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Cake day: June 11th, 2023

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  • DLSS doesn’t run on older nVidia hardware either as it’s designed to utilize the raytracing and tensor cores of the RTX series. I recall reading somewhere that while it could technically be made to run without them, without the specific cores optimized to do the calculations required it would run terribly. Then again it might just be a blatant lie ¯\_(ツ)_/¯
    FSR on the other hand is designed to run on standard GPU hardware and seeing as the tech is open source they can’t exactly hide any code that would break compatibility with nVidia.





  • I did this with a controller for the longest time. Specifically, the thing was not first/third person byt “do I have a visible crosshair or not”, as that defined if I am directly moving the camera/head, or if the crosshair is like a laser pointer I move on the screen and the character looks towards it.
    I finally had to decide one way or the other with Monster Hunter: World as the sling requires switching between the two rapidly and while you actually can set separate inverts for first and third person, it means you can’t “follow” a monster smoothly while switching to the sling, you need to also quickly flick the stick to the other direction. Took me roughly 20 hours of rather chaotic gameplay for it to finally “click” in an instant.
    I chose non-inverted as it was easier to imagine a crosshair than it was to ignore one that existed.





  • For missing the FOV option, most of the time it’s some boneheaded decision to keep the console and PC games identical, as the console versions are optimized to handle exactly the amount of stuff that could be on the screen at once with the default FOV. There really is no real reason not to add it in the PC version - quite a few games do have a disclaimer akin to “If you increase the FOV, you might see graphical glitches”, but that’s fine.
    As for the super ultrawide there is an actual obstacle, the UI. You often can’t use the same one as you either have them horribly stretched, sitting in the middle kinda blocking your view or spread uselessly all the way at the edges. So someone has to actually do some work to make it work.

    As an example, here’s Starfield super ultrawide comparison between the default FOV and 120 degree FOV. You can imagine the performance cost and possible visual glitches you might get from doing that.




  • But there would be no-one to do so. In a copyrightless world George R.R Martin would need to have another job to pay the bills and wouldn’t be able to dedicate his time for writing, and HBO or anyone else pouring massive amounts of money to create shows also wouldn’t be able to exist as they would gain no profit from what they do as their creations would also be in the public domain. Unless you live in an utopia with universal income and replicators that completely eradicate any need for money or ownership of anything, copyright itself as a concept is vital, the issue is just how corrupted the current system has become - which is mostly due to the greed of Disney.





  • Twitter started with a 140 character limit as that was what SMS messages originally were limited to (and still are, but phones can send and combine them seamlessly), as that was the original way to access it. It has since been updated to 240 characters iirc, but the idea still is that it’s a microblog where readers don’t have to read novels worth from each of the people they follow, and for longer content you write it on your own blog and link to it. But in the age of social media, hardly anyone has one anymore and you end up with this.