magic_lobster_party

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Joined 6 months ago
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Cake day: March 4th, 2024

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  • It’s generally considered a fact that Linux, along with many other open-source software projects, are more efficient than their propriety closed-source counterparts

    This is not necessarily true. Linux had trouble with Nvidia Optimus, which is a GPU technology that seamlessly switches between power modes. Well, that is if it works properly, which it didn’t for Linux. I haven’t heard it in a while, so I assume it’s not a problem now anymore.

    But it was a big problem where Linux laptops drained batteries much faster because they were using the GPUs at max capacity at all times.

    What I’m saying is that the efficiency of Linux depends on access to hardware features, and that might depend on the vendors of the drivers.

    Also, like it or not, if there’s one thing I envy about Mac is its power efficiency. They usually last really long on one charge.













  • GPL can prevent the linking of external and non-free third party libraries. It can add an increased legal complexity to the code base. It’s difficult for MIT licenses to have that “clashing” between licenses.

    There are variations to GPL that allow the linking of non-free third party libraries. Either way, consult your lawyer before using GPL code.


  • A few potential obstacles:

    1. Use of proprietary third party libraries. Havok seems to cost money for example. I’m not sure how Havok would work out in an open source model, but there are probably many other third party libraries that would stand in the way as well.
    2. Distribution of assets. The game is not much without its assets, and many of the assets can be third party. For example Quixel Megascans. Even old games like Super Mario 64 heavily used third party textures and sounds. Not sure how they would like their assets be distributed freely.
    3. Music. If the game uses licensed music this is a no go. It’s even difficult for companies themselves to release their old games with their original music.


  • Recommendation is part of the service. If they know I like something, then it’s reasonable they recommend me something that’s similar. It’s like going to a restaurant and asking for recommendations.

    Advertising is when things are promoted outside the service. It’s like going to a restaurant and they tell me about Raid Shadow Legends. I don’t want that.

    I think recommendation should be linked to usage data like watch history on that particular service. Location and other external information shouldn’t be used. I don’t want my recommendations depend on which friends I have or recent activity on a different service.


  • I don’t understand why a company like Sony wouldn’t provide you a way to play ps1-3 games on your ps5. I would even be ready to pay for it.

    They want you to buy new games. Not to play your old games.

    PS5 doesn’t support CD, so popping in PS1 games (and a few early PS2 games) won’t work even if PS5 had a proper PS1 emulator. It’s only a matter of time until DVD support will be dropped for future consoles as well.

    Re-releasing old games digitally is also difficult. More from a legal aspect. They need the permission of the holder of the IP. If they want to release Crash Bandicoot again, they need permission from Microsoft, who’s the current IP holder.

    It’s also extra problematic if the game uses licensed music, which became common in the PS1 era. Then they need permission from all the involved artists. The Tony Hawk games are problematic in this regard for example.

    New releases of Sonic 3 doesn’t include some of the original tracks. Possibly due to the potential involvement of Michael Jackson.


  • Moore’s law is not a given. It has been slowing down recently.

    Current games are made for current day’s design of graphics cards. They are very dependent on pixel shaders for example.

    Let’s be hypothetical. Imagine that future graphics cards go all in on ray tracing. Pixel shaders have become a thing of the past and no new hardware support it natively anymore.

    Preservers have two options: either try their best to simulate pixel shaders effects through ray tracing, or emulate it through software.

    Simulating through ray tracing won’t be accurate. Many pixel shader effects can’t be properly translated to ray tracing. Emulating through software can be hard. I don’t think many games even from 20 years ago can be fully run on modern CPUs.