Earlier quoted context omitted.
Give this a go, with headphones https://www.youtube.com/watch?v=4BltHXngvlk
Yeah, it's a lot better than without the transfer function. It just doesn't react to my head movements, which speakers do (by staying stationary relative to my head)
Play Counter Strike 1.6, with full multiplayer, in the browser
491–500 of 516 posts
Re: Play Counter Strike 1.6, with full multiplayer, in the browser
#492I remember playing one of the early CS betas as a Half-life mod in ~1999. It was such a huge leap in gameplay and style from anything else out there. Most FPSs up to this point were SciFi based, guns like the BFG and plasma guns. Counterstrike's focus on realism really altered how you connected with the game. Columbine had happened very recently and was still very much in the zeitgeist. There was a very real cultural…
Re: Play Counter Strike 1.6, with full multiplayer, in the browser
#493Earlier quoted context omitted.
Have you ran the numbers to see how many game developers would switch to get rid of their launchers that they picked. I'm guessing it is zero.
How would you even "run the numbers"? How about try the idea and see if it works? All it would take is one hit game for devs to see the potential of web gaming (and they already see it. Why do you think flash games were so popular?) If Fortnite could run in the browser it probably would have instantly become the biggest game in the world.
Re: Play Counter Strike 1.6, with full multiplayer, in the browser
#494For anyone interested in WebAssembly and the future of gaming in the browser - my team and I at Wonder Interactive are bringing the full power of native gaming to the web. We're building out a platform and suite of tools that allows developers to publish, host, share, and monetize their games directly to their players online, without 30% fees. The current focus is on the Unreal Engine (4.24, 4.27) and UE5 support whi…
Given the boundary condition that a web browser can certainly not allow a game to make more out of the hardware, that is, the best case is that in-browser gaming is equal to native gaming, and the probable case is that it's somewhat worse; what is the rationale between targeting a browser?
Re: Play Counter Strike 1.6, with full multiplayer, in the browser
#495Earlier quoted context omitted.
> a good quality T1 Oh man, I remember the good ol' days, when a 1.5 Mbps connection was unthinkably fast. I imagined only God herself had a T3.
I remember the days when I tried to play Quake on my 28.8 modem over the net pre-Quakeworld. Almost made me swear online multiplayer off for life.
Fondly look back at those times, indeed.
Re: Play Counter Strike 1.6, with full multiplayer, in the browser
#496I remember playing one of the early CS betas as a Half-life mod in ~1999. It was such a huge leap in gameplay and style from anything else out there. Most FPSs up to this point were SciFi based, guns like the BFG and plasma guns. Counterstrike's focus on realism really altered how you connected with the game. Columbine had happened very recently and was still very much in the zeitgeist. There was a very real cultural…
Same except in Age of Empires 2. We got in minor trouble for it.
Re: Play Counter Strike 1.6, with full multiplayer, in the browser
#497Man, what a trip down memory lane. Learned to fear that AWP sound again immediately. Counter to others I'm actually surprised by how little I enjoyed it. I used to play a ton of FPSes back in the day (CS betas to 1.6 heyday) then stopped for well over a decade. Picked up Call of Duty during the pandemic as a means to stay social with friends and told myself barely anything had changed. Boy was this a great lesson tha…
I tried this web CS1.6 and was immediately greeted with "your skill level is too low for this server" :/
Re: Play Counter Strike 1.6, with full multiplayer, in the browser
#498Earlier quoted context omitted.
if you have 0 input delay, worst case latency is still 32ms, because your input might come in when back frame is ready, but blit hasn't happened yet: render frame A, input comes in, blit frame A, render frame B, blit frame B. but your input delay is not 0, so your input might come in before frame A above, but frame A doesn't reflect input yet, which makes your worst case input latency 48ms: input comes in, blit ...,…
Here's how I see it: 99% of the time a game after 1998 or so says "vsync" it means double buffered vsync, so I'll explain that version. Let's say the game renders frames instantly. Without vsync but locked at 60FPS, an input can take up to 16ms to cause an effect on the monitor because the game loop only applies and renders pending inputs once every 16ms at this framerate. Each input will have between 0ms and 16ms of…