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Joined 1 year ago
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Cake day: January 17th, 2024

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  • I imagine it’s rather licensing. If they have to provide the software at some point, they can’t use components they are not allowed to distribute. And I agree, that this will impact development costs. But with the law in place, this is not an unexpected cost but one that can be factored in. Might be, that some live services are then no longer viable… but I don’t care. There are more games than anyone could play and games are cancelled or not even started to develop all the time for various reasons. One more or less is just noise.


  • Same for the “online only design” argument. The moment they decide it’s not viable anymore and they want to shut it down: what does it matter to them, what players do with it? As long as they offer the service themselves, no one is bugging them. (Although I would absolutely be in favor of also getting self hosting options right from the start, I am realist enough to accept, that this would indeed lower economical feasibility of some projects.)





  • Nvidia rightfully earned their bad reputation on linux,

    Really? IMO not with GPUs. They have released linux drivers for decades, and always in time for new kernel versions. ATI was typically way behind and buggy as hell. I would likely not have switched to Linux on the desktop in 2006 if it wasn’t for my GPU “just working”, without any fiddling. Performance was always equal to Windows and stuff like multimonitoring just worked. They even had their nice setup utility to configure Xorg for you.

    Could they have handled the transition to Wayland better? Maybe. But claiming they earned a bad reputation in regards to GPU when they are the one big vendor that had extremely active linux support for ages is dishonest and unwarranted, IMO.


  • My impression of Starfield (after release, at least) was, that it was a bunch of pretty well intended and implemented subsystems (as is, to my knowledge quite common in game development; each team works on a different one), but they just don’t fit really well together. All the subsystems are good parts of a theoretically good overall big picture, but the complexity seemed too high for them to actually flesh out the big picture.

    Technically it all works, but IMO you feel the conceptual gaps whenever you transition (UX wise) from one gameplay mechanic to the next. It just doesn’t (or didn’t) feel like a cohesive game.





  • btrfs because it was simple

    Personally I found ZFS far more simple. The userspace tools make more sense to me. Also I like, that volumes can have a default (relative) mount point attached. So in a recovery scenario, I simply have to open the zpool with a relative base path, and then have all my volumes ready to go. If I want to recover a btrfs system with multiple subvolumes, I typically need to know exactly which ones and where to I have to mount them (each individually).

    Also I go really used to zfsbootmenu.