dyldo

ENHANCE YOUR GAMEPLAY
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I personally believe that desync is a visual thing, now I know what you may be thinking about this claim. You might think that this isn't even a debatable subject, however; I think I can change your mind and persuade you to join us non-desync believers.


First of all, the term desync means desynchronization which is a noun meaning the loss of synchronization of brain waves. Now taking this definition we can see that it mentions nothing about being a type of AA that causes players to shoot "fake", considering there aren't fake or real angles anymore, therefore; I believe that this term might have a secondary meaning hidden within the coding community. Now, as someone deeply invested within the programming community and especially someone involved within game hacking, I can say that I've never heard or called upon this term within my entire lifetime.

Second point, moving to the second factor in this discussion I believe that all "desync" is to these developers is a jitter-type-AA moving at such a high velocity that it starts to warp the in-game model into a sort of mosh/"animation-fixed" entity. Now a lot of people will point out how AimwareTM had "desync" before it had "animation fixes", however; if you look back on footage of older AimwareTM gameplay you can see that the player is just jitter fast, but it's not jittering fast enough to catch up with the other cheats. That's my reasoning for why AimwareTM was bad until they added their "animation-fix" which only sped up their jitter.


For my third and final point I will begin to bring some mathematical equations into play, or at least the idea of a specific math called Trigonometry. So, in the beginning of learning trigonometry you start off with right triangles, you might be a bit confused on what this has to do with jitter AA and "desync". I'll get into that in a second, but first you need to understand the formula for Law of Sines. The law of sines states that the ratio of the length of a side of a triangle to the sine of the angle opposite that side is the same for all sides and angles in a given triangle. Bringing this in't play if you take the angle of the jitter, we'll call it <A for short, then <A = (90) degrees then you say that side a = 2.40, then you're given the opposed or inverse AA or <C, that's angle C btw, and the value of <C = 50 then you need to find side c, however; before finding side C you can take <A and <C add them together then subtract 180 to get <B. Now knowing that <B is 40 degrees you can find side c by grabbing your nearest calculator and inputting a/sin(<A) = c/sin(<C) once you get that answer you're going to add it to your list that you've been keeping track of on the side, and get ready to solve for b. So, when you're solving for side b you're going to do that same as you did with side c, and that would be like so c/sin(<C) = b/sin(<B). Once you've solved that simple equation we will move on.

This is a continuation of the final part which requires you to have already done the math above.

Once you've solved for that you're going to check all three of your sides, you need to check if side a and c specifically are in between the angle of PI to 2PI or the angle of 0 degrees to 360 degrees. Once you've confirmed that they're in between those set values you can be sure they're valid angles. If your math ends up either not being in between PI or 2PI then your jitter AA technically wouldn't seem as though it's "desyncing".

If you have any questions feel free to ask away, also if you mess up the math it's not my fault that you can't divide.
Birthday
May 12, 2004 (Age: 19)
Location
United Kingdom