Nvidia does not make x86 SoCs. Even if Valve goes with a separate Nvidia dGPU like in laptops, they would have to abandon their last 10+ years of Linux work, and goals of having a platform which isn’t controlled by Microsoft.
Nvidia does not make x86 SoCs. Even if Valve goes with a separate Nvidia dGPU like in laptops, they would have to abandon their last 10+ years of Linux work, and goals of having a platform which isn’t controlled by Microsoft.
Switch uses the Nvidia Tegra X1
I don’t have a direct source other than the source code of the software they use: https://github.com/mautrix/signal
When using one of their “cloud hosted” bridges, the bridge software (that connects between Matrix/Beeper and other protocols) has to read all message content. Otherwise, it’s impossible to bridge to another protocol. E2EE becomes end (other users) to bridge (beeper) encryption.
With “local hosted” bridges, E2EE stays intact, but messages can’t be sent/received if the device hosting the bridge is unavailable.
In the future, with MLS (a different E2EE protocol), it could be possible to keep E2EE even when bridging to Matrix on cloud hosted bridges.
The linux binary is being used.
Try Proton. Currently, Proton is much more developed than the Linux support for many game engines.
On the Steam Deck, while using SteamOS (or other Linux distros), EAC (and a few others like Battleye) run in userspace, not as kernel level.
The intention of Anti-Cheat and DRM is to hide what they’re doing, in an attempt to prevent people from cheating or pirating. Malware often uses similar techniques to hide what it’s doing.
Kernel level Anti-Cheat runs with the highest level of permission on your system, meaning it has access to everything happening on your PC, and all your hardware.
That means kernel level Anti-Cheat can do whatever it wants on your computer, and it’s intentionally hard to figure out what it’s doing. Even though it’s probably not harmful, it shares a lot of similarities with actual malware, and we can’t be fully sure whether it is harmful or not. This is why a lot of people are against kernel level Anti-Cheat.
EAC, afaik, has acted as just an anti cheat, and is therefore likely not harmful to your system. However, like other Anti-Cheats, it is harmful with the standards being set.
That’s, very odd. Just watched the bit about TP2 in the video, and I’m getting nowhere near that on my Steam Deck (non-oled).
Setting everything to low, and FSR performance, it looks awful. There’s very obvious upscaling artifacting, especially during motion. Performance is playable at about 30-40 fps, except in the “starting hub” of the game, where performance can dip to 10fps at times (although no real gameplay occurs there).
With everything being set so low, LODs are clearly visible, even on the small screen. Gaps in signs, thin walls, and stairs are visible from ~5 in game meters away.
On the settings they show in the video, with a fresh save, I get similar numbers in the first couple minutes of the game, but FPS tanks after that. On a save further into the game, I’m getting maybe 20fps (50 when staring at the floor).
The game is still very playable on the lowest settings, and if you’re into puzzle games like The Talos Principle, it’s still a good experience. I’m not normally one to stream my games from my PC, but The Talos Principle 2 is just a better experience with more powerful hardware.
What difference does it make updating the screen 75 times per second if you’re only getting 25 different images per second? The OLED screen (iirc) doesn’t visually change during every screen refresh (if the displayed frame is the same). Limiting to 25/50/75hz would have zero visual difference at 25fps, but would draw more power at higher refresh rates.
For 2, Persona 5 Royal (in its opening hours if I’m not mistaken). The only one available on Steam.
Edit: Didn’t realise tactica was already out. I stopped following the releases of the Persona spinoffs literred with Denuvo.
Depends on how it’s implemented. Anyone using a “media proxy” will see their discord bridged media probably fail to load (outside of possible caches) after a day. Anyone who has their bridge configured to reupload discord media to their homeserver should see no change.
Not just the “lack of APKs”, but the lack of a FOSS build. As you noted, it is possible to instal an AAB by extracting the APK(s) inside, but that doesn’t magically remove non-foss libraries.
The only build is an aab file. This is a Play Store bundle file, not an APK, so not directly installable in Android without the Google Play Store.
The only build being a Google Play release also indicates that non-foss libraries were likely included, such as the FCM libraries, as is common for GPlay releases of otherwise FOSS projects.
As far as I’m concerned, Element X for Android is not available yet, unless either building from source (with modifications to included libraries), or by using a non-FOSS version from GPlay.
Your iPhone 13 syncs slower over USB because Apple decided to stay on Lightning connectors, which use USB 2.0 on the other end. Although FireWire was faster back when it co-existed with USB, the USB standard has surpassed it a long time ago with more power, faster speeds, and better physical connectors.
VRChat in particular has been degrading in quality and experience ever since they needed to start pleasing investors. You can give it a try if you want, but there’s a lot of toxicity there. Platforms like ChilloutVR or NeosVR have a better (but smaller) community.
Although some titles like BONELAB or Pavlov do feel a lot more like “tech demos”, they are still great titles. Some desktop titles also have VR ports that are worth playing, No Mans Sky and The Talos Principle come to mind.
The modding scenes of a lot of games have good VR mods too, “Vivecraft”, if you’re into Minecraft. Subnautica has a good VR mod, Half-Life 2, Deep Rock Galactic, Outer Wilds, and much more.
Not when “Intel based Macs” go out of support. There is no way to run the M1/2 MacOS version without having Apple hardware.
It is up to the device manufacturer. Google develops Android Open Source Project (AOSP) and the Google apps and services (Google Play Store for example). This feature (afaik) is in AOSP.
Google developed the version in AOSP, which is open source. Device manufacturers are then able to change the code as needed. If a device manufacturer uses base AOSP with (nearly) no changes, the fix Google made will be applied when the AOSP update goes through the manufacturers build pipeline and to the device (on Google Pixel phones for example). For manufacturers that have a lot of changes compared to AOSP (Xiaomi, Samsung, and many more), they might have to create their own fix that works on their own version of Android, which takes a lot longer.
One of the reasons people run “Custom ROMs” on their Android phone is to be responsible themselves for updates and fixes instead of the device manufacturer.
Client side anti-cheat is inherently flawed. These games are asking an untrusted computer whether it is cheating. That’s like asking a known liar whether they’re lying at that moment. The one way to make it harder for the computer to “lie” is by increasing the permissions the AC has, which comes at the cost of privacy for people with the game, and security for every Windows user (not just the ones with a certain game installed).
Client side anti-cheat can be poked and investigated locally, with no restrictions. All it takes a skilled enough cheater is time, and they will bypass it. The only way to test server side anti-cheat is by hopping in the game, trying to learn how it works, and trying to bypass it. That is a much more time consuming and expensive process.