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Joined 2 years ago
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Cake day: June 4th, 2023

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  • the few extra masks the game gives you only really help if you can handle the difficulty but need mistake tolerance

    Increasing mistake tolerance already increases accessibility, even if you still have to manage a tough platformer part.

    Of course the options given are just examples to get it done quickly. Accessibility options can be a a lot more nuanced, even going as far as altering level structures to provide pathways for players that can’t platform.

    The point of my post was that for all I care the difficulty options can go all the way to invincibility, one hitting every boss and skipping every platformer segment. It does not reduce my enjoyment of these games if other people can play the game in a way they want to.



  • The thing is, there is no reason not to add accessibility settings.

    Hollow Knight and Silksong are beautiful games with an intriguing world, great characters and lots of areas to explore. There’s no reason to gatekeep games like these from people that just can’t beat them because they are too hard.

    Just add a simple accessibility menu where you can scale health, damage and loot drops. It’s almost no work to implement, players can still try the regular difficulty and turn it down when it’s too much and speedrunners can make their lifes more difficult. Everyone wins.





  • I use Jellyfin but I download all my songs from Tidal, Qobuz or Deezer and tag them automatically right then and there in a clean format so Jellyfin does not have to guess at all.

    I also have some automatic checks in place to convert incorrect metadata to a proper format. Like moving artists from the title (feat. Somebody else) to the artists tag Somebody; Somebody else and a bunch more.

    Together with Finamp on desktop and mobile everything is pretty much working as expected.


  • I’m running this on a 7900 XTX with 32GB RAM. No issues so far. According to their instructions, Nvidia is a little bit more involved but it should perform the same on consumer or pro GPUs.

    I assume decause it’s using Docker, the more RAM the better.

    Docker has pretty much no overhead, so you only need enough RAM to run the games/sessions you want to run in addition to your regular desktop.


  • They don’t do the same thing: Sunshine is intended to stream a single physical desktop.

    Games on Whales runs headlessly and creates virtual desktops for each session in a Docker environment.

    For example, you can create an instance that runs at 800p so you can stream to your Steam Deck at its native resolution. You can even still use your desktop normally since the streams run in the background.

    Both of them support connection via Moonlight.







  • Mostly, I’m not big enough to trigger anything there.

    Also, since ISPs usually only get a single humongous IPv6 block, it’s actually pretty hard to know what is okay to block. Somebody might be on a /48, /56 or /64 network but they might also just have a single IPv6 address. Since you’re blocking quintillions of IP addresses with each /64 net, the risk of hitting innocent IPs is high.

    Also also, I’m not sure if Google is actually prepared for such a case. Since all the requests coming from Invidious just seem like legit unauthenticated requests, it’s hard to flag them on IPv6 when the IPs are fully randomized.

    Still, Google is moving towards requiring a login for everything. So I assume that method won’t work for much longer.