Also, MangoHud has an ability to set fps_limit
in a per-game way that generally results in much smoother frame-pacing than most games achieve by default. That's awesome for eg. Dark Souls / Elden Ring, which are stuttery at 60 fps but buttery at 59 for some reason, but also for random strategy games which would be just fine at 30 fps but instead have all the fans roaring to render at 144.
addie
Yeah - been talking about doing so for quite a long time, and then signing up to a Qobuz family plan, downloading all their apps, and cancelling everything Spotify has taken all of five minutes. Hardly even interrupted the album we were listening to via Chromecast. There's a lesson to be learned somewhere.
Qobuz' recommendations and albums-of-the-week actually look good, too. Like an actual music enthusiast has picked things out, rather than Spotify's slop.
So all of the mainstream porn will be blocked, leaving all of the niche and special-interest stuff available? Excellent, excellent...
Love Tyranny and PoE. Think Deadfire would have been an exceptional game if there was about half as much of it, but even as an epic RPG it does go on. Ten bucks for 'three big games' of content is a steal, though.
It isn't that 'successful game has a better-funded sequel that loses the magic due to feature creep' is exactly unheard of - it's a tale as old as time. But Deadfire was a sales disappointment, which it probably wouldn't have been if they'd only spent half as much making it, and so we won't be getting a PoE3 :-(
Fallout 1 was pretty stable.
Fallout 2 had plenty of occasions where the damned car would end up with the front and back halves on different maps, frequently in locations where you could no longer walk to it so any quest items you had in the trunk would be lost forever and your save would be forfeit, but not actually that many crashes, no.
Agreed. Amazing game, but it's because most of it is excellent so the jank is easy to ignore, rather than the whole thing being polished.
I think they made the parry-heavy emphasis of the game even more difficult to 'read' by having all the early enemies be very twitchy robots with difficult-to-anticipate parry timings. It becomes much easier to get the timing right once the enemies become more 'organic' a bit later. That's also the point where you have some better gear and some level ups, so it's not quite so brutal.
Giving the early enemies slow, smooth attacks with big swings would make sense for robots, sort out the difficulty curve, and give you plenty of chance to get used to parries. They can reasonably require a lot of damage so ripostes would be the only way to effectively defeat them - health which you could reasonably remove from a lot of the late-game enemies who are stupidly robust.
Never felt like P actually has iframes on his dodge? It's serviceable enough when the important thing is to move away from where an attack is going to land, but it's certainly not a Dark Souls-style 'dodge through the attack'. It's not Sekiro's 'running away to tease out an attack you can punish' either, he's a very slow dude in comparison.
They might be former users of FARK, where submitting stories didn't allow duplicate links? And so you would see the top article in the aggregator frequently being blog links and some right weird 'news' websites.
Lemmy has the opposite problem, where the same link can be posted again and again even on the same instance, of course.
Not so much "remade" but the engine was open-sourced and it's been kept up-to-date for modern computers. Exact same levels, graphics, sound effects as it ever was, but obviously the resolution now is much higher than it was in the early nineties. Think my graphics card can push it at 4K 144Hz while still being in power-saving mode; it does more work rendering desktop fonts nicely.
There's also a port of Pathways Into Darkness onto the engine, if you want to play it? It's a real bitch to emulate a classic Mac to get it running, but this is basically drag-and-drop. It was brutally unfair even at the time, and contains a lot of features which have not aged well and are distinctly un-fun - it is not a game that's afraid to waste your time, put it like that. I do love the idea of it - the atmosphere of it is probably the best bit, and I'd love a modern remake of it.
Approves.
I quite liked how the original Linux fix for the Spectre-style speculative execution bug on Intel processors was called "Forcefully Unmap Complete Kernel With Interrupt Trampolines", but alas, in the interest of diplomacy it was renamed to "Kernel Page Table Isolation" (KPTI) rather than "FUCKWIT".
Doesn't feel like it was that long ago, but of course, all search results are dogshit in this new age: https://wccftech.com/intel-kernel-memory-leak-bug-speculative-execution-performance-hit/
You are not joking. Comparing a $2000 Purism Liberty with eg. a $200 HMD Fusion. The Fusion has somewhat better screen and battery; much better processor and camera. More RAM, the option of more storage, has NFC. It's also designed to be easy-to-maintain, but is somewhat thinner and lighter despite having a larger screen area. Are 'made in USA' and 'open-source drivers' worth paying 10x as much for a noticeably worse phone? (It's not really 'made in USA' either - it's a mix of US, Chinese and Indian parts assembled in the USA.)
I think that the people who believe a US-made iPhone will also cost $2k are kidding themselves - economy of scale and all that, but it must be substantially more.
I've found that disabling VSync in games entirely and then letting MangoHud do the limiting works a bit better. Some of that will be because I'm using Proton on Linux, which has DXVK as a translation layer. Games will be trying to limit their frames the DirectX way, whereas MangoHud is limiting them the Vulkan way and is 'closer to the monitor' for keeping the pace right.