sudotstar

joined 2 years ago
[–] sudotstar@kbin.social 15 points 2 years ago* (last edited 2 years ago)

It's unfortunate, but it's understandable if effort needs to be focused on a single good UI widget ecosystem fully under Mozilla's control, rather than living by the whims of the three major desktop UI toolkits they have to support, as well as the hundreds of thousands of web pages that are exclusively designed and tested against Chrome which already has been using non-native widgets across desktop platforms for a very long time. I'm not in the web dev space anymore, but I'd constantly see sites built that were incredibly dependent on the exact pixel sizes of widgets as they would render in Chrome, and would visually fall apart on Firefox, or with other zoom/text size settings.

UI design across Windows, macOS, and Linux GNOME/KDE have converged enough that it's probably good-enough if Firefox continues down the path of just theming their own widgets with the OS/user's color scheme where applicable, and calling it a day.

[–] sudotstar@kbin.social 9 points 2 years ago* (last edited 2 years ago) (2 children)

It might be somewhat controversial of a take, but to me an awesome-performing Proton version of a game is far better than a Linux version that may be native, but has severe deficiencies and/or lags behind its Windows version.

To me, my favorite native Linux games would be ones that do things on Linux that are not possible on other platforms. Generally, this would be an "unfair" advantage, as games should strive for feature parity on all platforms within reason, but so often we end up being on the wrong side of that equation that seeing some of the perks of the platform is nice.

To my knowledge, the only major game I can think of that does this to a certain extent is Factorio, which enables non-blocking game saves on Linux and macOS and not Windows. It's not a Linux-exclusive feature, but it's nice that the developers went through the effort to implement the feature on Linux even though it's not possible on Windows.

[–] sudotstar@kbin.social 2 points 2 years ago

I wasn't a fan of the built-in weather widget so I immediately replaced it, so I have no experience with it being nonfunctional, sorry.

[–] sudotstar@kbin.social 11 points 2 years ago (6 children)

It's not like Nova Launcher, but I've been really enjoying Kvaesitso. It does support icon transformations (better than Nova does IMO) but provides a very different interface that's focused on search.

[–] sudotstar@kbin.social 4 points 2 years ago

We haven't seen what actual game progression will look like within the expansion, but I feel like if progression ends up looking similar to vanilla with the vast majority of resources going towards science production, the quality mechanic will not even be a large part of the game if science itself has no benefits from increased quality, so I hope that there's more news to come on how quality will impact progression. It feels like this information about this was intentionally left out in today's update, likely to allow diving in deeper in future updates.

I think most "casual" progression around building more "factory parts" in vanilla usually looks like a single assembler slowly churning out items to fill up a single chest (or a few slots within a single chest), and just letting that run while focusing on other active tasks. I think quality will help make that specific part of progression a little more interesting, with needing to recycle lower-quality products back into the manufacturing chain, and/or tiering your outputs and prioritizing putting the best machines in certain areas while saving the mid-tier ones for other use cases. The randomness factor is concerning on the surface, but at least based on the numbers presented, it looks like the ability to produce items of a specific quality is very much intended to be a consistent factor, and not something akin to like hunting for rare drops in an RPG that tend to be tedious.

"Nerfing" Speed Modules by cutting their quality seems a bit reactive to the traditional/overused "assembler w/ Prod3 modules surrounded by beacons with Speed3 modules" setup, and I'm not sure if this is intended to shake that up so that there isn't a single "right answer" for every type of product being manufactured, but given that current Factorio is what a factory with all "worst" quality manufacturing would look like, this feels more like unlocking new ways to grow the factory that aren't just scaling out the same patterns from before, so I think this might be okay.

Overall I'm pretty excited about this within the context of the expansion. I think this is a good way of producing a different and fresh new experience to building the factory, while not invalidating the way Factorio has worked before, and I expect that future FFFs will be showing more about progression within the expansion and other new mechanics that play off of quality to provide similarly different experiences from the base game.

[–] sudotstar@kbin.social 2 points 2 years ago* (last edited 2 years ago)

The reality is that the number of games, even AAA ones, that are releasing at that high a "minimum" performance requirement is incredibly small compared to other games that do release with more modest system requirements. Games that are "just good enough" graphically to go along with their gameplay tend to be the norm, I think, with the few games that really go for pushing visual fidelity being respectable in their own right but not frequent enough to fret about. What will matter the most is what games you want to play and what their requirements are, and that's basically impossible to project out 1, 3, 5 years out or however long you expect the hardware to last.

For what it's worth, I have a Steam Deck and spend a lot of time playing on it, but pretty much every "AAA, big budget => big graphics" game I want to play I'd exclusively do so on my gaming desktop (or remote play on Deck if I want to play it there at all), while sticking to 2D and lighter 3D games on the portable device directly. This is mostly due to what kinds of games I enjoy playing on what form factor, as for example my decision on what to play docked vs portable on the Switch is much the same way, and for about a year after buying the Deck, my desktop hardware was so out of date it was getting generally worse performance than the Deck yet I'd still use the desktop for "spectacle" games, but the necessary graphical quality to go along with that tends to correlate well.

[–] sudotstar@kbin.social 1 points 2 years ago

Additionally, it's devices like these, that have proven successful in the market, that incentivize Valve to continue Proton's development. It's hard to see given the already insane trajectory Proton's development was on before the Steam Deck, but now that getting games running on Linux (in at least some form) is desirable by many game developers in order to gain Steam Deck support, Proton compatibility guarantees, and the corresponding development to make that happen, have shifted to before the releases of many major AAA games, and that compatibility work has cascading effects for many other games as well.

[–] sudotstar@kbin.social 8 points 2 years ago (1 children)

The reason this is known is because this supposed device is using the same AMD APU used in the Steam Deck. It's unlikely that a standalone controller would have a dedicated APU like that without becoming a full-on portable gaming device of its own.

[–] sudotstar@kbin.social 11 points 2 years ago

IMO this isn't a real "solution" to the problem here, but this article states Android 14 also allows Google to manage device CAs remotely and push updates via Google Play, and goes into detail about how that mechanism is poorly documented publicly and is basically only an option for Google themselves, not any third party device administrators.

Google can easily claim that all security concerns are handled by their own management while continuing to deny access to all third parties to actually handle that responsibility themselves if desired.

[–] sudotstar@kbin.social 2 points 2 years ago

I think this game definitely has the hardest shinespark "puzzles", but the actual execution of shinespark is much easier than in previous games which balances it out. Super Metroid had items where figuring out what shinespark maneuver to do was easy, but actually executing it was difficult, while Zero Mission and Fusion had easier-to-pull-off shinesparks with harder puzzles.

With Dread, the challenge is almost entirely in figuring out what to do, once you know exactly where/when to shinespark the actual execution is very intuitive and feels amazing when you land a complex sequence of shinesparks/speed booster runs/wall jumps.

[–] sudotstar@kbin.social 10 points 2 years ago

Yup, while Denuvo DRM is still an issue for many other reasons, it has been generally very Linux and Wine-friendly, especially in comparison to other popular DRM/anticheat solutions in place that explicitly block LInux users by-design, or at best change their implementation so often that it's a cat-and-mouse game keeping Wine and other layers up to date to support it.

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