

Cool, I really enjoyed the base game but thought the end game was lacking. Never got to fully upgrade my car so hopefully the DLC will change that.
Cool, I really enjoyed the base game but thought the end game was lacking. Never got to fully upgrade my car so hopefully the DLC will change that.
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.
Not every disability is magically cured by a controller.
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.
If you are playing on Steam, try the native version but force Steam Input to enabled.
My impression from a recent crash course on Docker is that it got popular because it allows script kiddies to spin up services very fast without knowing how they work.
That’s only a side effect. It mainly got popular because it is very easy for developers to ship a single image that just works instead of packaging for various different operating systems with users reporting issues that cannot be reproduced.
rtings.com has a long running test for burn in on OLED and uniformity on LCD:
https://www.rtings.com/tv/learn/longevity-results-after-10-months
https://www.rtings.com/tv/tests/longevity-burn-in-test-updates-and-results
You have to push them quite hard to get any significant burn in.
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.
Games on Whales has worked really well for me: https://games-on-whales.github.io/
The default setting (at least for KDE) is to only send Meta, Control, Alt and Shift as well as any key you type while they are held.
There is also an option to disable it completely or send everything.
That’s good timing because I just played through The Dark Ages and Eternal is still my favorite.
That’s fine by me. If they open Pandora’s box a little bit somebody will pry it open the rest of the way.
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.
Define “widely”.
According to Google 46.09% of their traffic is IPv6 and most servers support it. It’s mostly large ISPs dragging their feet.
It would be a real shame if someone were to organize a group of Linux players for the launch, to leave negative reviews about how they can’t play the game on their Steam Deck…
I mean, there is end game in that you can go out on missions to collect the parts you need. It just gets pretty grindy and boring without any story missions to do and nothing left to explore.