I don't know if this was just a joke or you really mean it that way.
I would partially agree that there are a lot of similarities between Mao and Trump, but current situation in USA is nowhere near current situation in china.
I don't know if this was just a joke or you really mean it that way.
I would partially agree that there are a lot of similarities between Mao and Trump, but current situation in USA is nowhere near current situation in china.
I'm quite sure they will only allow this in EU (and maybe USA). If they do allow this in China, Regime will most probably ban every alternative app Store... if this is not already banned.
Thought and prayers to the people of china. I feel like they lost everything in 1989. Still hope they find the strength to get rid of this depressing system.
IDK I thought sandboxing is also something that comes with Flatpak, so security concernes could be a reason to use Flatpak as well.
Birdo is that you?
Having some being worse makes yourself good... Because we are living in a binary world 😉
Because all my statements about split screen are actually just coming from general knowledge about game development and working on a network multiplayer game and assuming what would not be needed in local co-op I actually did some research about this topic now to make sure I didn't had false assumptions here.
This video here shows one Implementation of split screen https://youtu.be/tkBgYD0R8R4 of course this could be implemented differently by larian studios but I'm pretty sure the basic principle stays the same.
And the basic principle is not running the game two times. It's running two Views at the same time in the same world. So obviously there is no need to have everything twice in memory. So right now I don't see anything about what I said about split screen being proven wrong.
Of course there will be more load on the hardware for two players split screen but it's not the game running two times.
No questions that the a slower RAM compared to X or PS5 is causing bottleneck on the series S, never denied this, but this bottlenecks will go down in FPS performance and all of this can be worked around by developers by "optimising" the game. At which point this optimisation is seen as reduction in quality is up to debate. That's what I want to say.
Didn't want to be offensive sorry if you felt that way.
I think I made my point clear. Maybe I'm wrong about some details about split screen maybe we talking all about the same stuff but misunderstanding each other IDK. But again my main point is a different.
Did I at some point say that I'm the most advanced expert?
I just pointed out that many of the statements in the article don't make sense from a logical point of view. Split screen with this game on the S will be possible, I'm sure it will, but that requires additional work to do regardless of what the reasoning behind this is.
Now I just reading pointless sh*t Talk while I was trying to hold a technical conversation... But yes thank you all.
Loading in memory and rendering are different things. Of course it needs to be rendered twice but also you cut resolution in half so rendered both screens is not that much more of work.
What could split screen bring that it will not work with the S memory? Because one object will not take up twice the space just because split screen. The texture of it will (hopefully) only loaded once for both screens.
What can change is the total amount of objects that are loaded into memory since the players can now be simultaneously on two different places.
So as a Developer you will need to find a way to get around this. Maybe by reducing the textures of the objects even more, so that you can load more of them in the same space. Or maybe by remove non essential object from the scene at all so that by default less object needed to be loaded. Also the screen is now half the size so maybe limit the field of view more to start loading in objects a little later.
What ever they decide to do, this will require additional steps that are only needed because MS want's the game to be optimised for the series S.
From a Developer perspective I could understand if they maybe decide to ditch the Xbox release completely because of this additional workload needed.
Plus: if removing background objects from the scene in order to save memory is something that needs to be consistent on both S and X version because of MS policy, you will get "less graphics" on the X then what would be possible, just because the S exist... What completely undermines the complete existence of the X.
And of course non of this is just because split screen. This will most likely be true for every game on Xbox. It's just that for most games it's enough to cut resolution down for the S and leave the rest as it is.
Why would you load a texture twice in memory? Especially if it's for the exact same object? It only needs to be rendered twice the texture stays the same and therefore only need to be stored once in ram...
From what I read technically "Android" is used as the most popular smartphone OS in China. But that's only because android is the foundation of costume Chinese OS that comes without any google services (nice) but is also highly restricted against side loading. Of course like always ways should exist to workaround those restrictions.
But to be honest getting information about all the restrictions people in china need to suffer from getting harder l with every day since they get encapsulated more and more.