• 8 Posts
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Joined 11 months ago
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Cake day: August 8th, 2023

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  • Simple explanation, the higher the bitrate, the more data is dedicated to each frame to be displayed, so the higher the quality of each frame assuming the same resolution. This means fewer artifacts/less blocking, less color banding, etc.

    Lower bitrate is the opposite, basically. The video is more compressed, and in the process it throws out as much information as possible while trying to maintain acceptable quality. The lower the bitrate, the more information is thrown out for the sake of a smaller filesize.

    Resolution is the biggest factor that affects picture quality at the same bitrate. A 1080p video has a quarter of the resolution of a 2160p video, so it takes much less data to maintain a high quality picture.



  • And because resources are finite, all else isn’t held equal. You’re giving up time spent working on gameplay or whatever to stick fancier graphic assets in.

    That’s not how game design works. The people who work on the gameplay and level design and dialog are not the same people who work on the graphics. Sure, making the game prettier takes more time, but it has no effect on how long the rest of the game takes to be built. And lower-quality assets can be used in the interim for things like scripting animations, with higher quality assets swapped in later.










  • When someone decides to change the way that they keep track of time, the new calendar typically starts at 1, as in “the first year of this new era”. It’s not that there was no existing year before that, just that it doesn’t make sense to start as zero.

    It’s not like the Gregorian calendar that we use now existed in -1 and then rolled over to 0 and then 1. They just started the new one at 1, and for a period of time, there was surely some overlap in people using both calendars, until one was phased out entirely.


  • Crouching MK a is less committing poke. It’s faster and has more range, and has less recovery time. You can basically always chain it into a fireball, and if the kick hits, so does the fireball. If the kick is blocked, the fireball has to be blocked as well.

    Use the fireballs alone at medium range. If they jump over, a quick dragon punch knocks them down. If they block, you get some chip damage in.

    If you really want to get good, look up frame info for your character. It will let you know which attacks can be chained into each other, and which ones are easier or harder to punish.