Passed OSCP - My Experience

Originally, I was leaning against doing an obligatory post-OSCP Reddit post because I didn’t want to come across as another “look at me - I passed OSCP!!” cringeworthy OSCP Oscar speech, but I decided to go ahead and do one because my experience was perhaps a little unique and answers the much-asked question “can I do OSCP without experience?”.
A quick background to add context…
I’m 31 years old and my employment history is a mixture of sales, graphics, and media-related job roles. I felt discontented for a long time earning (barely) living wage in job roles I had little passion for. Anyway, to cut a long story short, I decided to quit my latest sales job in November last year (2019) to pursue a career in cybersecurity/infosec. I didn’t know what ‘TCP’ or ‘UDP’ was, and I’d never heard of ‘Kali’ or how to run a VM, but I was convinced that this would be the career path for me.
Anyway, I went through Security+ and C|EH from November to March and, just as I was going to start applying for Security Analyst type job roles, our friendly neighbourhood Coronavirus came along and shut down the economy. Even though I had no intention of doing OSCP for another year or two, I thought it was a better option than twiddling my thumbs for a few months, so I decided to sign up for PWK labs and have a crack at it.
Fast-forwarding to yesterday, after a few brutal months and an incredible experience, I finally got the OSCP “you have successfully completed” email.
Apologies in advance for the essay but I just want to go through my journey for those of you that might be in a similar position to the one I was in - limited/zero IT experience and feeling intimidated by the dreaded OSCP mountain.
My journey…
In the weeks leading up to the wait to start my 60 days PWK material and labs, I went through The Cyber Mentor’s Practical Ethical Hacking Udemy course and then went on a Hack the Box rampage, so, by the time my lab time started, I felt like I was in a pretty decent position.
Unfortunately, because I was a naïve idiot, I tackled the labs straight away and went through the PWK PDF casually on the side. This was a big mistake and something I would definitely change in hindsight because it cost me 5 easy points on the exam (I thought I could smash through the PDF exercises during the last week of labs but this didn’t prove to be enough time).
In 60 days I ended up rooting around 40 machines - I didn’t bother going for the networks because it didn’t apply to the exam and, although valuable real-world experience, I didn’t want to get distracted and flood my brain with even more information when it wasn’t going to be relevant for my mission.
One big thing that I did get right was note-taking. I can’t express enough how valuable it is to take detailed notes and build your own cheat sheet library. After every machine I rooted, I did a walkthrough on OneNote and added any new tools/commands to my cheat sheet library. This not only saves precious time in the exam, but it helps you build your own knowledge instead of relying on other people’s cheat sheets without really understanding what you’re doing.
After my 60 days had finished, I spent 1 month on TJ Null’s OSCP Hack the Box list and IppSec’s video walkthroughs. I also can’t stress enough how valuable this learning methodology is. My only regret is that I rushed through it. I’d already booked my exam 30 days after lab time, so I ended up jumping through walkthroughs when I got stuck on boxes instead of exhausting all options. This was another naïve idiot mistake on my behalf and something I would do differently in hindsight. There’s a difference between “trying harder” and “trying harder, but in a smart way”. I was putting 10+ hours in every day but I wasn’t always being efficient with my time. I’d definitely recommend seeking hints and tips on boxes but only after you’ve exhausted all options first, something which I didn’t always do.
Anyway, my first exam attempt came around towards the end of July. Was I ready? No, but I had delusional confidence in myself that has paid off for me more often than not, so I was hoping it would pay off for me again.
My first exam was brutal. I sat in my chair for a total of 23 hours and 15 minutes, with only 3 short 5-minute breaks to get food to snack on. My VPN was shut down after 24 hours and I had a total of 65 points, which I’d been stuck on for the last 8 hours of my exam. I got the BO, root on one of the 20-point machines, root on the 10-point machine, and user on the other 20-point machine. I just couldn’t get root on that last machine.
I was pretty devastated because I’d put my heart and soul into Sec+, C|EH, and OSCP for 7 straight months and I wanted it bad. But my delusional confidence wasn’t enough.
After listening to depressing Taylor Swift songs for a few days (joke), I decided to book another exam in, 4 weeks after my first attempt.
This time around, I decided to go through Tib3rius’s Linux and Windows Privilege Escalation courses (they were great) and go back over some of the HTB machines. I honestly felt at this point that there wasn’t much more study material that I could go through.
2nd exam came up and it was an almost minute-for-minute repeat of the first exam. BO done, 20 point rooted, 10 point rooted, but could only get user on the other 20 point. 65 points again. This time I ended up listening to Taylor Swift + Lana Del Rey.
I was pretty adamant that I could do this and that I was very close, so I sent Off-Sec an email explaining my situation and they were kind enough to allow me another exam attempt without waiting 8 weeks - I booked another exam in 2 weeks after my second attempt.
This time, my preparation was entirely mental. In both my prior exams, I was sat on my chair for over 23 hours because I was flapping around aimlessly like a headless chicken, desperately firing off exploits that I knew wouldn’t work on the other 20-point machine. So, I went into the 3rd exam determined to go at a slow and steady pace, and not let the 24-hour timeframe pressure me into a wild goose chase.
Miraculously, it seemed to work. After 14 hours, I’d done the BO, rooted both 20-point machines, rooted the 10-point machine, and got user on the 25-point machine. 85-ish points in total.
The point of this story is to get across to people that you need to try simpler, not harder. I perhaps failed my first exam because I’d not gone through Tib3rius’s Priv Esc courses, but I failed on my 2nd 100% due to mentality. There was no skill-level difference between my 2nd exam and 3rd exam.
I’ll finish off with my recommended learning methodology and exam tips (for people with limited/zero IT experience):
. The Cyber Mentor Practical Ethical Hacking Udemy course (usually on offer at $14.99-ish)
. Tib3rius’s Linux and Windows Privilege Escalation course (usually on offer at $12.99 each)
. Try Hack Me OSCP Learning Path (I would recommend doing this before HTB - it is $10 for 30 days)
. PWK labs (I personally don’t feel more than 60 days are required - unless you work full-time)
. TJ Null’s OSCP Hack the Box list ($10 for retired HTB machines - very worth it)
. You should be ready for the exam
Exam tips:
. Become proficient with Nmap but use an enumeration tool like nmapAutomator for the exam
. You will need to understand what bash and Python scripts are doing (you don’t need to be able to write them from scratch)
. Don’t be tempted to use a fancy BO methodology for the exam, stick with PWK’s methodology - it works (some of the others don’t)
. Play around with various reverse shell payloads - sometimes a bash one-liner won’t work so you need to go with Python. Sometimes Bash, Python, and netcat won’t work, so you need to understand what alternatives you can use in that scenario
. Get into the habit of reading service manuals. In all 3 of my exams, I came up against machines that had services I’d never even heard of. Fortunately, I’d got into the habit reading service manuals, otherwise, I would have skipped over the services and got lost down a rabbit hole
. Get into the habit of exploiting conventional services in unconventional ways. Just because an SUID binary isn’t on Gtfobins, it doesn’t mean that you can’t exploit the SUID binary in an unconventional way. Again, get into the habit of reading manuals to understand what services do
. Become familiar with Burp Suite. Many exploits won’t work in the way you might expect them to, but they will work if you run them through Burp. Or, at the very least, you’ll be able to understand why they’re not working. This issue came up in my last exam and I would have been completely lost if it weren’t for Burp
. Take breaks if you get frustrated - this is said over and over again by people on this subreddit and it’s an absolute must. The 20 point machine that I couldn’t root after 8 hours on my 2nd exam was on my 3rd exam (thanks Off-Sec - I know you tried to fu*k me with that), but I was able to root it within 1 hour on my 3rd exam, simply because my mindset was different at the time.
. Trust your gut - by doing PWK and HTB machines, you should develop a gut feeling of when you are in a rabbit hole and when you’re on the right track. I ended up rooting over 100 machines before the exam (albeit with plenty of hints and tips) and it helped me develop a good gut feeling. I can’t explain why but there were times in my last exam where I knew I was in the right area even though I wasn’t able to enumerate the specific service version. This feeling simply came from experience. I’m sure many of you watch IppSec’s videos and wonder “how the hell does he know to do X or Y?”. I used to wonder this all the time but after going through dozens of machines, I finally got it. It comes down to experience. Try to do as many machines as you can before the exam to build that gut feeling, and trust it in the exam.
. Embrace failure - this is perhaps the most important thing that I can say. OSCP is a difficult journey and many people fail multiple times before passing. And you know what? That’s okay. It’s okay to fail. It’s how you react to failure that counts. I’m not particularly smart but I embrace failure and I know deep down that I will keep trying until I pass. I was prepared to take the OSCP exam 1000 times if I had to, I was never going to let the exam beat me. I suggest you approach it with the same mentality and not let silly pride prevent you from having a go at it.
One last thing! Join a solid Discord community. This journey has been amazing since day one and a big reason behind that is the amazing online community. I was very active in an HTB community and ended up talking to several people who were going through OSCP at the same time as me. This was honestly such a massive help to me because I didn’t know what the hell I was doing when I first started!
Sorry for the massive rant - I just see so many people on here treating OSCP like an unsurmountable mountain. It’s not. You can do it!
submitted by TheCrypt0nian to oscp [link] [comments]

Gravity's Rainbow Reading Group | Sections 66-69 | Week 20

Alright, home stretch foax. This section's a beast. Hang in there and keep sharing your insights! All together now...
Section 66
"You will want cause and effect. All right." (663) What an opening - it's almost confrontational, mocking our need for clear narrative structure and causality.
We discover that Thanatz was tossed overboard in the same storm that sent Slothrop off the Anubis and off on his adventure with Frau Gnahb. Thanatz is rescued by someone even stranger - an unnamed Polish undertaker (think on the etymology of that word) who happens to be a lightening aficionado. I'll stop here and comment that, earlier, when Slothrop fell into the water before and after getting on the Anubis, it brought to mind the river Styx in Hades - another underworld. It washes clean one's identity and memory. Makes you forget who you are. And there's traditionally a ferryman, Charon, to help people cross it. Can't help but think that's who saved Thanatz here, carrying him from the land of the dead to the land of the unliving, the preterite detritus of WWII.
(An aside: Speaking of Styx, has anyone listened to Mr. Roboto recently? That song has some Gravity's Rainbow vibes.)
Our undertaker here is inspired by the Franklin myth and is trying to get struck by lightening in order to experience that "singular point, [that] discontinuity in the curve of life" (664) passing from a rate of change of positive infinity to one of negative infinity in the blink of an eye. Seems there's something of a conspiracy among those who have been through this point of infinite inflection - a secret society of lightening heads who are aware not of another reality but of a new layer of reality laid on top of our own. Insight into a higher level of reality, of hidden systems.
We get an example of the content of the lightning-aficionado's publication A Nickel Saved and it's supposedly full of coded messages for Those Who Know, each part being a veiled reference to other topics that contain the true meaning, requiring a true paranoid's ability to see (make?) connections. For example, there are repeated mentions of April, Easter, and Spring - the season of rebirth. To an Amperage Contest and lightbulbs failing - Byron the Bulb's attempts to strike back, perchance? A screen-door salesman - what is a screen door except a permeable interface?
But our undertaker isn't interested in secret knowledge - he just wants to be a better businessman - and he deposits Thanatz on the shore and rows back off into the storm. Here, Thanatz meets a group of 175s - men formerly imprisoned in the Dora camp for being gay - who have formed their own solitary community in this isolated section of northern Germany.
I suspect some of this imagery may initially shock readers - concentration camp victims who want to return to their prison? Who set up their own 175-Stadt to recreate the conditions of their imprisonment? But think about it - just last section, we saw Katje, someone who's been used and abused by those in power, balk at the thought of being truly free because she had become dependent on systems of control. She had integrated those control systems as part of her identity, her sense of self. "She needs the whip," Blicero wrote of her (662). Just like Katje, these men became so conditioned to depend on a system of total control and rigid social hierarchies that they don't know how to function without it. Their 175-Stadt doesn't seem like such a ridiculously dark, inappropriate caricature now, does it? Because isn't that a central point of this book - that everyone has been conditioned to need control, to need Their System, to not know how to function without it? Slothrop was our perfect everyman from within this system, and look at what it took for him to actually be free (and even then, the ideal of America still has a colonial outpost in his head). But in their 175-Stadt, these men at least control their system of control. They built it, they staff every level of it, and it's entirely under their control. An isolated state, separate from the broader System. But is there a ruler in this system, a king? No, simply the figment of Blicero. His name, his specter, looming over everything. A system of control with no real king? We've seen that before.
Not only that, but this micro-society is not based strictly on the SS command from Dora, but what the prisoners inferred about the rocket command structure in the Mittelwerke. So even their "recreation" of their imprisonment is an approximation of a different system. I'd also stop here to comment that, is this imagery really as ridiculous/insane as it first appears? I'd say no, since the queeS&M community absolutely took inspiration from Nazi uniforms as symbols of dominance and control, repurposing it into fetishwear. But then, as in this 175-Stadt, the control is by choice, as is the submission. As we've seen elsewhere in this book (Blicero's Oven-State), turning submission into a fetish can be a form of rebellion, since it subverts Their means of control (fear of pain) and turns it into a source of pleasure. Is it truly control if you're choosing it? Enjoying it? No one said this book asks easy questions of its readers...
Thanatz keeps looking for answers, and gets swept up amidst the vast swarms of preterite Displaced Persons being shifted across the zone. What's concerning is that these supposedly-free, albeit displaced, people, are shuffled without purpose across the Zone, with minimal food, water, or medicine, being "herded into wire enclosure[s]" and shipped around in freight cars, "deloused, poked, palpated, named, numbered, consigned, invoiced, misrouted, detained, ignored" (669). It's almost impossible to miss the painful similarity here to the treatment of Jews and other victims of the Holocaust. Only here the mistreatment isn't out of some pathological hatred, simply a system without a place for so many people, and without the committed resources to actually, effectively help them. The thought is unsettling, since we like to imagine that only Naziesque hatred could prompt such brutal mistreatment, not apathy.
Finally, he's rescued by the Schwarzkommando thanks to his knowledge of Blicero and the firing of Rocket 00000. Here, we learn a bit more about what happened that day. Looking into Blicero's eyes, he saw windmills reflected, though none were in the area. Another four-way mandala, like we saw last week with Slothrop. Thanatz isn't in great mental shape by this point, and he's beginning to equate Gottfried and Bianca both as his children. Why? Because he felt some sense of responsibility to them? Because he failed them? Either way, the Schwarzkommando learn all they need from him about that fateful noon on the Heath, though we do not. The section ends with a simple touch of hands between Enzian and Christian, a moment of connection, of trust.
Section 67
Man, how do I even start summarizing this complete doozy of a section? As Weissenburger writes, "In this episode the narration begins to fragment." (344) Ya don't say... Well, here goes.
We being one serious trip of a section with Slothrop, as part of a rather unimpressive team of quasi-superheros (the "Floundering Four") fighting against evil ol' Broderick Slothrop amidst the factory-state (a Metropolis-like iteration of the Rocket-State with movable buildings?!). Broderick, in the role of comic book supervillain, keeps trying to off Slothrop, but our hero has a lucky streak just wide enough to keep him alive.
Right off the bat, we see another image of the chessboard - the whole factory-state is laid out in a grid, and it's all A Game of Chess, as der Springer already informed us, and our movements are limited. Crucially, "Your objective is not the King - there is no King - but momentary targets such as the Radiant Hour." (674) How can you win at chess when there's no King? How can the land be restored and the cycle renewed if there's no King to die and be replaced?
Slothrop is joined by a truly slipshod lot: Myrtle Miraculous, the only one who seems to have actual powers; Maximilian, a suave Black club manager who can flow with all natural rhythms and thus able to navigate any scenario with ease, and Marcel, a mechanical chess player (an embodiment of the Mechanical Turk, but crucially, one without the hidden human operator. No hidden Grandmaster lurking inside Marcel here - nope, this android's the real deal.
This section includes one of my favorite quotes from the book: "Decisions are never really made - at best they manager to emerge, from a chaos of peeves, whims, hallucinations and all-round assholery." (676) I can think of several times where I've been able to relate to that scenario all too well.
Their chances for success and failure are equal, but these opposing odds don't cancel each other out - instead, the two opposing forces just create a "loud dissonance". The crew undertake some truly hallucinatory adventures through the Racketen-Stadt which I will not attempt to summarize, as that would be an exercise in futility. But we are treated to flashes of Slothrop, "Broderick and Nalline's shadow-child, their unconfessed, their monster son," (677) getting locked in an icebox, piloting a mobile building through the grid-streets of the factory-state like a giant chess piece. One line really jumps out at me, here, that I think is important: "Their struggle is not the only, or even the ultimate one. Indeed, not only are there many other struggles, but there are also spectators, watching, as spectators will do, hundreds of thousands of them." (679) Makes me think of the "glozing neuters," mentioned earlier - of the masses of people who are just trying to live their lives, neither part of any conspiracy nor actively aware of being subject to one. Must be nice. At the same time, the idea of other, simultaneous struggles, is noteworthy - it brings to mind the concept of intersectionality, and how people realizing their unique, individual struggles share common sources, and common traits, which they can work together to fight.
We end this sub-section in an arena for these exact masses, where our heroes are on a stakeout, with Slothrop in full drag waiting in the Transvestites' Toilet for a message.
You may be wondering about the multiple instances of cross-dressing, in various iterations, throughout the book. Slothrop in drag and Blicero in a wig and merkin come to mind. One aspect, I'd say, is that it reflects a blending of two (as far as society is generally concerned) binary opposites. A crossing-over, a transgression against the status quo and an option other than 1 or 0.
Eliot, in his Notes on The Waste Land, wrote,
"Tiresias, although a mere spectator and not indeed a 'character', is yet the most important personage in the poem, uniting all the rest. Just as the one-eyed merchant, seller of currants, melts into the Phoenician Sailor, and the latter is not wholly distinct from Ferdinand Prince of Naples, so all the women are one woman, and the two sexes meet in Tiresias. What Tiresias sees, in fact, is the substance of the poem." (Emphasis mine).
Cue Crutchfield the Westwardman's world of only one of everything. Likewise, the women in Gravity's Rainbow often blend together, share traits or imagery. So do the men. The joining of the two sexes in Blicero, as well as Slothrop here at the end, is significant.
The Low-Frequency Listeners
The introduction here of the character of Rohr, the Keeper of the Antenna, specifically as a Jehovah's witness, was odd. It's such a specific subsect of Christianity. Then we see - he heard a man on the radio, dying, asking for a priest. Rohr says, "Should I have got on and told him about priests? Would he've found any comfort in that?" (682). In what? I had to look it up, but when I did, it clicked - Jehovah's witnesses apparently do not have priests, because they are all ordained. There is no separate priest caste in their church, and thus no Preterite/Elect division. In this section, we also learn that the Nuremberg trials are getting underway.
Mom Slothrop's Letter to Ambassador Kennedy
You start to feel even more sorry for Slothrop as you realize just how terrible his parents apparently were. His mom cares enough to at least write another letter asking Ambassador Kennedy as to what the hell happened to their son, but her letter quickly devolves into drunken ramblings complaining about striking workers and managing to make an innuendo about Jack Kennedy while also dismissing her love of her sons. Oof. Maybe Otto was right with his conspiracy of mothers...
On the Phrase "Ass-Backwards"
An entertaining linguistic debate between Säure and Slothrop on American idioms, specifically ones involving a reversal, as in the case of "ass-backwards". The section then slips into a story of Säure, in his youth, breaking into the home of a young woman, Minnie, who is unable to hear or pronounce umlauted letters, and thus manages to shout the word "helicopter" rather than "cute robber" well before the vehicle was ever invented. Her cry is heard by none other than a young aerodynamics student. The word is taken as a prophesy and a warning of the helicopter's symbol of the police state, with armed officers hanging out the sides, aiming down at their targets.
My Doper's Cadenza
It begins with a serenade from Bodine, and then an exploration of the tenement building "Der Platz" that is home to numerous drug addicts, dope peddlers, and general ne'er-do-wells. They are building an anti-police moat around the building, entirely underground so as to avoid detection, saving breaking through the street for the end.
Shit 'n' Shinola
Another idiomatic diversion for Säure. A beautiful line is tucked away in here - "from outside, the Hall is golden, the white gold precisely of one lily-of-the-valley petal in 4 o'clock sunlight, serene, at the top of an artificially-graded hill." (687) This building, the Schein-Aula (Seeming-Hall), suggests "persistence, through returns of spring, hopes for love, melting snow and ice, academic Sunday tranquillities, smells of grass just crushed or cut or later turning to hay..." (688) Yet again, imagery of spring, of a return to life from the dead season of winter, of the cycle.
We return to the Roseland Ballroom, where shit 'n' Shinola do actually come together. "Shit, now, is the color white folks are afraid of. Shit is the presence of death, not some abstract-arty character with a scythe but the stiff and rotting corpse itself inside the whiteman's warm and private own asshole, which is getting pretty intimate. That's what that white toilet's for.... that white porcelain's the very emblem of Odorless and Official Death." (688) Here Pynchon cuts straight to the point - the almost pathological fear of death and its connections to fears of blackness, excrement. Shit, Death, and the Word. Edwin Treacle hit on this back on p. 276 when he tried to show his colleagues at the White Visitation "that their feelings about blackness were tied to feelings about shit, and feelings about shit to feelings about putrefaction and death." The cycle of life is too organic, too messy. Better to replace carbon with silicon, to hide shit with porcelain, to treat people with dark skin as "other" or sub-human to avoid acknowledging that their non-European, communal ways of life were, in fact, totally natural.
An Incident in the Transvestites' Toilet
Not King Kong, but a small, costumed ape comes up to Slothrop, who's wearing a Fay Wray dress while waiting in the bathroom for a still-unspecified message. We get a Miltonic blank-verse poem (thanks, Weissenburger!) about the movie King Kong, written in the voice of Anne Darrow (Fay Wray's character). It's honestly quite good - I love the line "in your own stone living space" - the internal rhyme there sounds really nice, and I like the riff on living stone / Livingston, both of which have popped up previously. In the poem, Darrow talks about when she was tied up, hung by the natives as an offering to "the night's one Shape to come" (689), echoing both Greta Erdman's scene in Alpdrücken and the Hanged Man card of the Tarot (willing sacrifice, sacrifice that prompts a return, a renewal of the cycle). Darrow says she prayed, "not for Jack," her suave costar, but for her director Carl Denham, "only him, with gun and camera... making the unreal reel / By shooting at it, one way or the other-" (689). Throughout GR, we've seen a film motif, and this really brings it home. The analogy of a gun to a camera, both of which make the unreal real (a camera creates films that interpret real life - the "unreal reel", a gun makes death, which we've blocked away and tried to avoid, real and inescapable). The director is in control of the movie, the actors, the story, of how it works and what is told. Darrow ends by asking Carl to "show me the key light, whisper me a line..." - a key light is used in cinema and photography to not just shed light on the subject, but to do so in a way that provides form and dimension to the subject and the scene. So Darrow is asking for the director to literally give her form and definition, to tell her what to say next.
This ape, though, isn't so Romantic as ol' Kong though, and is much more direct. It hands Slothrop an anarchist's bomb straight out of the comics pages, and takes off. Slothrop freezes and is saved by a helpful transvestite who takes the bomb and flushes it down the toilet. But it explodes anyway, sending geysers of water up out of all the toilets. A Voice comes out of he Loudspeaker informing everyone that it was, in fact, a sodium bomb that explodes upon contact with water. Tellls everyone to get the "dangerous maniac" who threw it. That was supposed to be Slothrop, but he was saved by his indecision and the kindness of a stranger, who is now set upon by the other occupants of the toilet.
A Moment of Fun with Takeshi and Ichizo, the Komical Kamikazes
We now jump to a pair of comically-mismatched Kamikaze pilots stationed on a remote island well away from any conflict. One flies a Zero, the other flies an "Ohka device" which is basically a rocket-bomb with a pilot's seat. They get moonshine from their radarman, Kenosho, who mocks them daily for the lack of opportunities to fly to their deaths and who comes up with haikus that, while in the right format, really miss the heart of what a haiku is supposed to be.
Back to Slothrop, now, and a catalogue of the streets he's traveled down and what he's seen. We get a meditation on the absurdity of army chaplains, who worked for the Army and "stood up and talked to the men who were going to die about God, death, nothingness, redemption, salvation." (693) And it does seem a bit absurd when you consider that the Army that employs the chaplains is the same entity sending the men off to die. We see a bus driver (perchance our maniac bus driver from earlier?) driving through town in the night, his passengers looking out the windows, their faces "drowned-man green, insomniac, tobacco-starved, scared, not of tomorrow, not yet, but of this pause in their night-passage, of how easy it will be to lose, and how much it will hurt..." (693) Going back to the Waste Land, the phrase "I do not find / The Hanged Man. Fear death by water." is symbolic of a death without return (drowning) contrasted to the sacrifice/return symbolized by The Hanged Man. These poor passengers, it seems, aren't to expect any return.
Slothrop also, at this point, learns of the bombing of Hiroshima from a discarded Army newspaper, the photo of the atomic blast placed in poor taste next to an image of a pin-up girl. The bomb's mushroom cloud is compared to the Cross, to a capital-T Tree. But which tree? Is this a meditation on the deadly, unforgettable knowledge of how to split the atom, or of the tree of life, with the citizens of Hiroshima as a sacrifice made... but to what? I'm honestly not sure. Would love your thoughts.
Listening to the Toilet
As others have noted, this book in many ways is about the drug counterculture and hippie movement of the 60s/early 70s. This is the most overt in this section, in which we learn that listening for the cessation of the flow of water to the toilet in the pipes is a cue that a police raid is imminent - shutting off the water being a way to prevent the flushing of illicit substances. But it takes a special ear to hear the cessation of a subtle, pervasive white noise. What if the sun, in fact, massive furnace that it is, emits a constant, low-level roar that is so incessant we don't even hear it? What if eddies in the current of the Soniferous Aether cause rare spots of true quiet, where the noise is no longer transmitted and anyone in that spot can hear their own heartbeat it's so quiet? Interestingly, there are "quiet rooms" designed to absorb nearly all sound, used for precise sound calibration. I remember reading that most people can't sit in one of those rooms for more than 30 minutes or so because it's literally so quiet that you can hear the blood flowing through your veins, and people have even reported auditory hallucinations as a result. But why this digression? Maybe because we need to be asking what other white noise is out there that we've become completely deaf to? I think Roger and Jessica found a pocket of this quiet, early in the book, where the "noise" of modern society and all its associated obligations was muted by the War.
Witty Repartee
A return to our Komical Kamikazes, and a meditation on the ubiquity of the Hotchkiss machine gun across nations, independent of alliances. We get an image of a false King - an inbred idiot lying naked in a dumpster, attracting the attention of potential revolutionaries. But they can't decide if he's "a diversionary nuisance planted here by the Management, or whether he's real Decadent Aristocracy to be held for real ransom" (698). While the would-be revolutionaries are debating in the alley, sentries with the aforementioned Hotchkiss guns take positions on the rooftops, aiming down...
Heart-to-Heart, Man-to-Man
A dialogue here between Slothrop and ol' Broderick, with dear old dad interrogating his wayward son about a modern electric drug. Slothrop reassures him that he'd never shoot raw electricity - no, they dope themselves with waves. Major pre-Cyberpunk vibes here, with Broderick warning "Suppose someday you just plug in and go away and never come back?" to which Tyrone replies, "What do you think every electrofreak dreams about? .... Maybe there is a Machine to take us away, take us completely, suck us out through the electrodes out of the skull 'n' into the Machine and live there forever.... We can live forever, in a clean, honest, purified Electroworld-" (699). Matrix, anyone? Not to mention the waves of radio, TV, etc. and the simple, episodic, controlled reality they offer. Pleasantville also comes to mind, with all its commentary on the shows of the era.
Some Characteristics of Imipolex G
We learn that Imipolex G is the first erectile plastic, stiffening in response to certain electronic stimuli. The potential of a layer of controlling wires just under the outer layer of Imipolex, making it a second skin - a synthetic interface. Alternately, there's the potential to control it via a projection of "an electronic 'image; analogous to a motion picture." (700)
My gods, I made it through this section...
Section 68
Tchitcherine now, dealing with a spook, Nikolai Ripov, from the Commissariat for Intelligence Activities. His pal Džabajev has run off with "two local derelicts" (700) and is impersonating Frank Sinatra and wooing the ladies of the Zone. We get the line, "While nobles are crying in their nights' chains, the squires sing. The terrible politics of the Grail can never touch them. Song is the magic cape." (701) - Seems another example of folks recognizing the game, the Grail quest, for what it was and checking out - deciding not to play and just enjoy themselves while the Elect lose sleep over the endless searching.
Ripov explains to Tchitcherine how "the basic problem... has always been getting other people to die for you." (701) Religion used to serve as an effective control for that reason - death isn't quite as scary if you think you're going to heaven. But modern society has moved on, and needs more secular sources of control, like a commitment to "History" as if you're part of some great narrative, sacrificing yourself for some imagined end-goal of what society is "supposed" to be.
Seems Tchitcherine was doping on Oneirine theophosphate. Wimpe, his dealer, argues that a man is "only real at the points of decision. The time between doesn't matter." (702) Points man again - the moment of decision, of choice, that splits the future in two. Points of control. Contrast that to:
"Datta: what have we given? / My friend, blood shaking my heart / The awful daring of a moment’s surrender / Which an age of prudence can never retract / By this, and this only, we have existed." (The Waste Land, Part V: What the Thunder Said - emphasis mine).
Both are arguing that it's these key moments, irreversible junctures in our lives that make us real. Not what comes next, not what people say about us, just our moments. Integrate those moments, run them fast enough (say 24 frames per second) and you might even approximate something close to a person...
We learn that Oneirine apparently leads to "the dullest hallucinations known to psychopharmacology" (703) - hauntings of the mundane, the almost-normal.
Tchitcherine's Haunting
Tchitcherine hallucinates that Ripov is interrogating him, and he becomes fixated on the question of whether or not he was supposed to die. Seems like part of him wants to believe in life after death, in some hope for meaning, which goes against the Soviet doctrine and thus isn't exactly endearing him to those above him. Thankfully this is just an Oneirine haunting, except... wait, it's too real - no subtle violations of reality. He tries to escape, but is outnumbered. But no execution for him here - just a reassignment to Central Asia. A cold and operational death.
Section 69
"The dearest nation of all is one that will survive no longer than you and I, a common movement at the mercy of death and time: the ad hoc adventure." - Resolutions of the Gross Suckling Conference (706)
In other words, they seek a nation that does not function independently of its citizens - one that is not some separate identity with a quasi-personhood (much like how corporations are legally "people"). Rather, a nation that is inextricably linked to the people and that will die when they do. No immortality, no denial of the cycle or death.
But poor Roger's still dealing with Jessica, and now with Jeremy, too, who he's at least amicable with. But he's struggling with their acceptance of the System, their embracing of it. Jeremy's all about reassembling the rockets and firing them, asking "What else does one do with a rocket?" (note how disassembling it or at least not using the weapon isn't even an option...).
Jeremy's even so kind as to invite Roger to a fancy dinner with a bunch of corporate bigwigs, including folks from Krupp, ICI, and GE, and hosted by one Stefan Utgarthaloki, whose name should be a giant red-flag that something's amiss with this shindig. Roger picks Seaman Bodine as his date, the two having struck up a rather theatrical friendship, dress in their absurdist best (Bodine in the mother of all zoot suits), and join the party.
We get some insight here into the nature of rebellions, and the danger of them not only fizzling out or failing, but of being co-opted as a tool to "help legitimize Them" (713). Of either dying or "living on as Their pet" - it brings to mind the corporate branding of "rebelliousness" as cool, as "a phase" that it's normal to go through and eventually grow up from. Treating the idealism of youth, the desire to make the world better and to fight against the problems of the system before you become numb to them, as a normal phase of life is such an effective way to neutralize it culturally. How many people have heard the phrase "you get conservative [i.e. more resistant to change] as you get older"? How many of us have seen youth-led movements being dismissed as examples of immaturity, for example? Between that and companies stamping their logo on it (hello, Hot Topic), it's a way to change the cultural narrative around any movement against the status quo to one that's dismissive, just accepting enough to let people burn off their energy and eventually fall into line. Because how else can you continue to live a decent life in a society that refuses to change? You either go build a shack in the woods somewhere, die, or acclimate to the system and just focus on being comfortable yourself, not constantly fighting for change. It's a depressing thought, and I'm sure Pynchon saw a lot of that attitude in the 60s. I have to wonder - do non-industrialized societies have "teenage rebellion" as a normal part of life? Is that a part of human nature, like we tend to think, or is it an explicit reaction to reaching maturity in a system that is anti-human and anti-nature?
Anyway, back to the dinner party - between the depressing, anti-social music (kazoos?!) and the lavish dinner, things seem fine, but there's a plot against the Roger and Bodine. Fortunately a journalist, Constance, tips off Bodine that they might just be the main course of this feast, so Bodine cues Roger to begin the evening show - an absurd gross-out session that they planned in advance with the aid of now-deceased Pudding communicating via medium Carroll Eventyr. The pair recite an increasingly disgusting list of alliterative dishes, triggering "well-bred gagging" and guests to flee, though a few find it all quite entertaining. But it's enough to break up the dinner party and allow our heroes to flee.
Note: If you made it this far, actually read all this, thank you. Bloom warned me this was a longer section, and boy, he wasn't kidding. I think this is longer than some college essays I wrote... Damn fun, though, and I hope you've found my thoughts informative, interesting, useful, or if nothing else, sufficiently diversionary for a spell. I truly look forward to seeing what you other fine foax have to say on these labrynthine sections.
  1. In the lightning-aficionado's "A Nickel Saved" excerpt, are there any other references or hidden ideas you can find? I have to think there are.
  2. What is the meaning of the windmill reflected in Blicero's eyes? How do you interpret the imagery in this scene in general?
  3. 175-Stadt. Oven-State. Hund-Stadt. Rocket-State. Factory-State. We've seen numerous examples of specialized micro-states across the Zone, experiments in different forms of society. What are your thoughts on these? Are they hints at ways to find alternate societies, or manifestations of humanity's tendency to divide by category and put of fences?
  4. In the "Shit 'n' Shinola" subsection, Pynchon connects Jack Kennedy, Malcolm X, and Tyrone Slothrop. What do you make of this intersection?
  5. In "Streets," the bombing of Hiroshima is presented as being similar to the Cross, "it is also, perhaps, a Tree..." - the capitalized "Tree" here could be the tree of knowledge, the tree of life, the tree from which the Hanged Man dangles, or perhaps something else. What's your interpretation of this imagery?
  6. In Section 69, we see references to the Albatross, famous symbol from The Rime of the Ancient Mariner. It's presented that Slothrop is the (now-plucked) albatross, but it's not clear who killed this bird, or who's wearing it around their neck. They? Any ideas?
submitted by KieselguhrKid13 to ThomasPynchon [link] [comments]

The Division 2 - Title Update 10 - Patch Notes

Title Update 10 - Patch Notes

*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.

New Season – Keener’s Legacy

A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.

New Raid - Operation Iron Horse

The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
  • New bosses, puzzles and rewards!
  • Level 40 version available on June 30th, followed the next week by the level 30 version.
  • Discovery mode will become available at a later date.
  • Unique Rewards
    • 2 new Exotics
    • 2 new Gear Sets
    • New cosmetic rewards
  • Further details will become available closer to the raid’s release in late June.

Balance and Bug Fixes

Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.

Missing Localized Audio

We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized.
If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options.
As work continues, we will update you on the progress of the integration here on the forums and on State of the Game.
Thank you and stay safe!

New Exotics

SRS Sniper Rifle: Mantis

  • Your scoped view displays additional information about enemies not targeting you
  • Your scoped view highlights enemy weakpoints
  • Headshot and weak point damage against enemies not targeting you amplified by 50%
  • Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active

Mask: Vile

  • Status effects also apply a damage over time debuff for 10s
  • Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes

Double Barrel Rifle: The Ravenous (Operation Iron Horse)

  • On trigger-pull, fire both barrels at once
  • When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
  • Hits from one shoulder will detonate all of the opposite shoulder's primers when present
  • When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
  • Primer effectiveness is doubled at 10 stacks

Magnum Pistol: Regulus (Operation Iron Horse)

  • Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
  • High accuracy and base damage

New Gear Sets

Eclipse Protocol (Season 2)

  • Core: Skill Tier (Yellow)
  • 2: +15% Status Effects
  • 3: +15% Skill Haste and +30% Hazard Protection
  • 4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
  • Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
  • Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%

Foundry Bulwark (Operation Iron Horse)

  • Core: Armor (Blue)
  • 2: +10% Armor
  • 3: +3% Armor Regeneration
  • 4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
  • Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
  • Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s

Future Initiative (Operation Iron Horse)

  • Core: Skill Tier (Yellow)
  • 2: +30% Repair Skills
  • 3: +30% Skill Duration and +15% Skill Haste
  • 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
  • When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
  • Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
  • Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%

New Gear Brand

Walker, Harris & Co.

  • Core: Weapon Damage (Red)
  • 1: +5.0% Weapon Damage
  • 2: +5.0% Damage to Armor
  • 3: +5.0% Damage to Health

New Named Weapons

  • Mechanical Animal (SIG 556) with Future Perfection
    • Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s
  • Harmony (Resolute MK47) with Perfectly In Sync
    • Hitting an enemy grants +20% skill damage for 5s.
    • Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
    • Damage increases are doubled while both buffs are active at the same time.

New Named Gear

  • Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
    • When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
    • Cooldown: 5s
    • Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.

New Skill Variant

  • Repair Trap
    • The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
    • Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.

New Talents

Weapon Talent: Future Perfect
  • Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
  • Weapon kills at skill tier 6 grant overcharge for 15s.
  • Overcharge Cooldown: 90s
Weapon Talent: In Sync
  • Hitting an enemy grants +15% skill damage for 5s.
  • Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
  • Damage increases are doubled while both buffs are active at the same time.
Backpack Talent: Adrenaline Rush
  • When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
  • Cooldown: 5s
Chest Talent: Headhunter
  • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
  • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.

Gameplay Changes


  • Reduced how many elites will spawn in the following mission:
    • Manning National Zoo
    • Coney Island Ballpark
    • Coney Island Amusement Park
    • Camp White Oak
    • Space Administration HQ
    • Federal Emergency Bunker
    • Wall Street
    • Liberty Island
    • Pathway Park
    • Stranded Tanker
    • The Tombs


  • General
    • Added all new season 2 weapons/gear to general loot pools
  • Item Power
    • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
    • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
  • Difficulty Scaling
    • Regular loot from loot containers in Missions now scale with mission difficulty
    • Targeted loot from loot containers in Missions now scales with mission difficulty
    • Loot containers part of living world activities now scale with global difficulty
  • Targeted loot
    • Increased targeted loot drop chances for all mission and Control Point difficulties
    • Added new season 2 brand to targeted loot rotation
    • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • Named Items
    • Increased named item drop chance in regular Dark Zone loot
    • Increased named item drop chance in targeted loot everywhere
  • Exotics
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
    • Coyote's Mask drop from Coyote no longer has a minimum season level requirement
  • Control Points
    • Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
    • Increased the amount of scaling loot from the big Control Point reward container
  • Legendary
    • Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty


  • Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant


  • Added Named Items to both Open World and Dark Zone vendors
  • Increased prices for Named Items
  • Increased item power for all vendors
  • Vendors no longer sell Superior quality items at maximum level

SHD Levels

  • Added Field Proficiency cache to SHD level-up after reaching the maximum season level
  • Increased crafting material rewards for spending SHD level points in the Scavenging category


  • Added Season/SHD experience gain on Conflict level-up

Rogue Agent Encounters

  • Every Rogue Agent killed will now drop loot
  • Rogue Agent encounters no longer occur during time trials

Control Point Officers

  • Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
  • Reduced the likelihood of Control Point Officers being downed in combat


  • Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
  • This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
  • Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.


  • New Season Pass Holder Project Slot.
    • Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
  • Weekly SHD Requisition Project Slot
    • Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
  • Legendary Mission Project
    • After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
    • Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.

RPG Balance


Incoming Repairs

  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.

Weapon Handling

  • 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
  • Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
  • +8% Accuracy
  • +8% Stability
  • +8% Swap Speed
  • +8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.

Talent Changes:

  • Leadership: Bonus Armor increased to 15% from 12%
  • Spike: Skill Damage Duration increased to 15s from 8s
  • Reformation: Skill Repair Duration increased to 15s from 8s
  • Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.


  • Global Damage Modifiers
    • Reduced all PvP weapon damage by -20%
  • Additional Damage Modifiers
    • Increased MMR PvP weapon damage by 12.5%
    • Reduced Assault Rifle PvP weapon damage by -15%
    • Reduced Shotgun PvP damage by -12.5%
    • Reduced SMG PvP damage by -10%
    • Reduced Pistol PvP damage by -10%
    • Reduced Rifle PvP damage by -5%
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate.
Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
  • Specific Damage Modifiers
    • Increased Double Barrel Shotgun PvP damage by 16.6%
    • Reduced Pestilence PvP damage by -10%
    • Reduced Classic M1A damage by -5%
  • Exotic Modifiers
    • Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
    • Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
      • Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
    • Imperial Dynasty:
      • No longer automatically applies burn status effect to the nearest enemy in range.
      • Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
      • Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
  • * Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
  • Gear Set Modifiers
    • Negotiator’s Dilemma
      • Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
      • Added visual UI feedback when in range of another marked target.
  • Talent Modifiers
    • Efficient: Reduced specialization armor kit bonus from 100% to 50%
    • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
    • Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
      • Note: UI will still show the old duration, but will be fixed in a later update.
    Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
  • Skill Modifiers
    • Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
    • Increased Striker Drone damage by 30%
    • Increased Assault Turret damage by 55%
    • Reduced Firestarter Chem Launcher PvP damage by -20%
    • Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
    • Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.

Weapon Balance


Assault Rifles

  • AK-M – 15.8% damage increase
  • F2000 – 14.3% damage increase
  • Military AK-M – 13.2% damage increase
  • Black Market AK-M – 13.2% damage increase
  • FAL – 12.0% damage increase
  • FAL SA-58 – 12.0% damage increase
  • FAL SA-58 Para – 12.0% damage increase
  • SOCOM Mk 16 – 11.4% damage increase
  • Tactical Mk 16 – 11.4% damage increase
  • Mk 16 – 11.4% damage increase
  • AUG A3-CQC – 11.2% damage increase
  • Honey Badger – 10.9% damage increase
  • FAMAS 2010 – 10.6% damage increase
  • ACR – 9.7% damage increase
  • ACR-E – 9.7% damage increase
  • Military G36 – 9.5% damage increase
  • G36 C – 9.5% damage increase
  • G36 Enhanced – 9.5% damage increase
  • Carbine 7 – 8.7 % damage increase
  • Military P416 – 7.4% damage increase
  • Custom P416 G3 - 7.4% damage increase
  • Police M4 – 6.8% damage increase
  • CTAR 21 – 8.6% damage increase


  • Classic M60 – 12.5% damage increase
  • Classic RPK-74 – 12.4% damage increase
  • Military RPK-74 M – 12.4% damage increase
  • Black Market RPK-74 E – 12.4% damage increase
  • Military M60 E4 – 9.2% damage increase
  • Black Market M60 E6 – 9.2% damage increase
  • Military L86 LSW – 8.5% damage increase
  • Custom L86 A2 – 8.5% damage increase
  • IWI NEGEV – 2.6% damage increase
  • Stoner LMG – 2.0% damage increase
  • M249 B – No changes
  • Tactical M249 Para – No changes
  • Military MK46 – No changes
  • MG5 – No changes
  • Infantry MG5 – 3.2% damage decrease


  • Model 700 – 14.9% damage increase
  • Hunting M44 – 13.5% damage increase
  • Classic M44 Carbine – 12.5% damage increase
  • G28 – 11.4% damage increase
  • SOCOM Mk20 SSR – 9.3% damage increase
  • SR-1 - 8.6% damage increase
  • Custom M44 – 8.1% damage increase
  • M700 Tactical – 8.1% damage increase
  • M700 Carbon – 8.1% damage increase
  • Covert SRS – 6.0% damage increase
  • SRS A1 – 6.0% damage increase
  • Surplus SVD – 2.9% damage decrease
  • Paratrooper SVD – 2.9% damage decrease


  • UIC15 MOD – 21.6% damage increase
  • 1886 – 21.3% damage increase
  • LVOA-C – 12.1% damage increase
  • M1A CQB – 10.7% damage increase
  • Lightweight M4 – 10.5% damage increase
  • G 716 CQB – 8.7% damage increase
  • SIG 716 – 6.7% damage increase
  • ACR SS – 3.7% damage increase
  • SOCOM M1A – No changes
  • M16A2 – No changes
  • USC .45 ACP - 2.8% damage decrease
  • Urban MDR – 5.5% damage decrease
  • Military Mk17 – 11.8% damage decrease
  • Police Mk17 - 11.8% damage decrease
  • Classic M1A - 12.6% damage decrease


  • Tommy Gun – 38.8% damage increase
  • PP-19 – 29.6% damage increase
  • Enhanced PP-19 – 29.6% damage increase
  • MP7 – 27.5% damage increase
  • MPX – 17.7% damage increase
  • M1928 – 20.0% damage increase
  • P90 – 15.6% damage increase
  • Converted SMG-9 – 15.8% damage increase
  • Black Market T821 – 15.4% damage increase
  • Police T821 – 15.4% damage increase
  • Vector SBR .45 ACP – 14.7% damage increase
  • CMMG Banshee – 12.5% damage increase
  • Police UMP-45 – 12.0% damage increase
  • Tactical UMP-45 – 12.0% damage increase
  • AUG A3 Para XS – 11.8% damage increase
  • Enhanced AUG A3P – 11.8 % damage increase
  • Tactical AUG A3P – 11.8% damage increase
  • Converted SMG-9 A2 – 11.6% damage increase
  • MP5A2 – 10.0% damage increase
  • MP5-N – 10.0% damage increase
  • MP5 ST – 10.0% damage increase
  • Tactical Vector SBR 9mm – 5.9% damage increase


  • M870 Express – 23.3% damage increase
  • Military M870 – 23.3% damage increase
  • Custom M870 MCS – 23.3% damage increase
  • Super 90 – 23.2% damage increase
  • Marine Super 90 – 23.2% damage increase
  • Tactical Super 90 SBS – 23.2% damage increase
  • SASG-12 – 21.3% damage increase
  • Tactical SASG-12 K – 21.3% damage increase
  • Black Market SASG-12 S – 21.3% damage increase
  • SPAS-12 – 18.6% damage increase
  • KSG Shotgun – 9.0% damage increase


  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase
  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease

Exotics Changes

Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
The Bighorn
  • Damage increased by +11.2%
  • Increased optimal range from 27m to 40m
  • Optics mod bonus increased from +0% to +30% Headshot Damage
  • Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
Eagle Bearer
  • Damage increased by +7.8%
  • Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
  • Damage increased by +32.8%
  • Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
  • Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
  • Optimal range increased by 33.3%, from 15m to 20m
  • Long range effectiveness increased by 19%, from 42m to 50m
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 75 body-shots grant +90% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.
Bullet King
  • Damage increased by +2.6%
  • Damage increased by +11.1%
  • Optics mod bonus increased from +35% to +45% Headshot Damage
  • Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
  • Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
  • Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
  • Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.
  • No longer highlights enemy weakpoints when aiming.
  • Damage increased by +12.5%
  • Muzzle mod bonus reduced from +20% to +10% Stability
  • Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
  • Magazine mod bonus reduced from +15% to +10% Reload Speed
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • (New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.
Lullaby/Sweet Dreams
  • Damage increased by +11.0%
Lady Death
  • Damage increased by +18.9%
  • Optics mod bonus increased from +5% to +10% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
  • Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
The Chatterbox
  • Damage increased by +16.7%
  • Optics mod bonus increased from +5% to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
  • Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
  • Magazine base capacity reduced from 60 to 50
  • Muzzle mod bonus changed from +10% Stability to +10% Accuracy
  • Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • (New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.
BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.
Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.

Gear Set Changes

Hard Wired
  • Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
Ongoing Directive
  • Main Talent
    • Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
    • Backpack Talent (New)
  • “Trauma Specialist”
    • Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
    • Increased 3-piece Reload Speed bonus from +20% to +30%
Tip of the Spear
  • Main Talent (PVE)
    • Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
  • Main Talent (PVP)
    • Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
  • Backpack Talent (New)
    • “Signature Moves”
    • Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
Aces and Eights
  • Main Talent
    • "Poker Face" backpack talent is now a baseline effect:
    • Flip an additional card on headshots
  • Backpack Talent (New)
    • “Ace in the Sleeve”
    • Amplifies 1 extra shot when revealing your hand
    • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
    • Increased 3-piece Headshot Damage bonus from +20% to +30%
System Corruption
  • Main Talent
    • Now repairs 20% of your armor in addition to granting 50% bonus armor
    • Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
Striker’s Battlegear
  • Main Talent
    • Reduced the number of stacks lost on missed shots from 3 to 2
  • Backpack Talent
    • No longer reduces number of stacks lost on missed shots
    • (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
Negotiators Dilemma
  • Damage transfers on the initial bullet that marks a new target
Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%
Brand Set Changes Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%
Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%
Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%
  • Incoming Repairs brand set bonus increased from +15% to +20%
Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%
Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%
Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%
Overlord Armaments
  • Increased 2-piece Accuracy bonus from +10% to +20%
Douglas & Harding
  • Increased 2-piece Stability bonus from +10% to +20%
  • Increased 3-piece Accuracy bonus from +10% to +20%
Fenris Group AB
  • Increased 2-piece Reload Speed bonus from +10% to +20%
  • Increased 3-piece Stability bonus from +10% to +20%

Specialization Changes

  • Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
    • Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.

Skill Changes

  • Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
Seeker Mine
  • Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
  • Stinger Hive base damage reduced -20%
  • Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
  • Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
Chem Launcher
  • Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
  • Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
  • Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
  • Blinder Firefly base blind duration reduced from 6s to 5s
  • Banshee Pulse cooldown increased from 20s to 30s
  • Banshee Pulse base confuse duration reduced from 5s to 4s
  • Jammer Pulse base disrupt duration reduced from 4s to 3s
Shock Trap
  • Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
  • Shock Trap base radius increased from 2m to 2.5m
  • When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.

Further Bugfixes:

=> Source
submitted by JokerUnique to thedivision [link] [comments]

Unkle Mike. Culling Of Invisible Objects In Quake Related Engines

Despite all these great achievements in video cards development and the sworn assurances of developers about drawing 2 to 3 million polygons on screen without a significant FPS drop, it’s not all that rosy in reality. It depends on methods of rendering, on the number of involved textures and on the complexity and number of involved shaders. So even if all this really does ultimately lead to high performance, it only happens in the demos that developers themselves kindly offer. In these demos, some "spherical dragons in vacuum" made of a good hundred thousand polygons are drawn very quickly indeed. However, the real ingame situation for some reason never looks like this funny dragon from a demo, and as a result many comrades abandon the development of their "Crysis killer" as soon as they can render a single room with a couple of light sources, because for some reason FPS in this room fluctuate around 40-60 even on their 8800GTS and upon creating second room it drops to a whopping 20. Of course with problems like this, it would be incorrect to say how things aren’t that bad and how the trouble of such developers are purely in their absence of correctly implemented culling, and how it is time for them to read this article. But for those who have already overcome “the first room syndrome" and tried to draw – inferior though, but, anyway - the world, this problem really is relevant.
However, it should be borne in mind that QUAKE, written in ancient times, was designed for levels of a “corridor" kind exclusively; therefore methods of clipping discussed in this article are not applicable to landscapes, such as ones from STALKER or Crysis, since completely different methods work there, whose analysis is beyond the scope of this article. Meanwhile we’ll talk about the classic corridor approach to mapping and the effective clipping of invisible surfaces, as well as clipping of entire objects.

The paper tree of baloon leaves

As you probably know, QUAKE uses BSP, Binary Spacing Partition tree. This is a space indexing algorithm, and BSP itself doesn’t care if the space is open or closed, it doesn’t even care if the map is sealed, it can be anything. BSP implies the division of a three-dimensional object into a certain number of secant planes called "the branches" or "the nodes" and volumetric areas or rooms called "the leaves". The names are confusing as you can see. In QUAKE / QUAKE2 the branches usually contain information about the surfaces that this branch contain, and the leaves are an empty space, not filled with nothing. Although sometimes leaves may contain water for example (in a form of a variable that indicates, specifically, that we’ve got water in this leaf). Also, the leaf contains a pointer to the data of potential visibility (Potentially Visible Set, PVS) and a list of all surfaces that are marked as being visible from this leaf. Actually the approach itself implies that we are able to draw our world however we prefer, either using leaves only or using branches only. This is especially noticeable in different versions of QUAKE: for example, in QUAKE1 in a leaf we just mark our surfaces as visible and then we also sequentially go through all the surfaces visible from a particular branch, assembling chains of surfaces to draw them later. But in QUAKE3, we can accumulate visible surfaces no sooner than we’ll get into the leaf itself.
In QUAKE and QUAKE2, all surfaces must lie on the node, which is why the BSP tree grows rather quickly, but in exchange this makes it possible to trace these surfaces by simply moving around the tree, not wasting time to check each surface separately, which affects the speed of the tracer positively. Because of this, unique surface is linked to each node (the original surface is divided into several if necessary) so in the nodes we always have what is known to be visible beforehand, and therefore we can perform a recursive search on the tree using the BBox pyramid of frustum as a direction of our movement along the BSP tree (SV_RecursiveWorldNode function).
In QUAKE3, the tree was simplified and it tries to avoid geometry cuts as much as possible (a BSP tree is not even obliged to cut geometry, such cuts are but a matter of optimality of such a tree). And surfaces in QUAKE3 do not lie on the node because patches and triangle models lie there instead. But what happens would they be put on the node nevertheless, you can see on the example of "The Edge Of Forever" map that I compiled recently for an experimental version of Xash. Turns out, in places that had a couple thousand visible nodes and leaves in the original, there are almost 170 thousand of them with a new tree. And this is the result after all the preliminary optimizations, otherwise it could have been even more, he-he. Yeah, so... For this reason, the tree in QUAKE3 does not put anything on the node and we certainly do need to get into the leaf, mark visible surfaces in it and add them to the rendering list. On the contrary, in QUAKE / QUAKE2 going deep down to the leaf itself is not necessary.
Invisible polygon cutoff (we are talking about world polys, separate game objects will be discussed a bit later) is based on two methods:
The first method is to use bit-vectors of visibility (so-called PVS - Potential Visible Set). The second method is regular frustum culling which actually got nothing to do with BSP but works just as efficiently, for a certain number of conditions of course. Bottom line: together these two methods provide almost perfect clipping of invisible polygons, drawing a very small visible piece out of the vast world. Let's take a closer look at PVS and how it works.

When FIDO users get drunk

Underlying idea of PVS is to expose the fact that one leaf is visible from another. For BSP alone it’s basically impossible because leaves from completely different branches can be visible at the same time and you will never find a way to identify the pattern for leafs from different branches seeing each other - it simply doesn’t exist. Therefore, the compiler has to puff for us, manually checking the visibility of all leaves from all leaves. Information about visibility in this case is scanty: one Boolean variable with possible values 0 and 1. 0 means that leaf is not visible and 1 means that leaf is visible. It is easy to guess that for each leaf there is a unique set of such Boolean variables the size of the total number of leaves on the map. So a set like this but for all the leaves will take an order of magnitude more space: the number of leaves multiplied by the number of leaves and multiplied by the size of our variable in which we will store information of visibility (0 \ 1).
And the number of leaves, as you can easily guess, is determined by map size map and by the compiler, which upon reaching a certain map size, cease to divide the world into leaves and treat resulting node as a leaf. Leaf size vary for different QUAKE. For example, in QUAKE1 leaves are very small. For example I can tell you that the compiler divide standard boxmap in QUAKE1 into as many as four leaves meanwhile in QUAKE3 similar boxmap takes only one leaf. But we digress.
Let's estimate the size of our future PVS file. Suppose we have an average map and it has a couple thousand leaves. Would we imagine that the information about the leaf visibility is stored in a variable of char type (1 byte) then the size of visdata for this level would be, no more no less, almost 4 megabytes. That is, much AF. Of course an average modern developer would shrug and pack the final result into zip archive but back in 1995 end users had modest machines, their memory was low and therefore visdata was packed in “more different” ways. The first step in optimizing is about storing data not in bytes, but in bits. It is easy to guess that such approach reduce final result as much as 8 times and what's typical AF – does it without any resource-intensive algorithms like Huffman trees. Although in exchange, such approach somewhat worsened code usability and readability. Why am I writing this? Due to many developers’ lack of understanding for conditions in code like this:
if ( pvs [ leafnum >> 3 ] & ( 1 << ( leafnum & 7 ) ) ) { } 
Actually, this condition implement simple, beautiful and elegant access to the desired bit in the array (as one can recall, addressing less than one byte is impossible and you can only work with them via bit operations)

Titans that keep the globe spinning

The visible part of the world is cut off in the same fashion: we find the current leaf where the player is located (in QUAKE this is implemented by the Mod_PointInLeaf function) then we get a pointer to visdata for the current leaf (for our convenience, it is linked directly to the leaf in the form of "compressed_vis" pointer) and then stupidly go through all the leaves and branches of the map and check them for being visible from our leaf (this can be seen in the R_MarkLeaves function). As long as some leaves turn out to be visible from the current leaf we assign them a unique number from "r_visframecount" sequence which increases by one every frame. Thus, we emphasize that this leaf is visible when we build the current frame. In the next frame, "r_framecount" is incremented by one and all the leaves are considered invisible again. As one can understand, this is much more convenient and much faster than revisiting all the leaves at the end of each frame and zeroing their "visible" variable. I drew attention to this feature because this mechanism also bothers some and they don’t understand how it works.
The R_RecursiveWorldNode function “walk” along leaves and branches marked this way. It cuts off obviously invisible leaves and accumulate a list of surfaces from visible ones. Of course the first check is done for the equivalence of r_visframecount and visframe for the node in question. Then the branch undergoes frustum pyramid check and if this check fails then we don’t climb further along this branch. Having stumbled upon a leaf, we mark all its surfaces visible the same way, assigning the current r_framecount value to the visframe variable (in the future this will help us to determine quickly whether a certain surface is visible in the current frame). Then, using a simple function, we determine which side we are from the plane of our branch (each branch has its own plane, literally called “plane” in the code) and, again, for now, we just take all surfaces linked to this branch and add them to the drawing chain (so-called “texturechain”), although nobody can actually stop us from drawing them immediately, right there, (in QUAKE1 source code one can see both options) having previously checked these surfaces for clipping with the frustum pyramid, or at least having made sure that the surface faces us.
In QUAKE, each surface has a special flag SURF_PLANEBACK which help us determine the orientation of the surface. But in QUAKE3 there is no such flag anymore, and clipping of invisible surfaces is not as efficient, sending twice as many surfaces for rendering. However, their total number after performing all the checks is not that great. However, whatever one may say, adding this check to Xash3D raised average FPS almost one and half times in comparison to original Half-Life. This is on the matter whether it is beneficial. But we digress.
So after chaining and drawing visible surfaces, we call R_RecursiveWorldNode again but now - for the second of two root branches of BSP tree. Just in case. Because the visible surfaces, too, may well be there. When the recursion ends, the result will either be a whole rendered world, or chains of visible surfaces at least. This is what can actually be sent for rendering with OpenGL or Direct3D, well, if we did not draw our world right in the R_RecursiveWorldNode function of course. Actually this method with minor upgrades successfully used in all three QUAKEs.

A naked man is in a wardrobe because he's waiting for a tram

One of the upgrades is utilization of the so-called areaportals. This is another optimization method coming straight out of QUAKE2. The point of using areaportals is about game logic being able to turn the visibility of an entire sectors on and off at its discretion. Technically, this is achieved as follows: the world is divided into zones similar to the usual partitioning along the BSP tree, however, there can’t be more than 256 of them (later I will explain why) and they are not connected in any way.
Regular visibility is determined just like in QUAKE; however, by installing a special “func_areaportal” entity we can force the compiler to split an area in two. This mechanism operates on approximately the same principle as the algorithm of searching for holes in the map, so you won’t deceive the compiler by putting func_areaportal in a bare field - the compiler will simply ignore it. Although if you make areaportal the size of the cross-section of this field (to the skybox in all directions) in spite of everything the zones will be divided. We can observe this technique in Half-Life 2 where an attempt to return to old places (with cheats for example) shows us disconnected areaportals and a brief transition through the void from one zone to another. Actually, this mechanism helped Half-Life 2 simulate large spaces successfully and still use BSP level structure (I have already said that BSP, its visibility check algorithm to be precise, is not very suitable for open spaces).
So installed areaportal forcibly breaks one zone into two, and the rest of the zoneization is at the discretion of the compiler, which at the same time makes sure not to exceed 256 zones limit, so their sizes can be completely different. Well, I repeat, it depends on the overall size of the map. Our areaportal is connected to some door dividing these two zones. When the door is closed - it turns areaportal off and the zones are separated from each other. Therefore, if the player is not in the cut off zone, then rendering it is not worth it. In QUAKE, we’d have to do a bunch of checks and it’s possible that we could only cut off a fraction of the number of polygons (after all, the door itself is not an obstacle for either visibility check, or even more so, nor it is for frustum). Compare to case in point: one command is issued - and the whole room is excluded from visibility. “Not bad,” you’d say, “but how would the renderer find out? After all, we performed all our operations on the server and the client does not know anything about it.” And here we go back to the question why there can’t be more than 256 zones.
The point is, information about all of zone visibility is, likewise, packaged in bit flags (like PVS) and transmitted to the client in a network message. Dividing 256 bits by 8 makes 32 bytes, which generally isn’t that much. In addition, the tail of this information can be cut off at ease if it contains zeroes only. Though the payback for such an optimization would appear as an extra byte that will have to be transmitted over the network to indicate the actual size of the message about the visibility of our zones. But, in general, this approach justified.

Light_environment traces enter from the back

Source Engine turned out to have a terrible bug which makes the whole areaportal thing nearly meaningless. Numerous problems arise because of it: water breaks down into segments that pop in, well, you should be familiar with all this by now. Areaportal cuts the geometry unpredictably, like an ordinary secant plane, but its whole point is being predictable! Whereas areaportal brushes in Source Engine have absolutely no priority in splitting the map. It should be like this: first, the tree is cut the regular way. And when no suitable planes left, the final secant plane of areaportal is used. This is the only way to cut the sectors correctly.

Modern problems

The second optimization method, as I said, is increased size of the final leaf akin to QUAKE3. It is believed that a video card would draw a certain amount of polygons much faster than the CPU would check whether they are visible. This come from the very concept of visibility check: if visibility check takes longer than direct rendering, then well, to hell with this check. The controversy of this approach is determined by a wide range of video cards present at the hands of the end users, and it is strongly determined by the surging fashion for laptops and netbooks in which a video card is a very conditional and very weak concept (don’t even consider its claimed Shader Model 3 support). Therefore, for desktop gaming machines it would be more efficient to draw more at a time, but for weak video cards of laptops traditional culling will remain more reliable. Even if it is such a simple culling as I described earlier.

Decompression sickness simulator

Although I should also mention the principles of frustum culling, perhaps they are incomprehensible to some. Cutoff by frustum pyramid is actually pure mathematics without any compiler calculations. From the current direction of the player’s gaze, a clipping pyramid is built (the tip of the pyramid – in case someone can’t understand - is oriented towards the player’s point of view and its base is oriented in the direction of player’s view). The angle between the walls of the pyramid can be sharp or blunt - as you probably guessed already, it depends on the player's FOV. In addition, the player can forcefully pull the far wall of the pyramid closer to himself (yes, this is the notorious “MaxRange” parameter in the “worldspawn” menu of the map editor). Of course, OpenGL also builds a similar pyramid for its internal needs when it takes information from the projection matrix but we’re talking local pyramid now. The finished pyramid consists of 4-6 planes (QUAKE uses only 4 planes and trusts OpenGL to independently cut far and near polygons, but if you write your own renderer and intend to support mirrors and portals you will definitely need all six planes). Well, the frustum test itself is an elementary check for a presence of AA-box (AABB, Axis Aligned Bounding Box) in the frustum pyramid. Or speaking more correctly, this is a check for their intersection. Let me remind you that each branch has its own dimensions (a fragment of secant plane bound by neighboring perpendicular secant planes) which are checked for intersection. But unfortunately the frustum test has one fundamental drawback - it cannot cut what is directly in the player’s view. We can adjust the cutoff distance, we can even make that “ear feint” like they do in QFusion where final zFar value is calculated in each frame before rendering and then taken into account in entity clipping, but after all, whatever they say, the value itself was obtained from PVS-information. Therefore, neither of two methods can replace the other but they just complement each other. This should be remembered.

I gotta lay off the pills I'm taking

It seems that we figured out the rendering of the world and now we are moving on smoothly to cutting off moving objects... which are all the visible objects in the world! Even ones that, at te first glance, stand still and aren’t planning to move anywhere. Cause the player moves! From one point he still sees a certain static object, and from another point, of course, he no longer does. This detail should also be considered.
Actually, at the beginning of this article I already spoke in detail about an algorithm of objects’ visibility check: first we find the visible leaf for the player, then we find the visible leaf for the entity and then we check by visdata whether they see each other. I, too, would like to clarify (if someone suddenly does not understand) how each moving entity is given the number of its current visible leaf, i.e. directly for entity’s its own current position, and the leaves themselves are of course static and always in the same place.

Ostrich is such an OP problem solver

So the method described above has two potential problems:
The first problem is that even if A equals B, then, oddly enough, B is far from being always equal A. In other words, entity A can see entity B, but this does not mean that entity B see entity A, and, no, it’s not about one of them “looking” away. So why is this happening? Most often for two reasons:
The first reason is that one of the entities’ ORIGIN sit tight inside the wall and the Mod_PointInLeaf function for it points to the outer “zero” leaf from which EVERYTHING is visible (haven’t any of you ever flown around the map?). Meanwhile, no leaf inside the map can see outer leaf - these two features actually explain an interesting fact of an entire world geometry becoming visible and on the contrary, all objects disappearing when you fly outside the map. In regular mode, similar problems can occur for objects attached to the wall or recessed into the wall. For example, sometimes the sounds of a pressed button or opening door disappear because its current position went beyond the world borders. This phenomenon is fought by interchanging objects A and B or by obtaining alternative points for the position of an object, but all the same, it’s all not very reliable.

But lawyer said that you don't exist

In addition, as I said, there is another problem. It come from the fact that not every entity fits a single leaf. Only the player is so small that he can always be found in one leaf only (well, in the most extreme case - in two leaves on the border of water and air. This phenomenon is fought with various hacks btw), but some giant hentacle or on the contrary, an elevator made as a door entity, can easily occupy 30-40 leaves at a time. An attempt to check one leaf (for example, one where the center of the model is) will inevitably lead to a deplorable result: as soon as the center of an object will be out of the player’s visibility range, the entire object will disappear completely. The most common case is the notorious func_door used as an elevator. There is one in QUAKE on the E1M1. Observe: it travels halfway and then its ORIGIN is outside the map and therefore it must disappear from the player’s field of view. However, it does not go anywhere, right? Let us see in greater detail how this is done.
The simplest idea that comes to one’s mind: since the object occupies several leaves, we have to save them all somewhere in the structure of an object in the code and check them one by one. If at least one of these leaves is visible, then the whole object is visible (for example, it’s very tip). This is exactly what was implemented in QUAKE: a static array for 16 leaves and a simple recursive function SV_FindTouchedLeafs that looks for all the leaves in range hardcoded in "pev->absmins" and "pev->absmax" variables (pev i.e. a Pointer to EntVars_t table). absmins and absmax are recalculated each time SV_LinkEdict (or its more specific case of UTIL_SetOrigin) is called. Hence the quite logical conclusion that a simple change of ORIGIN without recalculating its visible leaf will take the object out of visibility sooner or later even if, surprisingly enough, it’s right in front of the player and the player should technically still be able to see it. Inb4 why one have to call UTIL_SetOrigin and wouldn’t it be easier to just assign new value to the "pev->origin" vector without calling this function. It wouldn’t.
With this method we can solve both former problems perfectly: we can fight the loss of visibility if the object's ORIGIN went beyond the world borders and level the difference of visibility for A->B versus visibility for B->A.

A secret life of monster_tripmine

Actually we’ve yet to encounter another problem, but it does not occur immediately. Remember, we’ve got an array of 16 leaves. But what if it won’t be enough? Thank God there are no beams in QUAKE and no very long elevators made as func_door either. For this exact reason. Because when the array is filled to capacity, the SV_FindTouchedLeafs function just stop and we can only hope that there won’t be that many cases when an object disappear right before our eyes. But in the original QUAKE, such cases may well be. In Half-Life, the situation is even worse - as you can remember there are rays that can reach for half the map, tripmine rays for example. In this case, a situation may occur when we see just the very tip of the ray. For most of these rays, 16 leaves are clearly not enough. Valve tried to remedy the situation by increasing the array to 48 leaves. That helped. On early maps. If you remember, at the very beginning of the game when the player has already got off the trailer, he enters that epic elevator that takes him down. The elevator is made as a door entity and it occupies 48 leaves exactly. Apparently, the final expansion of the array was based after its dimensions. Then the programmers realized that this isn’t really a solution, because no matter how much one would expand the array, it can still be lacking for something. So then they screwed up an alternative method for visibility check: a head branch (headnode) check. In short, this is still the same SV_FindTouchedLeafs but now it is called directly from the place of visibility check and with a subsequent transfer of visdata in there. In general, it is not used very often because it is slower than checking pre-accumulated leaves, that is, it is intended just for such non-standard cases like this one.
Well, and since, I hope, general picture of the clipping mechanism already beginning to take shape in your mind, I will finish the article in just a few words.
On the server, all objects that have already passed the visibility check are added to the network message containing information about visible objects. Thus, on the client, the list of visible entities is already cut off by PVS and we do not have to do this again and therefore a simple frustum check is enough. You ask, "why did we have to cut off invisible objects on the server when we could do this later when we are on the client already?" I reply: yes, we could, but now the objects cut off on the server didn’t get into the network message and saved us some traffic. And since the player still does not see them, what is the point of transferring them to the client just to check them for visibility after? This is a kind of double optimizing :)
© Uncle Mike 2012
submitted by crystallize1 to HalfLife [link] [comments]

Gaarawarr's Guide to Greengrass - Year 3

Last Updated: April 8th, 2020, at 8:27pm PDT - Added tips for The Problem Solvers and Wheat from the Chaff for brand new players
Last Updated: April 2nd, 2020, at 3:15pm PDT - Updated Melf's upgrade info; guide complete unless I missed something
Last Updated: April 1st, 2020, at 9:41pm PDT - Updated Melf's Feat info
Last Updated: Initial Post

Event Introduction

The start of spring is traditionally marked by a day of peace and rejoicing, featuring beautiful displays of flowers in celebration of Lathander, God of Spring and The Morninglord. Unfortunately for the town of Triboar on the Sword Coast, their celebrations are interrupted by the arrival of a githyanki raiding party...
Greengrass runs from Wednesday April 1st, 2020, at Noon PST, thru Monday April 13th, 2020, at Noon PST.
You can find the official Greengrass blog post here.

General Event Tips

I highly recommend reading my Guide to Event Planning for basic progression information and ways to maximize your gains/efficiency during Events. There is too much information to put here as this specific Event guide is long enough already.
Don't be afraid to ask questions in the comment section! Also, I stream the game now and welcome any and all questions there as well!
You can find all of my Idle Champions guides here.
Good luck & have fun!
~ Gaar
Note: Event guides are always a work-in-progress and will update over time so check back frequently! I'll note at the top in the revisions area when it's complete.
Important: In Year 3 and beyond, there will be a lot to do to unlock all Champions Gear from an Event if it's your first time doing it. I recommend focusing your time and resources on Gear for no more than 2 Champions as a new player. You can still unlock all 3 Champions though, and should. Your Event tokens are a finite resource, as is your time, and it can be challenging enough to complete two full sets of adventures as a new player, not to mention have time left to do Free Plays for more gear. You also end up with fewer Chests for each Champion if you go for 3+ Champions per Event.
Feel free to ask in the comments about which Champions are recommended in the current iteration of the game so you can make an informed decision on how to spend your time.

Year One Champion - Nrakk, the Githzerai Monk

You can find their Event Guide here.
Feel free to ask questions about them and their formations here in the comments as the linked discussion may be locked to new comments.

Year Two Champion - Aila, the Wild Elf Barbarian

You can find their Event Guide here.
Feel free to ask questions about them and their formations here in the comments as the linked discussion may be locked to new comments.

Year Three Champion - Melf, the Elf FighteWizard

You can read their original Champion Spotlight here.
Slot 12: Swaps with Arkhan, Azaka, Nerys, & Zorbu.
Good with: Elves; everyone
Eligible for Patrons: Mirt, Vajra, & Strahd
Class Race Alignment Gender Age Affiliation Role(s) Overwhelm Point
FighteWizard Elf Neutral Good Male 210 None Support 5
Strength Dexterity Constitution Intelligence Wisdom Charisma
17 15 14 19 11 10
Bio: Born into the royal family of Celene, he assumed the simple name of Melf eschewing a life of comfort as a noble to study the arcane arts and train as a swordsman. He delved in the dungeons of Castle Greyhawk, the Lost Caverns of Tsojcanth and many other harrowing places honing his skills, knowledge and amassing powerful magic items. Melf sees himself as a weapon of weal hurtling toward the heart of the darkest evils in the realm. He is opinionated and has a touch of conceit that he is blissfully ignorant of possessing.
Base Attack Speed: 5 seconds
Basic Attack: Zagyg’s Needle - Melf leaps out and attacks the nearest enemy with his magic spear. If Melf has any Minute Meteors active, he fires one at a random enemy as well.
Ultimate: Melf's Minute Meteors — Melf summons six Minute Meteors that float around him. They are fired when he attacks normally and deal BUD-based damage to all enemies in a small area.

Interesting Abilities

Melf's Adaptive Support Spell: Melf creates a new spell to assist the formation. He customizes it based on the Champions in the formation and where Melf is placed within it. It increases the damage of Champions adjacent to Melf by 100% and that value is augmented based on some other parameters, each of which applies multiplicatively.
  • If there is another Elf (aside from Melf) in the formation, increase the effect by 50%
  • Increase the range by 2 if Melf is not in the front-most or rear-most columns in the formation (affects all champions within 3 slots)
  • Increase the effect by 10% for each unique race in the formation
This ability is buffed by upgrades and equipment (buffs apply to the final calculated value, not the individual increases).
Melf's Augmented Support Spell: Melf augments his Adaptive Support Spell for each Champion it affects.
  • Increase the effect by 50% on the non-dominant gender in the formation (applies to non-binary champions all the time)
  • Increase the effect by 50% for each slot away from Melf a Champion is (multiplicatively)
Melf's Speedy Supplement: Melf provides one of the following effects at random. A new effect is chosen at random every 50 areas (though it could pick the same one multiple times in a row).
  • Increase chance to spawn an additional enemy with each wave by 25%
  • Increase enemy spawn speed by 25%
  • Increase chance of double quest drops by 25%
This ability is buffed by equipment; note if the chance of double quest drops gets above 100% it will then always cause double quest drops with a chance to cause triple quest drops, etc. Likewise with spawning additional enemies with each wave.
Melf's Righteous Determination: Melf knows exactly what evil is. Whenever an enemy spawns it has a 50% chance of being deemed "evil" by Melf. Enemies that are deemed evil take 100% more damage from all Ultimate attacks.


Bonus Adaption: Increases the effect of Melf's Adaptive Support Spell by 100%
Extra Supplements: Increase the effect of Melf's Speedy Supplement by 100%
Absolute Righteousness: Increase the effect of Melf's Righteous Determination by 100%


Slot 1: Spear - Increases the damage of all Champions
Slot 2: Shield - Increases the damage of all Champions
Slot 3: Cloak - Increases the effect of Melf's Melf's Adaptive Support Spell ability
Slot 4: Spellbook - Increases the effect of Melf's Melf's Speedy Supplement ability
Slot 5: Chainmail - Increases the effect of Melf's Melf's Righteous Determination ability
Slot 6: Meteor - Buffs Melf's Ultimate attack Damage


First slot is available at 60 while the second is available at 1140.
Default: Selflessness - Increases the damage of all Champions by 10%
Default: Supportive Ally - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 20%
12,500 Gems: Inspiring Leader - Increases the damage of all Champions by 25%
12,500 Gems: Melf's Medium Meteors - Increases the effect of Melf's Melf's Righteous Determination ability by 40%
Gold Chest: Encouraging Ally - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 40%
Gold Chest: Rushed Plans - Increases the effect of Melf's Melf's Speedy Supplement ability by 40%

Level Upgrades

  • 20 - Melf's Adaptive Support Spell
  • 40 - Increases the damage of Melf by 100%
  • 50 - Increases the damage of all Champions by 200%
  • 60 - Melf's Righteous Determination
  • 65 - Increases the damage of Melf by 100%
  • 70 - Melf's Speedy Supplement
  • 80 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 85 - Increases the damage of Melf by 100%
  • 90 - Increases the damage of all Champions by 200%
  • 95 - Ultimate
  • 100 - Specialization Choice
  • 110 - Increases the damage of Melf by 100%
  • 120 - Melf's Augmented Support Spell
  • 140 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 150 - Increases the damage of Melf by 100%
  • 160 - Increases the damage of all Champions by 200%
  • 210 - Increases the damage of Melf by 200%
  • 230 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 250 - Increases the damage of Melf by 200%
  • 300 - Increases the damage of Melf by 200%
  • 350 - Increases the damage of all Champions by 200%
  • 360 - Increases the damage of Melf by 200%
  • 370 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 430 - Increases the damage of Melf by 200%
  • 490 - Increases the damage of Melf by 300%
  • 500 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 550 - Increases the damage of Melf by 300%
  • 560 - Increases the damage of all Champions by 200%
  • 585 - Increases the damage of Melf by 300%
  • 645 - Increases the damage of Melf by 300%
  • 655 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 725 - Increases the damage of Melf by 300%
  • 765 - Increases the damage of Melf by 300%
  • 775 - Increases the damage of all Champions by 200%
  • 815 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 825 - Increases the damage of Melf by 300%
  • 920 - Increases the damage of Melf by 300%
  • 935 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
  • 950 - Increases the damage of all Champions by 200%
  • 1010 - Increases the damage of Melf by 300%
  • 1025 - Increases the damage of all Champions by 100%
  • 1035 - Increases the effect of Melf's Melf's Adaptive Support Spell ability by 200%
Current max upgrade level is 1035

Formation & Mission Information

Once you complete the first mission, three Variants and a Free Play show up. There is a new formation that holds 10 Champions. It has an Event-specific format that I've done my best to re-create below.
Back Column 4th Column 3rd Column 2nd Column Front Column
0 0 0
0 0
New Player Formation & Specializations:
Back Column 4th Column 3rd Column 2nd Column Front Column
Bruenor - Shield Master
Minsc - Humanoids Calliope - College of Lore Nayeli - Oath of Devotion
Asharra - Elves & Dwarves Jarlaxle - Leader of Bregan D'aerthe
Celeste - Life Domain
Hitch - Charismatic
This formation is for the first couple of runs where you're just not going to get enough Gold to get everyone on the field, let alone level people up into their power curves. At this point, Jarlaxle is focusing on being your Primary DPS while everyone else is set up to support him.
The following formation is for once you can get Hitch up into his power curve for damage and he starts outpacing Jarlaxle. You'll have to figure this out during your runs by swapping him and Jarlaxle around every now and then and seeing who's doing better in that Primary DPS slot.
Back Column 4th Column 3rd Column 2nd Column Front Column
Tyril - Moonbeam
Makos - Dark Blessing
Bruenor - Shield Master
Asharra - Humans Calliope - College of Lore Nayeli - Oath of Devotion
Jarlaxle - Leader of Bregan D'aerthe Hitch - Charismatic
Celeste - Life Domain
Minsc - Humanoids
This formation should get you through the Event as a new player. If you have other options or think a different DPS is geared better, try it out and see what happens! Swapping DPS around like this can help you figure out what works best for you with your specific items.
If you need assistance with formations, ask in the Comment section and be sure to list out what extra Champs you have so people know what to work with.
These are the rough Favor values you need to reach to make a Variant (Second through Fourth missions) show as Easy in terms of Difficulty. Keep in mind that this is just a generic rating system and some Variants may be harder than others, even when they show as Easy.
Mission Favor Level (Normal) Favor Level (Scientific Notation)
Second 20,000 ~2e04
Third 15,000,000 ~1.5e07
Fourth 1,000,000,000 ~1e09

Initial Mission: The Endless War (Melf)

Cost: 100 Bouquets
Complete: Level 50
Reward: Melf + whatever Lathander's Favor you earned
Info: No restrictions.

Second Mission: Honorable Discharge

Cost: 1,000 Bouquets
Complete: Level 75
Reward: Gold Melf Chest & whatever Lathander's Favor you earned
Info: Each Champion can only be used to complete 50 areas.
Gaar's Notes: Not gonna lie, this could be rough if you don't have much Favor. New players will need to remove all Champions from the formation and rely on Click Damage only through the first 25 levels and then build a formation on 26 to beat this due to lack of swappable Champions. Make sure it shows as Easy before starting. Even then, maybe wait until The Problem Solvers shows as Easy as well before starting this one.

Third Mission: The Problem Solvers

Cost: 2,500 Bouquets
Complete: Level 125
Reward: Gold Melf Chest & whatever Lathander's Favor you earned
Info: Only Champions with an INT score of 13 or higher can be used.
Gaar's Notes: Well, this is basically your introduction to Strahd as a Patron, only in an Event. Here's a list of viable Champs with those that can be used with a Feat in ():
  • Slot 1: Sisaspia, K'thriss, & Turiel
  • Slot 2: Regis & (Celeste)
  • Slot 3: Artemis
  • Slot 4: Jarlaxle, Paultin, & Stoki
  • Slot 5: Dhadius, Xander, & Qillek
  • Slot 6: Asharra, Krond, & Shandie
  • Slot 7: Jim, Catti-Brie, & Farideh
  • Slot 8: Delina, Vlahnya, Hitch, & (Nrakk)
  • Slot 9: Makos, Morgaen, Birdsong, & (Drizzt)
  • Slot 10: Tyril & (Rosie)
  • Slot 11: Strix, Dragonbait, & Avren
  • Slot 12: Melf, (Zorbu), & (Nerys)
If you don't have a viable formation after this restriction, stock up on Favor before attempting. Get it to Easy, or even better, get Wheat From the Chaff to show as Easy before starting.
As a brand new player who may only have Core Champs and Melf, you may end up at a point where your Champs just aren't doing damage. At that point, try leveling up your Click Damage. Normally I don't recommend this, but I beat it that way on my gearless account with Core/Melf in the formation. So keep it open as an option.

Fourth Mission: Wheat From the Chaff

Cost: 5,000 Bouquets
Complete: Level 175
Reward: Gold Melf Chest & whatever Lathander's Favor you earned
Info: Melf starts out in the formation with Melf's Righteous Determination unlocked. Only enemies that Melf deems evil can be damaged. Blockers, bosses, and boss trash mobs are always deemed evil. All non-evil enemies are invulnerable and can not even be attacked.
Gaar's Notes: Oof. Make sure you have a reliable tank for this one because they're going to get some work. Do not attempt this before it shows as Easy if you're new. This is going to be difficult without AoE DPS options. It's also going to take a long time... (pssst...set up your formation, level up your Champs, place familiars to level them up if you can, then go offline...)
If you're brand new and only have Core/Evergreen Champs plus Melf, here's a formation setup that should help get you through the early levels until you can get another tank in front. Basically, you're splitting damage between two Champs to help you die slower. Bruenor has his Overhwelm Feat slotted while Nayeli is in Devotion spec and Calliope is in Lore spec to increases survivability. Good luck!

Free Play

Cost: 500-2500 Bouquets
Complete: Level 50 to earn a random Melf chest
Reward: See above + whatever Lathander's Favor you earned
Info: No restrictions.


Recruit Melf - 1%
Recruit Melf, the Elf Wizard/Fighter
Melf's Vigorous Variants - 1%
Complete all three variants of the "The Endless War (Melf)" adventure.
Melf's Marvelous Equipment - 1%
Obtain a piece of gear for each of Melf's six equipment slots. (Event Champ gear does not come from regular SilveGold Chests. You can earn Event Champ gear from their specific Event Chests, Time Gates, and other limited-time Chests as noted.)
Melf's Free Play Slog - 1%
Complete area 275 in any "The Endless War" free play.
Melf's "Broken" RNG - 1%
Complete 200 consecutive areas with Melf's Speedy Supplement providing the same buff.

Adventure Information

Indoor # Outdoor #
30 20

Type Summary

  • Aberration - 4
  • Humanoid - 4
  • Fey - 1
  • Undead - 1
Normal Mobs
  • Humanoid - 26
  • Undead - 14
  • Plant - 11
  • Aberration - 11
  • Beasts - 7
  • Fey - 3

Type by Level - repeats after 50

  1. O - Beasts
  2. O - Beasts
  3. O - Beasts & Fey
  4. O - Beasts & Fey
  5. O - Beasts & Fey > Fey
  6. O - Beasts
  7. O - Humanoid
  8. O - Humanoid
  9. O - Humanoid
  10. O - Humanoid > Humanoid
  11. O - Humanoid
  12. O - Humanoid
  13. O - Humanoid
  14. O - Humanoid
  15. O - Humanoid > Humanoid
  16. O - Humanoid
  17. O - Humanoid
  18. O - Undead & Humanoid
  19. O - Undead
  20. O - Undead > Undead
  21. I - Undead
  22. I - Undead & Humanoid
  23. I - Humanoid > Blockade
  24. I - Humanoid
  25. I - Humanoid > Humanoid
  26. I - Undead
  27. I - Undead
  28. I - Undead
  29. I - Undead
  30. I - Undead > Aberration
  31. I - Plant
  32. I - Plant
  33. I - Plant & Aberration
  34. I - Plant & Aberration
  35. I - Plant > Aberration
  36. I - Undead & Beasts
  37. I - Undead & Humanoid
  38. I - Humanoid
  39. I - Aberration & Humanoid
  40. I - Humanoid > Humanoid
  41. I - Plant
  42. I - Plant & Aberration
  43. I - Plant & Humanoid
  44. I - Humanoid & Aberration
  45. I - Plant & Humanoid > Aberration
  46. I - Undead & Humanoid
  47. I - Undead & Plant & Humanoid
  48. I - Humanoid & Aberration
  49. I - Aberration & Plant
  50. I - Aberration > Aberration

Community Event Discussions

submitted by Gaarawarr to idlechampions [link] [comments]

Unusually high CPU and GPU usage on YouTube (Firefox Nightly)

TLDR: So the fix for this, in my instance, was two parts. First was to install new drivers onto my computer. Second, and probably something I should have noticed myself, is that I should have set YouTube not to stream at 4K. Not terribly shocking to need 4x the GPU when processing 4x the data for an image compared to 720p
Hi all,
So, a few days ago I noticed that Firefox was using way more CPU and GPU resources on YouTube especially. On the same video, Vivaldi's GPU usage would hit about 8% then hover at 2.5% or so. Firefox would go to about 20%, and hover at about 5-10%. I wasn't entirely sure as to why this is happening. I tried turning off Hardware Acceleration, which didn't seem to do anything.
I used this video from Engineering Explained where Firefox's GPU usage was always over 20% in the first minute, while Vivaldi peaked at 15% for a moment, then went back down to 2.5%.
Hardware Specs: Intel i7-8705G 16GB RAM 512GB NVMe SSD Intel HD 630 (This is the GPU that gets used by Firefox) Radeon RX Vega M GL
Let me know if there's anything else I can provide!
Edit: Here is the about:support from my browser. I should note that I did try to remedy the issue by turning all add ons off, but that didn't do anything either.

Application Basics

Name: Firefox Version: 78.0a1 Build ID: 20200526213752 Distribution ID: Update Channel: nightly User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:78.0) Gecko/20100101 Firefox/78.0 OS: Windows_NT 10.0 Launcher Process: Enabled Multiprocess Windows: 1/1 Enabled by default Remote Processes: 18 Enterprise Policies: Inactive Google Location Service Key: Found Google Safebrowsing Key: Found Mozilla Location Service Key: Found Safe Mode: false

Crash Reports for the Last 3 Days

Nightly Features

Name: DoH Roll-Out Version: 1.3.0 ID: [email protected]
Name: Firefox Screenshots Version: 39.0.0 ID: [email protected]
Name: Form Autofill Version: 1.0 ID: [email protected]
Name: Web Compat Version: 11.0.0 ID: [email protected]
Name: WebCompat Reporter Version: 1.3.0 ID: [email protected]

Remote Processes

Type: Web Content Count: 1 / 8
Type: Isolated Web Content Count: 13
Type: Extension Count: 1
Type: Privileged About Count: 1
Type: GPU Count: 1
Type: Socket Count: 1


Name: Version: 1.1 Enabled: true ID: [email protected]
Name: Bing Version: 1.1 Enabled: true ID: [email protected]
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Features Compositing: WebRender Asynchronous Pan/Zoom: wheel input enabled; touch input enabled; scrollbar drag enabled; keyboard enabled; autoscroll enabled WebGL 1 Driver WSI Info: EGL_VENDOR: Google Inc. (adapter LUID: 000000000001278e) EGL_VERSION: 1.4 (ANGLE 2.1.0.eabf2a79aac3) EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses EGL_KHR_debug EGL_ANGLE_explicit_context EGL_ANGLE_feature_control WebGL 1 Driver Renderer: Google Inc. -- ANGLE (Intel(R) HD Graphics 630 Direct3D11 vs_5_0 ps_5_0) WebGL 1 Driver Version: OpenGL ES 2.0.0 (ANGLE 2.1.0.eabf2a79aac3) WebGL 1 Driver Extensions: GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_depth24 GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_3D GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture OES_compressed_EAC_RG11_signed_texture OES_compressed_EAC_RG11_unsigned_texture OES_compressed_ETC2_RGB8_texture OES_compressed_ETC2_RGBA8_texture OES_compressed_ETC2_punchthroughA_RGBA8_texture OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture OES_compressed_ETC2_sRGB8_alpha8_texture OES_compressed_ETC2_sRGB8_texture WebGL 1 Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_sRGB EXT_texture_compression_bptc EXT_texture_filter_anisotropic MOZ_debug OES_element_index_uint OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context WebGL 2 Driver WSI Info: EGL_VENDOR: Google Inc. (adapter LUID: 000000000001278e) EGL_VERSION: 1.4 (ANGLE 2.1.0.eabf2a79aac3) EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses EGL_KHR_debug EGL_ANGLE_explicit_context EGL_ANGLE_feature_control WebGL 2 Driver Renderer: Google Inc. -- ANGLE (Intel(R) HD Graphics 630 Direct3D11 vs_5_0 ps_5_0) WebGL 2 Driver Version: OpenGL ES 3.0.0 (ANGLE 2.1.0.eabf2a79aac3) WebGL 2 Driver Extensions: GL_ANGLE_client_arrays GL_ANGLE_copy_texture_3d GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_multisample GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_depth24 GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_3D GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OVR_multiview GL_OVR_multiview2 OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture OES_compressed_EAC_RG11_signed_texture OES_compressed_EAC_RG11_unsigned_texture OES_compressed_ETC2_RGB8_texture OES_compressed_ETC2_RGBA8_texture OES_compressed_ETC2_punchthroughA_RGBA8_texture OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture OES_compressed_ETC2_sRGB8_alpha8_texture OES_compressed_ETC2_sRGB8_texture WebGL 2 Extensions: EXT_color_buffer_float EXT_float_blend EXT_texture_compression_bptc EXT_texture_filter_anisotropic MOZ_debug OES_texture_float_linear OVR_multiview2 WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context Direct2D: true Uses Tiling (Content): true Off Main Thread Painting Enabled: true Off Main Thread Painting Worker Count: 4 Target Frame Rate: 60 DirectWrite: true (10.0.17763.1217) GPU #1 Active: Yes Description: Intel(R) HD Graphics 630 Vendor ID: 0x8086 Device ID: 0x591b Driver Version: Driver Date: 4-12-2019 Drivers: igdumdim64 igd10iumd64 igd10iumd64 igd12umd64 igdumdim32 igd10iumd32 igd10iumd32 igd12umd32 Subsys ID: 080d1028 RAM: 0 GPU #2 Active: No Description: Radeon RX Vega M GL Graphics Vendor ID: 0x1002 Device ID: 0x694e Driver Version: 25.20.15002.58 Driver Date: 12-6-2018 Drivers: aticfx64 aticfx64 aticfx64 amdxc64 aticfx32 aticfx32 aticfx32 amdxc32 atiumd64 atidxx64 atidxx64 atiumdag atidxx32 atidxx32 atiumdva atiumd6a Subsys ID: 0000000c RAM: 4096 Diagnostics AzureCanvasBackend: direct2d 1.1 AzureCanvasBackend (UI Process): skia AzureContentBackend: skia AzureContentBackend (UI Process): skia AzureFallbackCanvasBackend (UI Process): none CMSOutputProfile: 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Display0: [email protected] DisplayCount: 1 GPUProcessPid: 15656 GPUProcess: Terminate GPU Process Device Reset: Trigger Device Reset ClearType Parameters: Gamma: 1.8 Pixel Structure: RGB ClearType Level: 100 Enhanced Contrast: 50 Decision Log HW_COMPOSITING: available by default D3D11_COMPOSITING: available by default DIRECT2D: available by default D3D11_HW_ANGLE: available by default GPU_PROCESS: available by default WEBRENDER: opt-in by default: WebRender is an opt-in feature available by user: Qualified enabled by pref WEBRENDER_QUALIFIED: available by default WEBRENDER_COMPOSITOR: available by default WEBRENDER_PARTIAL: available by default WEBRENDER_ANGLE: opt-in by default: WebRender ANGLE is an opt-in feature available by user: Enabled WEBRENDER_DCOMP_PRESENT: opt-in by default: WebRender DirectComposition is an opt-in feature available by user: Enabled OMTP: available by default ADVANCED_LAYERS: available by default blocked by env: Blocked from fallback candidate by WebRender usage WEBGPU: disabled by default: Disabled by default


Audio Backend: wasapi Max Channels: 2 Preferred Sample Rate: 48000 Output Devices Name: Group Headphones (High Definition Audio Device): Speakers (High Definition Audio Device): Speakers/Headphones (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Speakers/Headphones (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 : Headphones (LG HBS820S Stereo): BTHENUM{0000110b-0000-1000-8000-00805f9b34fb}_VID&00000000_PID&0000\7&2dc50fc3&0&B8AD3EFD6601_C00000000 Headset (LG HBS820S Hands-Free): BTHHFENUM\BthHFPAudio\8&13a9352e&0&97 Input Devices Name: Group : Microphone (High Definition Audio Device): Microphone Array (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Internal AUX Jack (High Definition Audio Device): Headset (LG HBS820S Hands-Free): BTHHFENUM\BthHFPAudio\8&13a9352e&0&97 Stereo Mix (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Microphone Array (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Microphone (HD Pro Webcam C920): USB\VID_046D&PID_082D&MI_02\6&246d97e&0&0002 Microphone (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Media Capabilities Enumerate database

Important Modified Preferences

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Accepting Connections: false URL:
submitted by TheGhzGuy to firefox [link] [comments]

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