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It is. In fact at launch it ran better than on high end windows PCs because linux handles directx shaders better.
Eskating cyclist, gamer and enjoyer of anime. Probably an artist. Also I code sometimes, pretty much just to mod titanfall 2 tho.
Introverted, yet I enjoy discussion to a fault.
It is. In fact at launch it ran better than on high end windows PCs because linux handles directx shaders better.
Depends. This main account is on an instance that defederates instances for that stuff, but when using my alt on .world for example I barely have to scroll for a nsfw post to appear.
Immersion, yes, but also haptics provide feedback.
Lots of games use it to tell you things, like when your health is low, when to time something, when you took damage vs blocked successfully, when you’re close to a secret…
Used right, it’s another sensory input channel in addition to sound and visuals.
One of the biggest genres that I use a controller for, because I consider KBM to be unplayable for it, is racing games. And there haptics are used to tell you TONS about what is happening in the game.
I set up !ballisticng@sopuli.xyz as I’ve seen the game mentioned all over lemmy now.
Hoping to eventually organize some online tournaments, but we’re gonna need players :D
I set up !ballisticng@sopuli.xyz as I’ve seen the game mentioned all over lemmy now.
Hoping to eventually organize some online tournaments, but we’re gonna need players :D
Hoping to organize some online tournaments. Maybe monthly? Gonna need players :D
50?
So they left out vibration so it wouldn’t be the usual 60?
Those savings don’t take the price down to “will buy” they take the featureset down to “will never buy”.
I don’t think that’s the case anymore… That used to be true, but each of my library locations have their own compatdata and shadercache folders.
Still just on the first step, embrace.
Apparently threads didn’t support federating replies (comments) on posts until this.
And you still won’t be able to reply to the federated comments on posts, just see them.
They are really not in a hurry to properly support federating. I honestly didn’t realize Threads’ federation support was this pathetic.
If you try explore it the first time, you can enable a beat display. It’s toggled with a button on the controller (share button on the DS5 when on PC) and it will display a very explicit indicator along the bottom of the screen.
Modern ADSL and VDSL can get you pretty far… But they don’t hold a candle to fibre.
You can disable the news pop up that opens with steam, and it opens to your library, not the store page.
The only “hype” it’ll show you then are the news on the library pages for the games you own.
Incredible art.
Other way around. Pure and Pulse were PSP first, then PS2 and later PS3.
The PS2 port of Pulse is graphically superior, and can be run using PCSX2. HD has the same content.
Instability might be due to shader translation, should go away as more shaders are compiled and cached.
Vita3k for 2048 runs very well (with compilation stutters only at first), and you can get the HD and Fury DLC for it to access the PS3 content (though with lesser graphics).
Also intermixed and partly interchangeable with play.
Valve didn’t do anything in particular for Elden Ring.
The way running windows games works on Linux just meant that compiled shaders got cached, so that when they were needed again, the game wouldn’t freeze for a split second while they were recompiled.
This process is necessary on the windows side as well, when using DirectX 12 or Vulkan. Most games will do this shader compiling in advance (during a loading screen), and cache them for later so that the GPU can run full tilt generating frames during gameplay, instead of pausing to compile shaders.
Elden Ring didn’t do this. It compiled shaders as they were needed mid-gameplay, then immediately discarded them instead of caching them. This meant it was constantly freezing to compile shaders as materials that used different ones appeared on screen. And it would keep happening as it didn’t keep compiled shaders around for the next time they were needed.
Only on Linux, there was an external cache in the system that was translating the games DX12 calls to Vulkan (VKD3D), which would just go “oh I already have that, here you go” essentially making the game work as if the constant compiling could be done instantly whenever needed.
Valve did provide the cached shaders as a download, compiled in advance, as otherwise you’d still get compilation stutters each time something on screen needed a particular shader for the first time. But Valve does this for all games.
Are you seriously suggesting that more advanced propulsion and suspension systems would eliminate the need for traction?
Have you ever ridden a bike on just the rims?
It sucks. And I don’t mean just in terms of comfort. There’s a reason mountain bikes with the most advanced suspension systems still need soft knobbly tires in addition to their suspension systems to do what they do.
Trains and trams are far more efficient large scale transport options, but cars and smaller personal transport options like scooters and bicycles have their place, too. Despite our current over-reliance on them, they aren’t useless. There are use-cases where they are the best option. The same goes for the tire.
The compliant tire is the best option for an off-rails vehicle. No, suspension cannot replace it, not in terms of cost (and I don’t mean money, I mean materials and energy) and especially not in terms of functionality.
That’s not how wheels work.
You can’t just ignore traction and claim you can make an effective vehicle of any kind with materials that don’t wear if only sufficiently advanced propulsion and suspension were applied.
Even on skateboards, warehouse vehicles, and similar, the wheel isn’t just a solid cylinder of metal or some other non-compliant low-wear material.
It’s a hard hub, wrapped in plastic, or rather, polyurethane. A compliant grippy material that serves a very important purpose in improving the performance of the wheel. You can’t replace a compliant wheel material with somehow better suspension. You still need it for grip, even on perfectly flat surfaces.
Trains make up for their low traction (and therefore high efficiency) with slow steady acceleration/deceleration and extreme weight. Their design principles cannot be applied to personal vehicles, which do serve their own purposes.
The adaptation is fantastic. It even elevates some parts beyond what is possible in manga, taking full advantage of the way animation, sound and music allow for more complex expression of a narrative.
The manga is also great, and worth experiencing. Having read it in no way ruined the anime for me.
The story is so insanely full of details that even if you don’t get into both manga and anime, whichever medium you prefer is worth watching/reading twice, just because you notice and put together new things on a second go.
Dungeon Meshi, or Delicious in Dungeon, is a renowned manga series by Ryoko Kui, and my personal favourite of all time.
The first half of an anime adaptation by Studio Trigger (of Kill la Kill and Cyberpunk Edgerunners fame) just wrapped.
It’s about a party of adventurers that lose one of their members deep in a dungeon, right before using a return spell to get all but that one member back to the surface to safety.
Having lost most of their gear, provisions and all of their funds, they resort to the taboo of eating the monsters they kill as they delve back into the dungeon to retrieve the remains of their lost companion, so they might revive her.
The entire story takes place within just this one dungeon, and is a masterclass in extreme-detail world building and lore. The same goes for the characters.
The series starts off at a slow burn, masquerading as a comedy with unusually intricate worldbuilding, but slowly develops into a phenomenal fantasy story that dives deep into its characters.
Yes. But Valve didn’t do anything special. They provide pre-compiled shaders for all games on the deck and can only do so because of how directx shaders are handled on linux.
All games on linux and windows when using DX12/Vulkan must compile shaders. They should be compiled during loading screens and such, not gameplay, then cached for use later.
Elden Ring in particular, didn’t precompile shaders before gameplay, and then when it did compile them, it would discard the shaders rather than cache them. As a result the stutter would happen non-stop and never go away.
On linux, the equivalent compiled vulkan shaders are cached by VKD3D, eliminating the stutter except when a shader is used for the first time. On the deck, Valve will deliver the shaders precompiled with the game download to eliminate the need to compile them at all.
The fix of providing precompiled shaders was only possible on linux due to the use of VKD3D. And even without them, on linux the stutter would go away after a while as VKD3D will cache them even when the game doesn’t. Fromsoft had to update the game to fix it from their side on windows.