Real just need Steam Deck performance and screen size but like 100-200 grams lighter. I’m guessing once AMD starts churning out 3nm UDNA APUs will be the time for PC handhelds to go a lot more mainstream. FSR4 will be a great boon for low powered gaming
Have you ever actually tried one out? I’ve got pretty weak arms and wrists, but I usually play with my arms resting on something. It’s not like I’m holding it out in front of me while playing. Doesn’t feel natural to hold it up like that, but it would be a bit heavy if I tried long term. I even added the cover dbrand sells which added another bit of weight, but my arms are supported so I really don’t care.
I have one. I think it’s too big. It’s fine if I’m playing with my elbows rested on something but anytime my elbows aren’t backed by something, it’s not ideal. And then whenever I travel, with a case it is bulky. I got a Switch 2 and that feels great to carry around regardless of less ergonomic hand grips
For people unfamiliar with their games: Their first one “Gravity Bone” is free on steam. It is super short and almost 20 years old, but it shows off their style and humor very well. Loved their games ever since.
Man. When I was younger I couldn’t get into Star Fox 64 on my 3DS. Maybe I should give it a try again. Is it the kind of thing where the PC Port is the better way to play it or should I play it on original hardware?
All I hope for is that the Controller fits well in my long thin hands - like the fat Steam Controller does.
With the right joystick in place, it’s certainly a product I may buy. The Steam Controller trackpad was not a sufficient alternative for joystick input when most games designed input with the right joystick in mind. Aiming and camera control with a variable and non-tactile deadzone and input default of trackpad camera controls has always been annoying to me.
inspired by the epic cliffhanger from Half-Life 2: Episode Two, Project Borealis represents a fan-made effort to realize a cohesive story conclusion to the episodic series.
I wonder if this takes Half-Life: Alyx into account?
I imagine the alternative way to combat kernel-level cheats would be asking player for all his game state data, validating it on a server?
Wouldn’t work on peer-to-peer and you’d have to do a bunch of unnecessary compute(recalculating every tick if player-generated data is possible according to game rules) but its the only way I can think of.
Don’t tell the client what’s going on outside its vision, I suppose? Add a small buffer to compensate for latency, so wall hack would be more of a “corner hack”.
I mean sure, that is how some (mostly strategy and tactical) games do it, but for an FPS, figuring out where the buffer should be would be a programmers nightmare. I guess you would have to try to calculate all possible lines of sights a player could have within some buffer time (100-1000ms) and then all players that could in theory enter them… Add physics and it is practically impossible.
Also, corner hack is useful enough and it does not address aimbot. IMO the answer is some combination of human moderation and ability to play with “friends” instead of randos. E.g. you could ask people to like or dislike a player at the end of a match and try to pair players that liked each other in the past.
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