Interacting with maybe a dozen people outside with a mask on for a few minutes at a time is almost certainly much lower risk than being in a courtroom with, likely, many more people and stale air for hours. It’s certainly helpful if everybody is masked up in the courtroom, but people are notoriously bad at wearing masks properly, they’re going to require Gabe Newell to unmask for questions, and there’s a lot more factors you don’t control in that scenario… outside delivering stuff you can always walk away if somebody isn’t giving you the space you’re comfortable with… Regardless, all risk is cumulative and you may want to limit the number of times you do higher risk things as much as possible. Even if you rarely do some riskier things, it doesn’t mean you’re okay with that level of risk all of the time. I don’t think it’s that unreasonable to want to manage and minimize your exposure if you’re high risk.
It’s going to depend. If it’s a really old game it’s unlikely to matter. Anything heavy on CPU and particularly single core performance may struggle through a translation layer. A good translation layer on a good chip will probably lead to roughly similar performance in many cases, and most games seem to be GPU limited, so it’s possible it will just work out most of the time. It could always be the case that a critical section of the code somewhere ends up not translating well, leading to poor performance. It would not be terribly surprising for an important loop to end up two or four times slower than it should be, which could cause hiccups.
I don’t think they’re waiting for ARM specifically. If that ends up working out, sure, but if they can get x86 with the right power to performance ratio I doubt they would complain.
x86 to ARM translation is a fairly different problem than what proton solves, so I don’t think it’s clearly in their wheelhouse. Proton / wine is mostly just an implementation of windows libraries on Linux, but doing efficient x86 emulation on arm is a compiler problem. I would guess that Valve could do it or at least hire people to do it, but it’s a bit of a different skill set. Doing x86 efficiently on ARM (particularly with concurrency) also likely involves some extensions to ARM like Apple does with their chips. I haven’t heard if the snapdragon elite chips have anything for x86 compatibility baked in at all. Frankly, I’m treating the snapdragon elite with a fair degree of scepticism until you can actually buy the thing, but I hope it’s good!
Display manufacturers may understand what Valve might want in a screen, but they might not understand how many units of a screen of such a specification they would be able to sell — is it going to be a custom job for just a few thousand of valve’s experimental console (which may have different degrees of success), or is it going to be something that they can sell to more people and a wider audience.
Yeah I was going to say… in many cases bosses seem to be easier than the normal fights. The bosses sort of focus on being a novel gimmick with easily telegraphed attacks, which often ends up being easier than normal fights in some games.
Dusk is actually amazing and already has such a perfect atmosphere that the graphics just melt away. This feels so wrong to me, but I guess it might work better for some people.
Oh, they are. I keep telling people to WRITE DOWN YOUR PASSWORDS, and NEVER use same password on two sites. They dont listen. Its a lot easier to just remember 1-4 variations of a password and use that than carry around a password notebook. And they think themselves safe.
Honestly, the best solution for this is a password manager and not a notebook. The average person is not going to come up with strong passwords on their own for every website. A password manager once setup can be more convenient than whatever they were doing before, so if you can get people to use one they’ll be in much better shape.
I’m thinking most people shouldnt use passwords at all anymore. They are a huge point of failure because people are people. We need something else to be the norm. How can we make hardware keys or something the norm for logging in? Have everyone carry around a bankcard-like thing that fit into every computer where people need credentials. Would’nt that be safer while still being accessible and convenient?
My understanding is that this is basically what the whole passkeys initiative is. I have sort of mixed feelings on it. Hardware tokens for logging in is great, but I worry about people stealing the hardware tokens from others. Mostly people are going to use their phones, though, which should have some other mechanism of authentication.
I had a similar situation with my health insurance company, except I think they added the character limit a while after I had set my password T_T. So, it worked for months, then they changed the mobile app so I couldn’t enter a long password… And then eventually they changed the website too and then I couldn’t log in at all. Thaaaaanks.
Both Valve and Epic are private companies. I still trust Valve over Epic, but I think technically Tim Sweeney has pretty much full control over Epic as well (for better or for worse).
I’m not sure if it’s such a direct conspiracy, but I’m sure some of this happens inadvertently at least. Developers of big budget games are likely going to target higher end hardware, and API usage that might cause problems on lower end hardware probably sneaks in as a result of that. I’m sure there’s some deals between game studios and Nvidia / AMD to get the latest GPUs for workstations at some discount, which probably means the machines they’re using for the bulk of development are beefier than the average consumer’s (you also probably want a bit of headroom while developing)… But this kind of stuff can naturally lead to higher requirements for software because you don’t run into performance issues unless you’re very serious about testing on lower end hardware… Which you might care about to some extent, but it’s an additional cost that can take away from other aspects of the game, which might make it less marketable (graphics are a big deal for marketing, for example).
Obviously it’s not great if a game uses API calls inefficiently and that means it runs worse than it would otherwise… But I’m not really that surprised when it happens? Working on big projects on deadlines there’s often a “try the obvious solution, worry later if it’s too slow” mentality, and I’m not sure you need any more of a conspiracy than that to account for stuff like this.