• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:59
CET 22:59
KST 06:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA15
StarCraft 2
General
Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
2v2 maps which are SC2 style with teams together? Data analysis on 70 million replays BGH Auto Balance -> http://bghmmr.eu/ soO on: FanTaSy's Potential Return to StarCraft A cwal.gg Extension - Easily keep track of anyone
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1781 users

Grey Goo - new RTS from original C&C devs - Page 41

Forum Index > General Games
Post a Reply
Prev 1 39 40 41 42 43 66 Next
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2015-02-22 09:26:12
February 22 2015 09:26 GMT
#801
On February 21 2015 23:53 -Archangel- wrote:
Show nested quote +
On February 21 2015 15:37 lolfail9001 wrote:
To be honest, there is absolutely nothing strange in RTS games being CPU taxing. Pathing algorithms alone can eat 100% of resources with ease. And it's not like pathing is some "new" feature, nah, it's mandatory. Add the certain limitations of natural RTS engine and it becomes apparent that it is rather tricky (to not say unbearable) to make a modern RTS that uses more than a single core efficiently.

Tell that to Oxcide devs that made a RTS engine that is 64 bit only and uses all cores very well and as result can do stuff GG can only dream of.

Is there a working demo of this? Google is silent on the matter for me.
DeMoN pulls off a Miracle and Flies to the Moon
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
February 22 2015 09:32 GMT
#802
On February 22 2015 18:26 lolfail9001 wrote:
Show nested quote +
On February 21 2015 23:53 -Archangel- wrote:
On February 21 2015 15:37 lolfail9001 wrote:
To be honest, there is absolutely nothing strange in RTS games being CPU taxing. Pathing algorithms alone can eat 100% of resources with ease. And it's not like pathing is some "new" feature, nah, it's mandatory. Add the certain limitations of natural RTS engine and it becomes apparent that it is rather tricky (to not say unbearable) to make a modern RTS that uses more than a single core efficiently.

Tell that to Oxcide devs that made a RTS engine that is 64 bit only and uses all cores very well and as result can do stuff GG can only dream of.

Is there a working demo of this? Google is silent on the matter for me.


Star Swarm. It's like a year old and it's free on steam. They're making actual games using the engine (which supports directx 12) but i have not even heard the names of those games yet
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
February 22 2015 09:41 GMT
#803
On February 22 2015 18:32 Cyro wrote:
Show nested quote +
On February 22 2015 18:26 lolfail9001 wrote:
On February 21 2015 23:53 -Archangel- wrote:
On February 21 2015 15:37 lolfail9001 wrote:
To be honest, there is absolutely nothing strange in RTS games being CPU taxing. Pathing algorithms alone can eat 100% of resources with ease. And it's not like pathing is some "new" feature, nah, it's mandatory. Add the certain limitations of natural RTS engine and it becomes apparent that it is rather tricky (to not say unbearable) to make a modern RTS that uses more than a single core efficiently.

Tell that to Oxcide devs that made a RTS engine that is 64 bit only and uses all cores very well and as result can do stuff GG can only dream of.

Is there a working demo of this? Google is silent on the matter for me.


Star Swarm. It's like a year old and it's free on steam. They're making actual games using the engine (which supports directx 12) but i have not even heard the names of those games yet

Hm, will check when will find a spare 1000$ to upgrade machine, but that's beside the point. My actual question: they seriously bothered to show FPS drops in trailer. Ballsy, but i doubt i would bother a game that explicitly warms me of FPS drops on camera turn. As for 64-bit only part, whatever, about time games learned to use more 4 GB of RAM.
DeMoN pulls off a Miracle and Flies to the Moon
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-02-22 09:54:02
February 22 2015 09:53 GMT
#804
sc2 does fine enough not only being 32 bit, but not being large address aware (i think that's the right term) so it can only use 2048MB. It brushes up against that now and stutters (BLIZZARD PLZ) but it was fine before they made more fancy maps and unit skins etc



Which trailer are you talking about? ^That one was really damn cool. I never saw any trailers for this game before
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2015-02-22 09:58:08
February 22 2015 09:55 GMT
#805
On February 22 2015 18:53 Cyro wrote:
sc2 does fine enough not only being 32 bit, but not being large address aware (i think that's the right term) so it can only use 2048MB. It brushes up against that now and stutters (BLIZZARD PLZ) but it was fine before they made more fancy maps and unit skins etc

https://www.youtube.com/watch?v=1Sl1WCZEQfg

Which trailer are you talking about? ^That one was really damn cool. I never saw any trailers for this game before

Nah, i meant trailer on steam for that star swarm thingy.

EDIT: But yeah, Grey Goo trailer is rather cute.
DeMoN pulls off a Miracle and Flies to the Moon
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-02-22 10:39:37
February 22 2015 10:36 GMT
#806
Nah, i meant trailer on steam for that star swarm thingy.


Yea, did you notice the title at the same time which says Star Swarm Stress Test? That's the whole point. To create a scenario that's ridiculous for current cpu's+drivers+api. It's not even listed under games.

Nvidia doubled performance in it since launch, even beating Mantle performance using dx11, and has the fastest performance in it by 1.5x for dx12 iirc.

Q. What is the Nitrous engine?
A. Nitrous is a next-generation game engine designed to handle enormous amounts of visual and gameplay complexity, from 10,000+ simpler units to 1,000 highly complex units and environments.

Q. Why did you set out to make a 3D engine?
A. Because we wanted an engine that would allow us to break new ground and support epic battles and scenes on a wide variety of platforms. No engine on the market today can simulate and depict the scope of action that Nitrous is designed from the ground up to do. We want to create something that opens new doors to game developers, particularly in the strategy and RTS genres.

Q. What games are using Nitrous?
A. Stardock’s upcoming Star Control and another unannounced title being developed alongside the engine by Oxide are currently in production using Nitrous.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 22 2015 10:47 GMT
#807
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
February 22 2015 10:53 GMT
#808
On February 22 2015 19:47 -Archangel- wrote:
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.

Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.
DeMoN pulls off a Miracle and Flies to the Moon
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-02-22 11:23:48
February 22 2015 11:16 GMT
#809
On February 22 2015 19:53 lolfail9001 wrote:
Show nested quote +
On February 22 2015 19:47 -Archangel- wrote:
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.

Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.


It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)

On February 22 2015 19:47 -Archangel- wrote:
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.


Yea it does for sure. You can show 200 units at once, though the AI is very simplistic, we get very high FPS

Using my custom ini file with about 1500v1500 units, FPS dips to 40 or so when they collide. It looks kinda ridiculous though because it drops from 500+fps to 40fps, and the time in Star Swarm seems to directly scale with the framerate (so it goes from stuff flying around at 100000000mph to suddenly being ultra slow motion, which actually makes it impossible to benchmark properly on hardware of varying performance)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
February 22 2015 11:22 GMT
#810
On February 22 2015 20:16 Cyro wrote:
Show nested quote +
On February 22 2015 19:53 lolfail9001 wrote:
On February 22 2015 19:47 -Archangel- wrote:
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.

Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.


It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)

SC2 engine instead taxes a single CPU core to an extreme. I wonder if it will work without lags on overclocked xxxx with 8+ Ghz on a core :D
DeMoN pulls off a Miracle and Flies to the Moon
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
February 22 2015 11:24 GMT
#811
On February 22 2015 20:22 lolfail9001 wrote:
Show nested quote +
On February 22 2015 20:16 Cyro wrote:
On February 22 2015 19:53 lolfail9001 wrote:
On February 22 2015 19:47 -Archangel- wrote:
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.

Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.


It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)

SC2 engine instead taxes a single CPU core to an extreme. I wonder if it will work without lags on overclocked xxxx with 8+ Ghz on a core :D


It only scales linearly with frequency, you can run it already at ~6-6.5ghz with ln2 but it's only that ~20-40% faster than a 24/7 oc'd cpu
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2015-02-22 12:22:07
February 22 2015 12:21 GMT
#812
On February 22 2015 20:16 Cyro wrote:
Show nested quote +
On February 22 2015 19:53 lolfail9001 wrote:
On February 22 2015 19:47 -Archangel- wrote:
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.

Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.


It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)

Show nested quote +
On February 22 2015 19:47 -Archangel- wrote:
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.


Yea it does for sure. You can show 200 units at once, though the AI is very simplistic, we get very high FPS

Using my custom ini file with about 1500v1500 units, FPS dips to 40 or so when they collide. It looks kinda ridiculous though because it drops from 500+fps to 40fps, and the time in Star Swarm seems to directly scale with the framerate (so it goes from stuff flying around at 100000000mph to suddenly being ultra slow motion, which actually makes it impossible to benchmark properly on hardware of varying performance)

Because of Oxcide engine and their future games I was planning to make my next GPU a Mantle supported, but with DirectX12 coming and having same or better performance I guess I don't need to choose only from AMD products.

Anyways, the future of RTS games is exciting with such engines making games in the future
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-02-22 12:51:39
February 22 2015 12:26 GMT
#813
On February 22 2015 21:21 -Archangel- wrote:
Show nested quote +
On February 22 2015 20:16 Cyro wrote:
On February 22 2015 19:53 lolfail9001 wrote:
On February 22 2015 19:47 -Archangel- wrote:
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.

Perhaps, to be honest, even SC2 engine comfortably runs at 200 units-on-screen on acceptable visuals.


It doesn't tax modern GPU's at all. My gtx260 saw no real performance difference between low and ultra settings with 200-500 units on screen, and my 980 is so many levels more powerful (enough that i don't even know, maybe 10x?)

On February 22 2015 19:47 -Archangel- wrote:
The point is that a well made engine can do what GG cannot. If you let Star Swarm show 200 units at same time (which GG struggles with) it would probably run at 200 fps.


Yea it does for sure. You can show 200 units at once, though the AI is very simplistic, we get very high FPS

Using my custom ini file with about 1500v1500 units, FPS dips to 40 or so when they collide. It looks kinda ridiculous though because it drops from 500+fps to 40fps, and the time in Star Swarm seems to directly scale with the framerate (so it goes from stuff flying around at 100000000mph to suddenly being ultra slow motion, which actually makes it impossible to benchmark properly on hardware of varying performance)

Because of Oxcide engine and their future games I was planning to make my next GPU a Mantle supported, but with DirectX12 coming and having same or better performance I guess I don't need to choose only from AMD products.

Anyways, the future of RTS games is exciting with such engines making games in the future


Mantle isn't that great. In various games including frostbite engine and oxide's engine, it's matched or even outperformed by Nvidia dx11 since their vast improvements to it in the last ~10 months. Nvidia's dx12 is ~50% faster than either Mantle or Radeon dx12 in that oxide engine too, iirc.

Even if direct12 wasn't coming soon, it would be very silly to get an AMD card because of cpu efficiency of driver. They need mantle just to be -ON PAR- with nvidia, and on the games without mantle support, where it matters - such as WoW or Wildstar, Nvidia gets 50-60% more FPS in CPU limited situations. Driver CPU performance is a clear -weakness- when choosing an AMD card, not a strength

[image loading]

old ranty stuff
+ Show Spoiler +
Good of them to really start the fire with improved API's, but their execution was sorely lacking and their directx performance, while it was far behind Nvidia for many years, has been complete trash by comparison since the april 7'th 2014 "miracle driver" from nvidia side that still has no response or even acknowledgement. Looks like the story is exactly the same for dx12, with amd dx12 and mantle trailing behind nvidia dx12 performance, though we've only seen one preview.

[image loading]

[image loading]

And it's embarassing that this story happens^ on a big list of popular games and worse because people not surfing enthusiast forums pretty deeply have no idea about it. They just see some news post about a flashy new API and wrongly assume that it performs well because it's advertised that way
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 22 2015 13:28 GMT
#814
It seems you are the guy to ask for new components recommendations before buying :D
So what is the Geforce equivalent for 270x? I expect it works better than same priced 270x?
Reviews I read say that for example 260x is cheaper and work better than Geforce 750Ti although they both are same level of GPUs.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
February 22 2015 13:44 GMT
#815
960 should be a bit better than 270x but probably substantially more expensive. The 265 was made to place better against the 750ti (over the 260x) but wasn't really made widely available
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 23 2015 09:04 GMT
#816
I've been watching streams a lot during weekend and the metagame is progressing nicely. Good players play the game noticeable different than 2 weeks ago or before. Matchups are being figured out and OP things are not so OP anymore.

Only how walls work is still a sore point. Devs promised balance talks this week, lets see what they think.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-02-23 12:40:50
February 23 2015 12:40 GMT
#817
Yea walls stick out to me and aside from that, my main concern is the huge imbalance with where humans can or can't build conduit. On some maps they can only reach a tiny fraction of the map so that they're struggling to fit all of their production if they don't organize properly, on others they can build it halfway to the enemy base and spam artillery turrets everywhere
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 23 2015 13:09 GMT
#818
On February 23 2015 21:40 Cyro wrote:
Yea walls stick out to me and aside from that, my main concern is the huge imbalance with where humans can or can't build conduit. On some maps they can only reach a tiny fraction of the map so that they're struggling to fit all of their production if they don't organize properly, on others they can build it halfway to the enemy base and spam artillery turrets everywhere

It is better to not allow conduits all over the map if Sentinels stay at 0 supply.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-02-23 14:54:23
February 23 2015 14:53 GMT
#819
On February 23 2015 22:09 -Archangel- wrote:
Show nested quote +
On February 23 2015 21:40 Cyro wrote:
Yea walls stick out to me and aside from that, my main concern is the huge imbalance with where humans can or can't build conduit. On some maps they can only reach a tiny fraction of the map so that they're struggling to fit all of their production if they don't organize properly, on others they can build it halfway to the enemy base and spam artillery turrets everywhere

It is better to not allow conduits all over the map if Sentinels stay at 0 supply.


It's better to not allow creep all over the map either if spine+spore crawlers stay at 0 supply, that worked out fine in sc2 even though it was a point of very questionable balance for the last 6-12 months or so of WOL with the zerg death blob unkillable armies

either they allow it or they don't, right now humans are awesome on some maps and suck on others, they should choose A or B and nerf or buff based on it
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2015-02-23 14:58:28
February 23 2015 14:56 GMT
#820
I really don't care how it is on sc2. These two games and their design is not nearly similar enough.
0 supply Sentinels allow Humans to turtle too much and make boring games. (and walls for both beta and humans allow this even more)

In sc2 zerg towers are not the ones that make boring games, but swarm hosts. And before that Protoss turtled without towers anyways.
Prev 1 39 40 41 42 43 66 Next
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
RO16 TieBreaker - Group B
StRyKeR vs Artosis
OyAji vs KameZerg
ZZZero.O382
LiquipediaDiscussion
IPSL
20:00
Ro16 Group C
StRyKeR vs OldBoy
Sziky vs Tarson
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 253
JuggernautJason141
StarCraft: Brood War
Calm 2777
ZZZero.O 382
Dota 2
LuMiX1
Heroes of the Storm
Khaldor351
Other Games
Grubby6073
FrodaN2343
Mlord549
B2W.Neo419
Pyrionflax229
ArmadaUGS134
Maynarde49
Organizations
Other Games
EGCTV1871
gamesdonequick924
BasetradeTV38
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• davetesta106
• Hupsaiya 87
• musti20045 16
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
StarCraft: Brood War
• Airneanach39
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler116
League of Legends
• Doublelift1089
Other Games
• imaqtpie1666
• tFFMrPink 15
Upcoming Events
OSC
1h 2m
OSC
11h 2m
Wardi Open
14h 2m
Monday Night Weeklies
19h 2m
OSC
1d 1h
Wardi Open
1d 14h
Replay Cast
2 days
Wardi Open
2 days
Tenacious Turtle Tussle
3 days
The PondCast
3 days
[ Show More ]
Replay Cast
4 days
LAN Event
4 days
Replay Cast
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-11-21
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.