote: Show nested quote + On April 02 2025 09:00 WGT-Baal wrote: on top of my previous question regarding resolution (1440p vs 1080p), i have another one: what is the benefit, if any, of pillarbox? it just makes it square so everything is centered and feels like the original but in HD? but then you lose the extra lateral view depth so in effect you see less of the map? Why would pro pick this? As of September 2024 Mini finally switched to Fullscreen 16/9 (not pillarbox / 4:3) aspect ratio. He had long-been a 4:3 user. The only remaining (competitive) 4:3 players are Bisu, Mind, JyJ, Jaedong, Rain and Flash. Jaedong experimented with wide mode for several months a few years ago but eventually switched back to pillarbox 4:3. The most obvious advantage is in TvT where siege tank range plays such a huge role. As seen in this recent Flash vs TY game, it doesn't seem to be a problem for Flash. JyJ also has decent TvT record. I suspect that for the highly "automated" players especially Bisu/Flash/Jaedong, it mostly boils down to muscle memory? Show nested quote + On March 30 2025 07:22 tec27 wrote: On my machine, I see identical latencies between --renderer=legacy exclusive fullscreen and the default renderer with borderless fullscreen. Are you getting higher than the 300 fps limit in the legacy mode? Knowing what I know about the code I don't think that should be possible, but your data shows otherwise (1ms frame times, e.g. ~= 1000 fps). If I disable the frame cap setting while in legacy rendering mode it seems to set a 100 fps cap in menus (and the latencies increase accordingly) and 300 fps ingame, so I'm not sure what is different in your setup. Do you only have a single monitor? Modern games typically try to avoid rendering so many extra frames and instead process input + render a frame as close to the display refresh time as possible (this is what "frame pacing" is) but Blizzard's updated graphics code doesn't do anything like that, so the way to decrease latency is to just render as many frames as possible. Thus, if you can get past the 300 fps limit, you'll likely see a reduction in latency, but I don't see how that is possible. Would definitely be interested in what is different about your hardware/software setup that makes those reduced frame times happen. I discovered a method to disable the arbitrarily imposed 300FPS limit, which I did for testing. I dont know if I want to share the method publically at this time because I don't know the consequences and/or player advantage for anyone not using it. I will send a PM with instructions on how to disable. Perhaps I should re-do the tests with the standard FPS limit because what you are saying suggests it wont actually make any difference at 100-300 FPS? Please advise. I wanted to test the racecars at the racetrack, not the grocery store, if that makes sense... Show nested quote + On March 30 2025 01:03 WGT-Baal wrote: Does any pro play at more than 1080p (say 1440?) and if so do the settings vary significantly? I don't believe so. The settings do vary. The main problem with higher resolutions is the cursor size scales down accordingly, meaning you cant play with hardware cursor enabled. In fact, when Flash returned to streaming late last year, there were some humorous discussions about "progamer computer illiteracy" on his stream because he had a 4K 2nd-monitor setup and he was driven insane by the tiny size of the hardware cursor on his 4K monitor for a few days. Users in his streamchat had to guide him through how to setup "primary monitor" in the windows settings. Personally, I think its OK to dedicate yourself to being the best at one single thing and be unskilled at others, as seems to be the case with FlaSh. Also the ASL studio uses a relatively "standard" 144hz 24" 1080p LG Ultragear monitor. Serious player probably attempt to replicate the studio setup at home? Light for example uses a BenQ XL2411P. But I dont know to what extent this is universally the case. I'm fairly certain if you test and keep the 300 FPS limit you'll see the same thing as me (same latency across the different renderers). Without it, the legacy ones probably *do* have less latency as your machine is *likely* able to render more frames in those modes (although honestly, I'm not entirely sure of that, more recent graphics APIs may be more efficient/better mapped to modern hardware). The ideal is probably to disable the FPS limit across all the renderers if you can. If you do want to DM me the method it might be a setting I could add to SB for people that want it. As far as the mouse cursor resizing, I'm honestly not totally sure what causes that and this is something I'd like to fix for SB. It's weird because they're using the same API to change between all the different cursors, but one of them is the correct size and all the other ones are small. Likely something with how they're loading the cursors but I need to look into it further. | ||
tankgirl
356 Posts
OK so Bisu is doing something weird. He plays with hardware cursor enabled, yet it is not scaled to the regular size expected. From comparing with different display resolutions and observing his VODs, it appears he manual sets up 960x720 resolution in Windowed mode. The 960x720 resolution would explain the "blurry" look that his Starcraft client has in-game, even though he is streaming at 1080p 8000kpbs. I wonder if this strange setup at home has something to do with his less-than-stellar performance in the ASL studio, where he might not be able to replicate his at-home settings perfectly (c.f. flash's ruler) Anyway: Mouse: : Logitech Mini Optical (implanted Logitech G303 sensor) (DPI 1050) Keyboard: QSENN DT35 Ingame: + Show Spoiler [Speed] + ![]() + Show Spoiler [Video] + Unknown, likely Windowed @ 960x720 or 1280x720 pillarbox @tec27 PM'd | ||
tankgirl
356 Posts
In Korean...if someone can help translate please PM me. + Show Spoiler [Speed/Mouse] + ![]() | ||
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