What, there is nothing wrong with your device… but I do not want to give you anything under warranty… Let me just put a scratch there real quick while you come back from showing me where the breakers are. feel free to watch it here in an it’s glory
Why on Earth would they make it Nvidia exclusive given how thoroughly that company has screwed the pooch on open source drivers and consequently how dominant AMD has come to be in Linux gaming?
I don’t know that we’re bitching per se, just kind of a weird choice. It’s like they went to Popeye’s and tried to order a salad, it’s just like yeah, the ingredients are technically there, but why?
Don’t Nvidia cards natively support this through gamestream? I don’t know if Amd has something similar or not but you can already easily set up something like this to stream to a steam deck
The nvidia/vulkan open source driver is apparently pretty rad. I haven’t had a chance to test it myself yet since I am running a dual gpu setup that contains one gpu that isn’t supported. The original maintainer for nouveau is apparently also working at Nvidia and contributing to the project as an Nvidia employee now too soooo maybe they are turning over a new leaf?
And I still feel like their definition of playable is a bit narrow. I regularly play “unplayable” games on my steam deck without much issue. You just might need to fiddle about with the controller settings, compatibility modes and use the built in magnifying tool and keyboard once in a while. It’s really not the end of the world.
But that’s just it. That fiddling isn’t something the dev probably accounted for, so it should be noted that the experience will be less than optimal. I think it still fits.
Tinker: runs fine with some in-game config or with Steam OS tools like Steam Input
It would exclude any lower level tweaks like changing launch args or using a special Proton version, those can stay unsupported. Basically, if you can get it working well intuitively without looking stuff up online, it should have some level of support.
I’ve played several “unsupported” games that work fine, so something should be done here.
The point isn’t even whether the terms are acceptable anymore. They tried to change the deal retroactively because they felt they had a strong position in that game developers are already invested into their ecosystem.
They may have gone back to saner terms for now but unless the entire management structure resigns, there’s no reason not to say they won’t try again in the future.
It doesn’t even matter of their management as a whole changes. No matter who it is, what matters are their actions going forward. The only way to get out of the hole they dug themselves in is years of sitting around being good.
They tried to change the deal retroactively because they felt they had a strong position
I’m honestly surprised that I have not seen by now a meme pic of Darth Vader telling Lando that the deal is being changed, but the face of Darth Vader is instead the CEO of Unity.
the thing about terraria is that the devs love to play as much as the players. so they love the game and are always interested in making the experience better. not just for the players but them too.
they’re also not a massive corporate run, shareholder-pleasing company either. so they actually listen to suggestions from fans. it’s the best.
They’re also in the enviable position of having made a game with some of the highest profit per employee in history, so they’re not under the pressure that most are.
Me too. It’s probably been 10 years since I’ve last played. I have a solid 64 hours played and no achievements completed. Maybe I should check it out when this update comes out. It’ll probably feel like a brand new game at this point.
I am also not a fan of building stuff and making it look nice. Just follow the easy rules to make a liveable cube and call it a day. That said I think terraria is the only game where I would consider actually spending some time making it look a bit nicer since it is so easy to do. I remember last time after completing the game I looked at some other peoples builds and got inspired.
I love how unity went from “we have a tech that can distinguish pirated copies with 100% accuracy, and also we exploit android and iOS sandboxing with 0-days to track reinstalls without fail, trust our numbers” to “we have no idea about the install numbers, you need to tell us”
By that standard, I ought not be able to use the card to buy booze (might give it to a minor or use for a Molotov Cocktail) a gun (obviously could use for crime) , and probably a million other things they let people buy with cards.
Well, you see, guns and booze are adult things (with tons of lobbying and taxes and corporate interest), while games are for kids and stupid and non-Christian. Simple!
Yeah I don’t get it here. I kinda get them not wanting to deal with porn when you can’t verify consent and age of the performers, but the games don’t make sense because there aren’t live performers to worry about.
Mostly that stuff annoys me on Steam because it’s always at the top when I’m sorting by trending/popular, but I don’t think it needs to be removed either.
I doesn’t need to be removed completly, just removed for those that don’t opt in to seeing it. The damn porn titles make it impossible to use steam since I have young kids that don’t need to see that shit. Just let me browse your store without being overrun by half naked anime girls.
It’s a shame. But based on what I saw about it, it looked like maybe they had some delusions about using LLMs for character dialogue, which seems like an insanely complex feature to build into an already complex game.
Why? It can’t be much more than using one of those chatbot girlfriends. I know there could be delays as it takes time to generate but it could have a local version that just is a stripped down version that just processes dialogue. Probably requires a beefy GPU though.
You’d need the conversations to be highly constrained in order to not break the game. Currently there are too many ways of “jailbreaking” LLMs. It was too much of a scope creep for a game which was already biting off a lot more than most studios could chew.
There already are a small number of games utilizing LLMs. Yes it‘s immersion breaking from time to time but the worst part is the credit system many of them use to pay for the API. If you go past your conversation limit, you‘ve got to pay extra.
Honestly, one thing I’m seeing frequently in comments about this is a bit frustrating. That is, people saying that they vow never to buy any games in Unity ever again on principle.
Vendor lock-in is a real thing, and part of the reason they actually tried this play. Many of these developers likely want to switch to a different engine, but don’t have the time or resources to do so. Honestly of all people hit by this situation, they probably need the help most.
Incidentally, if you are one of those devs reading this and feel you don’t know anything other than Unity, go learn something else. Diversify your portfolio. Learning a new engine isn’t hard if you know the fundamentals.
Unity dev here. Will switch on our next game, but don't have the choice for the current game that we've already invested 4 years into.
Also, bevy looks nice code-wise but it desparately needs a proper editor and GUI to make it artist friendly
Hopefully Unity doesn’t disrupt your current project too much.
But yeah, I think this is the most extreme case of a company burning trust with their users overnight in recent years (worse than Twitter IMO). It’s especially bad because many Unity users/devs have their livelihood depending on Unity, so of course they are going to change once they get a chance. The risks of not switching now massively outweigh the risks of switching.
It will just take a lot of devs/teams some time to transition. Unity will probably go under in 2-4 years, they can’t recover from this.
I’ve played around with Godot a bit, and in my view it actually makes more sense than Unity. Probably has more limitations, but hopefully those can be overcome in the next couple of years.
Thanks. We're fortunately still on 2022, so it won't really affect us at this point.
I've been keeping an eye on godot for a while, it seems like a very interesting engine. I'm not sure if it's ready for prime time for the scale and rendering quality we're usually looking for, but it might be a great option for 2D and smaller-scale projects.
There is the blender_bevy_toolkit which aims to serve Blender as an editor for Bevy. I haven’t tried it myself, but definitely will when I get to more artistic phases of my projects.
That looks like an interesting project, but it seems it hasn't been updated in over a year, and is only compatible with bevy 0.6. The current version is 0.11 or something. I've had my ass kicked before by relying on projects that didn't have a lot of support available, so I would stay out of this one.
That’s a valid point. Games released in the next 2-3 years should be probably be given a pass. My admittedly layman’s perspective is that any indie game deep enough into development that switching engines isn’t feasible most likely wouldn’t require another 4 years to ship.
That’s true for sure, but that doesn’t mean that it’s valve didn’t do an absolute fuckload of work to get proton to be actually functional.
Getting direct3d and vulkan working with actually useful performance was the turning point for Wine being useful for games in addition to just standard applications.
They definitely spent an ass-load of money on that and the fact that Wine was around for 25 years before that just goes to show that no one else was willing to do that.
the fact that Wine was around for 25 years before that just goes to show that no one else was willing to do that.
Remember that Wine is built by community of volunteers (afaik, tell me if I’m wrong), and they don’t have as much resources as company worth billions USD.
A lot of the development for Proton has also been community-based. Aside from whatever Steam has done to directly improve Proton, just creating the Steam Deck, and SteamOS has brought so much more attention and focus to improving it to an extent that probably wouldn’t have happened otherwise. It gave people a reason to volunteer their time to improve it.
Getting direct3d and vulkan working with actually useful performance
They definitely spent an ass-load of money on that
[citation needed]
I’m not aware of Valve or Doitsujin ever revealing how much they paid him to make DXVK. I assume they paid him reasonably well, but I doubt it was an ass-load.
the fact that Wine was around for 25 years before that just goes to show that no one else was willing to do that.
Or maybe that Wine was a lot more work than the direct3d-to-vulkan shim that was done mainly by one person (now two people).
Valve definitely helped by funding a few key projects, and packaging them in Steam made them convenient to use, but I think exaggerating their role unfairly diminishes the much larger body of work (done by other people) that makes it possible at all.
direct3d Direct3D 11 and Direct3D12, to be precise. Direct3D9 was working fine before - and there even was native driver support for it in Mesa, that could be used together with a patched WINE.
If Steam or someone went to crypto just to kick the processors out, that might be one thing that would actually make me look at crypto with something other than derision.
I spent ages buying games on steam with Bitcoin years ago. They dropped it when transaction fees got bigger than the game cost (I don’t think they ever supported crypto other than Bitcoin, and that was through a specific payment processor that took the Bitcoin and gave Valve real money).
They’d never do that, as it would severely limit their userbase. Throwing out a couple games, especially when it’s ultra-niche stuff like “futanari incest” games, is the much easier and more sensible move for Valve.
That was originally one of the intended purposes of cryptocurrency, or at least claimed to be. Too bad we can’t have anything without needing to make it an investment engine.
Huh? Investment people definitely didn’t wait for that classification to start turning it into a speculations market. The SEC actions were largely reactive.
My local bank’s investment and wealth management bros were already all about crypto long before regulations.
Gov can’t really do anything about it. Bitcoin was designed to be gov agnostic. They can tell you it’s illegal but there’s also really no way for them to know (if you’re not dumb).
Hell there are entire unregulated black markets on the dark web.
Also with the orangutan in chief being something of a crypto grifter himself, it’s not likely to be regulated at all.
Well yes, this was the original intent of crypto. Putting payment in the hands of the people. It’s only been made terrible by tech bros and greed the same way the Internet has.
They accepted BTC for a while but stopped. The other comment here mentioned the transaction fees being a problem for purchases on the scale of steam game prices, but it wasn’t just that. A big problem was crypto volatility and transaction processing time. They found that very often by the time a transaction cleared the value had swung enough that they were getting amounts that failed to align with the actual prices of the games people were buying.
It’s more stable now, so maybe that would be less of a problem, but I feel it highlights a big problem with crypto in general and that is that even when you do find places that accept crypto nothing is priced in crypto. It’s basically always just a proxy for USD using whatever its current market value is.
Stable coins exist to counter that very problem. There’s several out there that are pegged to the value of the dollar, and are mostly used as intermediaries when trading between other coins.
That’s what Backpage tried to do when the cc processors pulled out. The owners of Backpage were at some point charged with money laundering among many many other crimes. The years of legal battles that started in 2018 drove one of them to suicide. Would not recommend.
No, they were not directly involved and no, pimping minors was not proven in court. Money laundering and conspiracy to facilitate prostitution were the charges that stuck. In fact, prosecutors claiming they were involved in child sex trafficking caused a mistrial apnews.com/…/business-trials-3b1c9d3e59e90cd60764…
The point is not about what they did or didn’t do, it’s that if you try to go outside the system you get hammered.
I switched to linux because fuck microsoft. So far it’s been fine. A minor issue with crackling in the audio in one game, and I can’t figure out how to disable the “drag a window to the edge and it wants to tile it” thing (popos with the default gnome desktop environment). But those are minor things- my windows install I couldn’t get the bluetooth to connect to one device, and a bunch of other little annoyances were inescapable.
I have that crackling thing sometimes too, but only on desktop and not on Steam Deck, so the issue lies in something that’s different between those two things. On my desktop, my usual use case is to have a bunch of programs open at any given time and put it to sleep at the end of the night rather than close everything and power off. While low spec games like Skullgirls are fine, if I boot up a higher spec game like Kingdom Come: Deliverance II after waking my computer from sleep, I’ll get the crackling. If I just rebooted, the crackling is gone. I don’t understand the problem, but at least I have a workaround, and it’s better than Microsoft determining when I should reboot my computer. It’s my computer. I decide that.
Yeah I don’t get it when just playing music or watching video. It’s mostly been when playing Guild Wars 2 in scenes with a lot of players. I wonder if there’s something like “when the CPU is in high demand, the audio gets less priority” happening. I saw some posts about a cpu “niceness” value but I’m not familiar enough to fuss with it, and it’s not a big deal right now.
Try searching internet for something like: Linux proton crackling
Are you using gamemode, and have you added your user to the gamemode group? Crackling is likely caused by buffer underrun. Many reasons why that might happen, but one is that if the game isn’t given high enough privileges, the machine can’t fill the buffer quickly enough. Gamemode should solve that. Check your distro’s guide how to set it up. If that doesn’t work, Pipewire/PulseAudio might have been configured to use too short buffer.
That’s the thing. It’s most likely in your distro’s package manager, unless you are using CachyOS, which uses different app for the same thing. Remember to add your user to the gamemode group or it won’t do much for you.
Are those instructions current? I don’t see it on the readme on the git project, and installing it from Kubuntu’s package manager didn’t create a gamemode group (it also doesn’t come with a manual page).
You can just create the gamemode group and then add your user to it.
Use gamemoded -t to test that it’s configured and working correctly. The configuration file should probably be /etc/gamemode.ini. And gamemoded -s tells if gamemode is currently active. Steam doesn’t support gamemode, so you have to add gamemoderun %command% to every game’s launch options.
Would that same command also work through Heroic, or do they handle that kind of thing differently? Sorry, sometimes things are so abstracted from us that we don’t have to think about what it’s doing under the hood.
For anyone in the future, I figured out how to turn off the edge tiling thing (which is what it’s called when a window touches the edge and it wants to resize it)
Yeah GNOME exposes a bunch of settings for advanced users and extensions, you can look through them with dconf editor. PopOS isn't the best distribution for GNOME though as it's stuck on GNOME 42 so you're missing out on 3 years of updates.
I didn’t have good gaming gear at the time so I was all in on streaming. Stadia, GeForce now, xcloud, even moonlight on hosted locally with Gamestream. Stadia was hands down the smoothest cloud gaming of all the options I tried. Moving between TV and phone was so quick, no noticeable lag at all and constant 4k.
It’s too bad their business model sucked. Most of the other game streamers have caught up now but I always wished they would have just somehow provided their tech to other services.
I had better luck with Amazon Luna but still never invested much into either since I would be forced to purchase games again specifically for that platform.
Stadia was pretty cool honestly, it just never caught on, and it’s game library couldn’t compete with other platforms.
It was magical feeling though, just being able to play any game from my library in anything with a screen. Any Chromecast, Chromebook, old PC, phone, tablet, etc. They could all run any game, and you could switch between them at any time if someone else needed the TV or something like that.
It made it easy to imagine a future where you don’t worry about how to play a game, or ever spend money on a new console or upgrades, or ever have to delete games so you can wait to download another game. You just think “I want to play this game on this screen” and it works.
Lootboxes are at least a conscious action you must take. They definitely have the same problems as gambling (because that’s what they are), but you can also choose not to engage with them. Ads however, are forced upon you, and do things that you cannot see (track you) and cannot turn off.
There two big differences to me are scale and value. A ccg has rare cards, but they aren’t actually that rare compared to loot boxes. Loot boxes tend to have both lower drop rates and pollute their drops with lots of garbage, even for rare drops. Secondly, physical cards have value, you can sell or trade them, you can buy singles of cards you want. You can use them for things other than the game as well.
Aside from drop rates everything you said applies to Valve too. Counter Strike skins can be traded or sold for real cash (tied to steam wallet, but still), and you can purchase singles of what you want.
I know other games loot boxes dont follow this, but its interesting for the sake of comparison.
Well apart from anything else rare cards actually are worth real money. But there’s no legitimate way to sell loop boxes if you decide you want to get out of it.
Rare cards are only worth real money because there is a secondary market for them.
As I understand it, the same is true for lootbox drops. The only difference is in how rare an item actually is, but that is also reflected in price, since the resale is entirely market driven.
You could say that Valve rigs the drop rate, but you could say the same thing for Magic. It’s all manufactured shortage.
You could say that Magic items are tangible…but honestly I don’t see how that’s an argument in the modern digital-first era.
I’m not trying to defend lootboxes…not directly, at least. Just trying to understand the hypocrisy in the gaming community comparing these two.
But trading cards are real physical things that you can sell loot boxes and virtual goods that will disappear if the game developers ever decide that they’ll go and you also can’t sell them.
The problem with the CS go gambling site was that that was an extra thing on top of the skins. The gambling was added by a third party.
From my POV, there isn’t a difference, other than a CCG gives you physical objects so wotc can’t just up and decide that they don’t want to run magic anymore and make all of that loot disappear.
But from the gambling perspective, it’s exactly the same. Oh, actually one other difference, electronic gambling can fuck with the odds in real time while physical cards need to be determined when the pack is assembled. But it’s still based on false scarcity.
gamingonlinux.com
Ważne