• 5 Posts
  • 111 Comments
Joined 11 months ago
cake
Cake day: August 8th, 2023

help-circle
  • 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.




  • I would use organic when I have awkward shapes with overlapping areas. The branches allow you to support overlaps without building support structures directly on the lower parts. It can also be more material-efficient if you need a lot of support.

    Snug I would use if I need better support on larger overhangs or long, thin areas that are likely to sag otherwise. It’s also better at holding up parts that could detach from the build plate under their own weight as you would generally have the support along the surface as it builds up, whereas organic usually only contacts the print at the exact support point. Snug supports are generally pretty easy to remove and clean up.