How do you deal with controls feeling off in classic PS1 platformers?
#1
I'm running into persistent database connection issues in our web application. We're using PostgreSQL with a connection pool, but we keep getting connection timeouts under load. Here's our current setup:

```javascript
// Database configuration
const pool = new Pool({
host: 'localhost',
database: 'myapp',
user: 'myuser',
password: 'mypassword',
port: 5432,
max: 20, // maximum number of clients in the pool
idleTimeoutMillis: 30000,
connectionTimeoutMillis: 2000,
});
```

The symptoms:
- Under moderate load (~100 concurrent users), we start seeing "Connection terminated unexpectedly" errors
- Database CPU usage spikes to 100%
- New connection attempts timeout

I've tried the usual database troubleshooting steps:
1. Increased max_connections in PostgreSQL config
2. Adjusted connection pool settings
3. Added more database resources

But the problems keep coming back. I'm looking for more advanced debugging tips and solutions for these kinds of database issues.

Specific questions:
1. How do I properly size a connection pool for my application?
2. What tools can I use to monitor database connection health?
3. Are there common coding errors and fixes related to connection leaks?
4. How do I distinguish between database server issues and application code issues?

This feels like one of those web development support challenges that requires understanding both the database layer and the application layer. I'd appreciate any code review and feedback on our approach or suggestions for better monitoring and debugging strategies.
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#2
Okay, this is probably a weirdly specific thing to get stuck on, but I’ve been replaying some old PS1 platformers and I keep hitting this wall. The controls in some of these games feel just slightly off, like there’s a tiny delay or the character slides a bit more than I remember. It makes me wonder if it’s the original design, my modern TV, or just my own memory playing tricks on me. Has anyone else ever gone back to a classic and found the feel of it wasn’t quite what you had locked in your head?
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#3
I totally get the feel you are chasing when you go back to PS1 games the touch can feel off compared to memory.
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#4
The way a platformer feels is a mix of hardware timing and how the screen and inputs are sampled. Back then today every piece adds up differently.
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#5
I sometimes blame my memory but I swear the slide and delay live in the code a little to give a feel that does not match modern play.
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#6
Maybe the wall is in the hardware not your head yet that is not a slam on your timing just a way to name how the feel shifts with display tech.
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#7
Rather than chase a perfect redo of a moment you might try to treat the game as a new tempo for the same character and see what shows up in the feel.
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#8
Have you tried a CRT style option to see if the feel shifts?
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