• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:12
CEST 17:12
KST 00:12
  • 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
[ASL21] Ro8 Preview Pt1: Inheritors13[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists19[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10
Community News
2026 GSL Season 1 Qualifiers21Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Maestros of the Game 2 announced 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament INu's Battles#14 <BO.9 2Matches> GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro8 Preview Pt1: Inheritors FlaSh: This Will Be My Final ASL【ASL S21 Ro.16】 Leta's ASL S21 Ro.16 review ASL21 General Discussion
Tourneys
[ASL21] Ro8 Day 1 [Megathread] Daily Proleagues [ASL21] Ro16 Group D Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Diablo IV Nintendo Switch Thread Total Annihilation Server - TAForever
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread 3D technology/software discussion European Politico-economics QA Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1573 users

Replay Rewind - a second look - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
lololol
Profile Joined February 2006
5198 Posts
April 01 2009 19:08 GMT
#61
On April 02 2009 02:13 Day[9] wrote:
i'd imagine it's possible, but that it would be profoundly difficult.

the main reason Braid hasn't been released on a computer is due to hardware issues. Though the graphics look cartoonish and low level, the game demands such an insane amount of memory due to having to record the game state for that awesome "rewind" function. Without a super tripped out computer, you'd be living in frown town.

That said, I'm still curious how much memory/processing power a rewind function would ACTUALLY demand (because I'm a mathematician and <3 complexity theory hahaha). MIT just came out with a 1000ghz processor. Now they just need to hop on 1000gb of ram hahaha.


Consoles aren't as powerfull as modern computers.
I'll call Nada.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-04-01 19:27:14
April 01 2009 19:21 GMT
#62
On April 01 2009 18:53 meegrean wrote:
I just don't want replays to take up a shitload of space like those Warcraft 3 ones.

.. WC3 replays are the same size as BW replays. Latest game I played (a 2v2) was 69kb.

Yo DO need to have the map the game is played on tho, which is ANNOYING AS FUCK. I'd much rather have reps be 300-500 kb (come on, it's 2009) than having to have every fucking version, every new map..
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
hixhix
Profile Blog Joined September 2004
1156 Posts
April 01 2009 19:43 GMT
#63
On April 02 2009 04:21 FrozenArbiter wrote:
Show nested quote +
On April 01 2009 18:53 meegrean wrote:
I just don't want replays to take up a shitload of space like those Warcraft 3 ones.

.. WC3 replays are the same size as BW replays. Latest game I played (a 2v2) was 69kb.

Yo DO need to have the map the game is played on tho, which is ANNOYING AS FUCK. I'd much rather have reps be 300-500 kb (come on, it's 2009) than having to have every fucking version, every new map..


It's even better if players can choose to save a replay with or without map
furymonkey
Profile Joined December 2008
New Zealand1587 Posts
April 01 2009 20:09 GMT
#64
On April 02 2009 04:21 FrozenArbiter wrote:
Show nested quote +
On April 01 2009 18:53 meegrean wrote:
I just don't want replays to take up a shitload of space like those Warcraft 3 ones.

.. WC3 replays are the same size as BW replays. Latest game I played (a 2v2) was 69kb.

Yo DO need to have the map the game is played on tho, which is ANNOYING AS FUCK. I'd much rather have reps be 300-500 kb (come on, it's 2009) than having to have every fucking version, every new map..


If I remembered correctly, Starcraft replys won't work if there are triggers in play. Warcraft 3 however has fixed that problem, and if all those replys included the map, it would be massive, because alot of custom maps are over 3 to 4 MB.

Might not be a problem today through as most people has lot bigger drives.
Leenock the Punisher
ven
Profile Blog Joined December 2008
Germany332 Posts
April 01 2009 20:09 GMT
#65
On April 02 2009 02:13 Day[9] wrote:
i'd imagine it's possible, but that it would be profoundly difficult.

the main reason Braid hasn't been released on a computer is due to hardware issues. Though the graphics look cartoonish and low level, the game demands such an insane amount of memory due to having to record the game state for that awesome "rewind" function. Without a super tripped out computer, you'd be living in frown town.

That said, I'm still curious how much memory/processing power a rewind function would ACTUALLY demand (because I'm a mathematician and <3 complexity theory hahaha). MIT just came out with a 1000ghz processor. Now they just need to hop on 1000gb of ram hahaha.

The main reason Braid hasn't been released for PC yet is because its developer fails at programming.
And doesn't the xbox 360 only have like 512mb of ram anyway?

On April 02 2009 04:43 hixhix wrote:
Show nested quote +
On April 02 2009 04:21 FrozenArbiter wrote:
On April 01 2009 18:53 meegrean wrote:
I just don't want replays to take up a shitload of space like those Warcraft 3 ones.

.. WC3 replays are the same size as BW replays. Latest game I played (a 2v2) was 69kb.

Yo DO need to have the map the game is played on tho, which is ANNOYING AS FUCK. I'd much rather have reps be 300-500 kb (come on, it's 2009) than having to have every fucking version, every new map..


It's even better if players can choose to save a replay with or without map

Just include the map if it's not played on a standard map and if the size is reasonable. Some tourney maps in WC3 have insane file sizes because of ingame ads.
You can reach the rainbow. I'll be there to help.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-04-01 22:18:13
April 01 2009 22:16 GMT
#66
On April 02 2009 05:09 furymonkey wrote:
Show nested quote +
On April 02 2009 04:21 FrozenArbiter wrote:
On April 01 2009 18:53 meegrean wrote:
I just don't want replays to take up a shitload of space like those Warcraft 3 ones.

.. WC3 replays are the same size as BW replays. Latest game I played (a 2v2) was 69kb.

Yo DO need to have the map the game is played on tho, which is ANNOYING AS FUCK. I'd much rather have reps be 300-500 kb (come on, it's 2009) than having to have every fucking version, every new map..


If I remembered correctly, Starcraft replys won't work if there are triggers in play.

They can work just fine. E.g. Team Micro Melee replays work fine.

Afaik, the only things you can't use are the "Elapsed Time" trigger and the "Wait" action (which will break replays if you change their playback speed), but they are largely unnecessary, anyway.
ocoini
Profile Blog Joined April 2003
648 Posts
April 01 2009 23:36 GMT
#67
Think it would be easier to just have a replay to avi converter type.
Street Vendor Crack Down Princess-Cop!
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
April 01 2009 23:48 GMT
#68
On April 02 2009 08:36 ocoini wrote:
Think it would be easier to just have a replay to avi converter type.

and which part of the map the screen focus on? :S
Oh no
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
April 02 2009 01:57 GMT
#69
On April 01 2009 02:08 tec27 wrote:
Show nested quote +
On April 01 2009 01:50 Ingenol wrote:
On March 31 2009 22:57 nataziel wrote:
What if, as the replay was played it wrote the locations/status of everything to your ram, so you could feasibly rewind, but you'd have to have watched it first (or at least the actions would have to have been carried out, whether you've seen them or not). This way doesn't increase the actual size of the replay that you download, as the rewind gamestate data is temporarily created in your ram each time you watch the replay. With today's ram sizes (4 gig of ram is probably pretty standard these days right?) and read/write speeds this shouldn't be too much of a problem yeah?

This could feasibly be combined with checkpoints, but only ones that rely on a system of the game actions up to that point being played quickly without graphical output (something that won't increase replay size). If it relied on saving an actual game state every x seconds and going from there it would not work as the actions and state of every part of the game is not being played through to be cached (is that the right word?)

Disclaimer:

I dunno if this is going to make any sense whatsoever, as I have no knowledge of programming (except very limited HTML) or if this even has anything to do with programming. Feedback plz

I have always wondered if this is possible. Can someone with programming experience comment on its feasibility. From the small .rep file you would then create a much larger amount of information that would then allow you to go backwards, having complete game states at many intervals along the way.

You'd have to do it at a set (and fairly large) interval, or it'd be far, far too much data. As I said in a previous post, in SC1, each unit takes 336 bytes to store. So at 200/200 supply for 2 players (not an exact measurement, obviously, but I think that accounts for things like keeping track of minerals, buildings, and critters), thats 400 units * 336 bytes = ~130 KB per state. If we stored states per frame, that'd be about 3MB per second of data, which is obviously far too high. If we knock the state time up to every minute, then its around 2.5MB per 20 minute game, which is definitely more acceptable. SC2 probably has more data per unit/building/whatever though, so thats an important consideration, but storing the complete game state every minute is certainly reasonable (assuming its done dynamically as you watch the replay).



NOTE: THIS DOES NOT INCREASE THE SIZE OF THE REPLAYS, SO DON'T BITCH TO ME ABOUT THAT, REPLAYS WILL BE THE SAME SIZE AS USUAL. (not directed at tec, but idiots who can't read)



Umm, there's something wrong with your maths dude. Say the game runs at a smooth 60fps, that's 130KB*60*60 = 468000KB = 468MB/Minute, which is definitely too much. BUT, if you save the state every second you get 130KB*60=7800KB=7.8MB/minute. If you said the average game was 20 minutes long, you get 7.8MB*20=156MB/game. You could definitely go bigger if you want to, every quarter second = 624MB/game.

Considering ram sizes these days runs up to 4GB+ there's no reason this isn't feasable. Note that this doesn't increase the actual size of the replay, as this data is created as the replay is played. The state is saved every second and held in the ram until you finish watching the replay, you don't get a very smooth rewind, but a functional rewind for sure. The only thing I could think of that would limit this is the time it takes to load the game states, and I don't really know how to fix that problem. This could be combined with the idea of checkpoints by playing the replay with no graphical output at x5million speed (slight exageration possible) and saving the states into the ram at the same time (which I admit would probably bottleneck the speed at which the replay could be played at)

Maybe you could elect to have rewind turned on or off when you start the replay, rewind on it works like I said, rewind off it works like a normal replay.
u gotta sk8
tec27
Profile Blog Joined June 2004
United States3702 Posts
April 02 2009 02:52 GMT
#70
On April 02 2009 10:57 nataziel wrote:
Show nested quote +
On April 01 2009 02:08 tec27 wrote:
On April 01 2009 01:50 Ingenol wrote:
On March 31 2009 22:57 nataziel wrote:
What if, as the replay was played it wrote the locations/status of everything to your ram, so you could feasibly rewind, but you'd have to have watched it first (or at least the actions would have to have been carried out, whether you've seen them or not). This way doesn't increase the actual size of the replay that you download, as the rewind gamestate data is temporarily created in your ram each time you watch the replay. With today's ram sizes (4 gig of ram is probably pretty standard these days right?) and read/write speeds this shouldn't be too much of a problem yeah?

This could feasibly be combined with checkpoints, but only ones that rely on a system of the game actions up to that point being played quickly without graphical output (something that won't increase replay size). If it relied on saving an actual game state every x seconds and going from there it would not work as the actions and state of every part of the game is not being played through to be cached (is that the right word?)

Disclaimer:

I dunno if this is going to make any sense whatsoever, as I have no knowledge of programming (except very limited HTML) or if this even has anything to do with programming. Feedback plz

I have always wondered if this is possible. Can someone with programming experience comment on its feasibility. From the small .rep file you would then create a much larger amount of information that would then allow you to go backwards, having complete game states at many intervals along the way.

You'd have to do it at a set (and fairly large) interval, or it'd be far, far too much data. As I said in a previous post, in SC1, each unit takes 336 bytes to store. So at 200/200 supply for 2 players (not an exact measurement, obviously, but I think that accounts for things like keeping track of minerals, buildings, and critters), thats 400 units * 336 bytes = ~130 KB per state. If we stored states per frame, that'd be about 3MB per second of data, which is obviously far too high. If we knock the state time up to every minute, then its around 2.5MB per 20 minute game, which is definitely more acceptable. SC2 probably has more data per unit/building/whatever though, so thats an important consideration, but storing the complete game state every minute is certainly reasonable (assuming its done dynamically as you watch the replay).



NOTE: THIS DOES NOT INCREASE THE SIZE OF THE REPLAYS, SO DON'T BITCH TO ME ABOUT THAT, REPLAYS WILL BE THE SAME SIZE AS USUAL. (not directed at tec, but idiots who can't read)



Umm, there's something wrong with your maths dude. Say the game runs at a smooth 60fps, that's 130KB*60*60 = 468000KB = 468MB/Minute, which is definitely too much. BUT, if you save the state every second you get 130KB*60=7800KB=7.8MB/minute. If you said the average game was 20 minutes long, you get 7.8MB*20=156MB/game. You could definitely go bigger if you want to, every quarter second = 624MB/game.

Considering ram sizes these days runs up to 4GB+ there's no reason this isn't feasable. Note that this doesn't increase the actual size of the replay, as this data is created as the replay is played. The state is saved every second and held in the ram until you finish watching the replay, you don't get a very smooth rewind, but a functional rewind for sure. The only thing I could think of that would limit this is the time it takes to load the game states, and I don't really know how to fix that problem. This could be combined with the idea of checkpoints by playing the replay with no graphical output at x5million speed (slight exageration possible) and saving the states into the ram at the same time (which I admit would probably bottleneck the speed at which the replay could be played at)

Maybe you could elect to have rewind turned on or off when you start the replay, rewind on it works like I said, rewind off it works like a normal replay.

There's nothing wrong with my math. SC1 takes 42ms per game frame on fastest. Keep in mind that the game frame is not necessarily the same as the drawn frame, but rather the time between updates of each unit/item. I never said you couldn't save states at a faster rate, I merely suggested an interval that I thought would be reasonable (honestly, the smallest interval you'd probably ever need is 15 seconds, why exactly would you need finer precision?). You failed to consider a couple things in your suggestions, though: First, the game is probably already taking a decent portion of the ram for the stuff it needs to do, we don't want to be taking out 150-600 megs for something thats going to be used like 5 times per replay. Second, not everyone who plays the game will have 4GB of ram, or even 2GB, and we can't assume they will. Third, we need this method to work for not only 20 minute games, but 3 hour games as well, and also for more than just 2 players. My estimations are undoubtedly on the low side of it, and so you have to take that into account. So yeah, I think maybe every 15 seconds would be a reasonable interval to save states, but every second or quarter seconds is out of the question.
Can you jam with the console cowboys in cyberspace?
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
April 02 2009 04:50 GMT
#71
You guys are not even considering the CPU issue as well for this brute force approach you're considering. Not only there's the obvious memory problem tec27 talks about and which will prolly be even worse on sc2 (such as maybe using 8 byte double floats for position for example). But you guys are also completely ignoring the cpu. Recording 60fps of all that data would be a heavy slow down for any popular home computer even IF you have the memory for it. You might just fraps it instead ¬¬

And there's also the development time.. honestly, they have better things to focus their strength on. They haven't even finished coding bnet yet. Let's delay the game release by a couple of months only so a few randoms can enjoy replay rewinding... yea right... They're already putting on state saving every x minutes, that is good enough, be satisfied with that.

This brute force idea of saving states every frame during live play is completely out of question. Stop dreaming ^^
Great people talk about ideas. Average people talk about things. Small people talk about other people.
araav
Profile Blog Joined September 2004
Armenia1590 Posts
April 02 2009 06:42 GMT
#72
lol @ RAM size talks. ever heard of virtual memory?
The flower that blooms in adversity is the most rare and beautiful of all.
ven
Profile Blog Joined December 2008
Germany332 Posts
April 02 2009 07:02 GMT
#73
Sure, why not waste as much memory as possible. You're implying we have enough of it anway, right?
You can reach the rainbow. I'll be there to help.
DeathSpank
Profile Blog Joined February 2009
United States1029 Posts
April 02 2009 08:33 GMT
#74
yea my way is the easiest way me thinks...
yes.
fearus
Profile Blog Joined December 2003
China2164 Posts
April 02 2009 08:59 GMT
#75
The OP really has no idea what he is talking about, making replays go backwards would require completely new functions in the game.
bisu fanboy
rredtooth
Profile Blog Joined December 2008
5464 Posts
April 02 2009 09:59 GMT
#76
On April 02 2009 17:59 fearus wrote:
The OP really has no idea what he is talking about, making replays go backwards would require completely new functions in the game.

that's why he disappeared after bill just grilled him and his "programmer" knowledge...
[formerly sponsored by the artist formerly known as Gene]
ocoini
Profile Blog Joined April 2003
648 Posts
April 02 2009 10:17 GMT
#77
On April 02 2009 08:48 prOxi.swAMi wrote:
Show nested quote +
On April 02 2009 08:36 ocoini wrote:
Think it would be easier to just have a replay to avi converter type.

and which part of the map the screen focus on? :S


The one you'r watching as you convert
Street Vendor Crack Down Princess-Cop!
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
April 02 2009 20:37 GMT
#78
tec, are you working on your proposed solution? <3
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
tec27
Profile Blog Joined June 2004
United States3702 Posts
April 02 2009 20:46 GMT
#79
Yeah, I've barely begun though. But SC is cool with me changing the tick counter at will (thereby jumping back or forward in the replay action list), and the game can be sped up to 42x fastest speed without any real modification (so every 1.4 seconds is a minute of gameplay). Both of those make it look doable. It should theoretically be possible to make SC run the game as fast as possible (no delay between update frames), but that will take a fair amount of work, I think.

Things I still need to do:
- Traverse the unit list
- Copy the unit list and store it elsewhere in memory
- Devise a good way to replace BW's unit list
- Make something to run through the replay as fast as possible and cache the unit list at specific intervals, then restart the replay from the beginning.
- Figure out how to fix the replay text when I jump around the replay, since for some reason it will only ever display a line of text once, even if I jump back before that point in the replay.

Assuming I can make all of that work, we should have a working replay seeker May be a while though, as I've got a bunch of other CS projects to do for school right now =/ (But SC stuff is so much more fun )
Can you jam with the console cowboys in cyberspace?
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
April 02 2009 21:10 GMT
#80
tec, if we can go that fast, wouldnt it be more feasible to interpret the click on the replay progress (back or forward in time) and get the tick you clicked on. If its behind ur current replay progress point, hen restart the replay. Next is to speed up 42x till you get to the desired tick. I mean, i think this would probably take less time to implement than the checkpoint idea, and 42x is preetty fast... dunno if this is too noticeable though. What do you think?
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
#84
WardiTV1402
IntoTheiNu 964
OGKoka 557
Rex149
Ryung 42
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 557
Hui .279
Rex 149
Ryung 42
StarCraft: Brood War
Calm 7973
Sea 2471
Jaedong 2030
Hyuk 1155
EffOrt 997
BeSt 581
Stork 540
actioN 406
ggaemo 303
Rush 192
[ Show more ]
Hyun 173
Snow 164
PianO 120
Sea.KH 60
Free 54
Nal_rA 53
[sc1f]eonzerg 52
Killer 43
ToSsGirL 41
Barracks 36
Pusan 34
Sacsri 34
Shinee 32
soO 31
Sexy 24
ajuk12(nOOB) 23
yabsab 22
HiyA 21
910 18
Bale 14
scan(afreeca) 14
Terrorterran 13
GoRush 13
Dota 2
qojqva2946
BananaSlamJamma188
Counter-Strike
byalli808
Super Smash Bros
Mew2King53
Heroes of the Storm
Khaldor183
Other Games
singsing2363
B2W.Neo1463
hiko1001
Lowko340
XBOCT311
crisheroes307
XaKoH 150
ArmadaUGS115
KnowMe45
Trikslyr21
ceh95
Organizations
Dota 2
PGL Dota 2 - Main Stream381
StarCraft: Brood War
Kim Chul Min (afreeca) 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• poizon28 26
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 20
• FirePhoenix2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3982
Other Games
• Shiphtur113
• WagamamaTV35
Upcoming Events
Monday Night Weeklies
48m
Replay Cast
8h 48m
Replay Cast
17h 48m
Afreeca Starleague
18h 48m
Leta vs YSC
GSL
1d 18h
Rogue vs Percival
Zoun vs Solar
Replay Cast
2 days
GSL
2 days
Cure vs TriGGeR
ByuN vs Bunny
The PondCast
2 days
KCM Race Survival
2 days
Replay Cast
3 days
[ Show More ]
Replay Cast
3 days
Escore
3 days
Replay Cast
4 days
Replay Cast
4 days
IPSL
5 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
5 days
Replay Cast
5 days
uThermal 2v2 Circuit
5 days
BSL
6 days
IPSL
6 days
eOnzErG vs TBD
G5 vs Nesh
Replay Cast
6 days
Wardi Open
6 days
Afreeca Starleague
6 days
Jaedong vs Light
Liquipedia Results

Completed

Escore Tournament S2: W4
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
KK 2v2 League Season 1
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
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 © 2026 TLnet. All Rights Reserved.