Oh, ticks are rare in my region, that’s why I have no prior experience with them.
I was thinking in the context of us slapping the mosquito would be equivalent to slamming a thumbtack into your skin which could increase the damage dealt and penetration depth.
ok, here you go https://pastebin.com/uPc5S1LU
Tried the settings on the GitHub, doesn’t seem to work, and it also made the stuttering worse
opengl-pbo=yes
opengl-early-flush=no.
video-sync=display-resample
ok, here you go
Yea, it seems to be using 200% CPU.
But I have vo=gpu
though, so I’d thought the GPU would’ve taken some of the load.
If I am strapped for CPU resources, how do I make it so that MPV buffer or something instead of dropping the audio when this happens? Cause it is strange the even though the visuals are acceptable, it is the audio that fails before the video
Hmm I was thinking that after I’ve establish a base and was going to optimize, I think that setting the multiplayer nodes to be manually updated should be ok rather than having them done periodically, since a card game game state progress at fixed events rather than being real time.
One downside with nodes that I noticed is that if we store the cards in the deck as nodes under a deck node, it becomes rather annoying to manipulate them, eg shuffle them, as compared to list. Would that be enough a drawback to reconsider using a list instead?