I love your videos, man. This complete domination of GH2 is unreal. I would love to see you go through all the GH2 dlc and optimize that too. Is that in the plans once you're officially finished with the on-disc stuff?
I have a couple packs still, one GH1 and the Indie Label. From what I've experienced and seen, GH1 songs are not all that interesting to squeeze (at least on this engine where the FCs are free) due to the abundance of SP, and since that accounts for half the DLC I don't have any immediate ambitions to pick up the rest through an RGH modded console. The Indie Label Pack is by far the best GH2 DLC (one of the best in any GH game alongside GH3's Virtuoso, Boss Battle, and Dragonforce packs imo) and I'll get around to doing/uploading that and the GH1 pack soon enough. The only pack I regret not picking up is the MCR pack, but I'll live without it for now.
There have been many rumors surrounding differences between Xbox and PS2 NTSC, but from my knowledge and experience they're all unsubstantiated. There is no PAL Xbox equivalent, but the PAL PS2 version is defined by its lower framerate (50 vs 59.94) which most notably affects the strum limit mechanic. Every aspect of the engine is affected by this change though, as the game is essentially janking the base 59.94hz signal/logic into a 50hz one afaik, which causes seemingly random frame fluctuations to even static functions in NTSC such as the "extended hit window" (EHW) mechanic.
I know a lot of people say that the 360 version registers strumming weirdly compared to the ps2 version, but this is mostly just what people "feel" so it could just be placebo
@@EmilForsberg_GRYBO it's likely due to what display people play the 360 on compared to the ps2(HDTV vs CRT), CRT is the way to go on both versions because of the very low input latency. As for actual engine differences, the only one is the fix of the HOPO glitch on 360 and GH80's
It's pretty much the max score possible on a song given all the techniques and quirks of the engine has to offer, like early whammy, extended hit window (EHW), glitch ticks, etc., along side FCing the song.
he's timing all of the star power phrases perfectly and purposefully strumming out of time to milk max multiplier and get as much star power time as possible
Thetanman1234543: *"(Has Vietnam flashbacks.)"*
Half an hour for this optimal? WTH
Dude that's insane
Just in this first Xbox session tbf, had a couple hours on PS2 for the first act double (and failing optimal) a couple months back.
@EvilApple567 Understandable, still, your dedication on GH2 is so crazy, unbelievable
Insane optimal
unreal
wp
YOOOOOOOOOOOOOOOOO sick run man
i was listening bolt thrower in yt music then randomly this song put when in was driving my car lollll
nice 1st
I love your videos, man. This complete domination of GH2 is unreal. I would love to see you go through all the GH2 dlc and optimize that too. Is that in the plans once you're officially finished with the on-disc stuff?
I have a couple packs still, one GH1 and the Indie Label. From what I've experienced and seen, GH1 songs are not all that interesting to squeeze (at least on this engine where the FCs are free) due to the abundance of SP, and since that accounts for half the DLC I don't have any immediate ambitions to pick up the rest through an RGH modded console.
The Indie Label Pack is by far the best GH2 DLC (one of the best in any GH game alongside GH3's Virtuoso, Boss Battle, and Dragonforce packs imo) and I'll get around to doing/uploading that and the GH1 pack soon enough. The only pack I regret not picking up is the MCR pack, but I'll live without it for now.
somebody stop this guy
Got a question, new this channel. What are the differences between GH2 xbox and ps2? And why specifically PAL version? Couldn't find anything online.
There have been many rumors surrounding differences between Xbox and PS2 NTSC, but from my knowledge and experience they're all unsubstantiated.
There is no PAL Xbox equivalent, but the PAL PS2 version is defined by its lower framerate (50 vs 59.94) which most notably affects the strum limit mechanic. Every aspect of the engine is affected by this change though, as the game is essentially janking the base 59.94hz signal/logic into a 50hz one afaik, which causes seemingly random frame fluctuations to even static functions in NTSC such as the "extended hit window" (EHW) mechanic.
@@EvilApple567 Oh interesting thanks, sick run btw
I know a lot of people say that the 360 version registers strumming weirdly compared to the ps2 version, but this is mostly just what people "feel" so it could just be placebo
@@EmilForsberg_GRYBO it's likely due to what display people play the 360 on compared to the ps2(HDTV vs CRT), CRT is the way to go on both versions because of the very low input latency. As for actual engine differences, the only one is the fix of the HOPO glitch on 360 and GH80's
You can tell what display he's playing on cus of how the video looks (CRT)
csgo
What exactly is an optimal? Is it just 100% percenting and attempting the highest score possible?
It's pretty much the max score possible on a song given all the techniques and quirks of the engine has to offer, like early whammy, extended hit window (EHW), glitch ticks, etc., along side FCing the song.
he's timing all of the star power phrases perfectly and purposefully strumming out of time to milk max multiplier and get as much star power time as possible
u are actually not normal dude jesus christ
It's probably for the best most people don't spend their time like this