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Of course when we talk about mipmaps, lower resolution textures, lod, or other technics to improve lower end gpus usability, the gains are more toward those lower ends. That’s granted, even because in that field optimization is more up to drivers and the engine itself rather than the studio (given they are not using an homemade engine).
Talking about other optimization, like cpu usage, again yes: results can be various, given not every cpus are the same. Lower ends commonly are faster in single threading rather than high ends which outperform in multi threading.
Ram usage too. Having the game more smartly using it would avoid issues, but still if your rig got soooo many GBs of ram, you can even load the full game inside lol (I know people having 128GB, mind blowing).
If you by “everyone”, you mean it. Like 100% of gamers, of course it’s not. One can play on the Frontier on all max-out settings.


in the case of our discussion, making the game run on Steam Deck, won’t affect everyone.
Indeed making the game run on Steam Deck involves more than optimization, like gamepad support and a proper UI scale (other than wine or linux friendly anti-cheat) which are beneficial not to EVERYONE but to what I think still a big piece of the cake.
What I was doin was speculating on optimization, which indeed is beneficial to everyone.
Being pushed to target a specific frame rate on a mid or low range device make you more aware of possible bottlenecks and things that can just be improved.
Lately there are a lot of studios who just don’t care because they expect you to have an hi-tier rig (or because they use one to test their own game, resulting in good enough fps), so you end up in simple scenes which use 100% of Gpu or whatever just because the engine is doing something in background actually useless. But since you must be running this on a powerfull pc, that still means enough fps. This leads to bad design choices, which is also the trend with not so savvy unreal engine developers.


Optimization involves a lot of things. For example off-loading off-screen stuff, improving multithreading npc path-finding and other stuff using too much cpu cicles without any gain in quality. All these things could go under-radar if you test on hi-tier rig which may not get impact by these but of course increase cpu usage for, again, no gain at all. This of course heats hardware too.
Edit: once I seen a game main menu, with simple 2D UI and plain black background, using 100% of GPU (built with unreal engine of course)


Optimization is good also for hi-tier rigs, since they can run cooler. Don’t see the problem in targeting a specific mid-range device. Lately optimization is not even done right on PlayStation by big developers, it’s just good enough.


I’ve not read the article, so I don’t know if they specify it, but I think it comes to performance too, not just proton-usability. Since you target a “console” rather than whatever you are using to test on, that’s a win for other devices too. I’m just guessing here
Is this true? Can’t be true
PostmarketOS and GrapheneOS are the way to go. The world deserve a better mobilephone OS.


It’s their dream to be bought and live long without working anymore. Of course not everyone dream, but the most common.


So anyone from Europe can ask it? And only these two showed up?


Mirrors. Not a specific game but all old games do smart tricks to make mirrors which ends up being better than new games doing “real” mirrors.


I wonder how they’ve choose these platforms. Haiket.com doesn’t even come out by lookin it up on duckduckgo.
BirdyChat is under limited access. Must wait in waitlist or have an invite from someone already in. Plus they say on their site its “access is limited to professionals”.
Also, obviously, none of these are foss.
Where did you got wifi drivers? From the distro repo? Why didn’t you used a flash drive to pass them w/o an adapter?


I wasn’t aware of feeds. I noticed the F in the link


It’s a quantum clock. It’s right only when you don’t look at it.
Freemium has an amount of free between 1% and 99%