• 0 Posts
  • 20 Comments
Joined 1 year ago
cake
Cake day: June 10th, 2023

help-circle
  • I think that’s the rub, in my theoretical scenario, Apple is not blocking the distribution or sale of iOS applications through third-party means, they’d enforce their existing restrictions on and power over building iOS applications in the first place. Developers would absolutely still be able to distribute unsigned applications - end user iOS devices would just be unable to install them.

    It sounds ridiculous to me, and as I wrote earlier, it would be a clear violation of the spirit of the DMA, but I don’t see any reason why this scenario would not be technically possible for Apple to pull off.


  • I’m not too sure that these actions violate the letter of the law here, even though I agree that they’re 100% in violation of the spirit of the law.

    It’s been some years since I’ve put the mobile development world behind me, in no small part because of Apple’s shenanigans, but the way I understand how this might work - Apple may be required to allow “iOS software” to be installed from third party stores, but software that runs on iOS must either be signed using a certificate that only allows installation in a developer or enterprise context (which require explicit and obvious user consent to that specific use case, and come with other restrictions such as the installation only lasting for a limited period of time), or through an “appstore” certificate that allows installation on any device, but the actual application package will need to go through Apple’s pipeline (where I believe it gets re-signed before final distribution on the App Store). All certificates, not just the appstore ones, are centrally managed by Apple and they do have the power to revoke, or refuse to renew, any of those certificates at-will.

    If my understanding is correct (I’d appreciate if any up-to-date iOS devs could fact-check me), then Apple could introduce or maintain any restrictions they please on handling this final signing step, even if at the end of the day the resulting software is being handed back to developers to self-distribute, they can just refuse to sign the package at all, preventing installation on most consumer iOS devices, and to refuse to re-issue certificates to specific Apple developer accounts they deem in violation of their expected behavior. I haven’t read the implementation of the DMA in detail, nor am I a lawyer, so I’m not sure if there are provisions in place that would block either of these actions from Apple, but I do expect that there will be a long game of cat and mouse here as Apple and the EU continue to try and one-up the other’s actions.





  • I am very interested in the success of this device. I have, use, and love my Steam Deck, but my biggest hopes for this form factor in the future is it using generational CPU improvements to create a more diverse set of devices, rather than just chasing higher performance.

    I don’t actually play many games on my Deck that toe the line on its performance limits, I prefer to play 2D and lighter 3D games on it, while leaving the “spectacle” games for a more powerful system outputting to a much larger display at a higher resolution. I would love long-term to have a more smaller, lightweight device for portable PC gaming, and I hope that increased diversity in the market, running Linux-based systems (even if it’s all just SteamOS) will help drive towards that. I think that the pipedreams of running x86 games on Linux on ARM on a really power-efficient device, even as unrealistic as they are, are far more likely to occur if there’s a healthy market of Linux based systems, than they would on Windows handhelds given the state of Windows on ARM, and on these devices in general.


  • If Valve is working with Ayaneo to get SteamOS shipped on these devices, then I imagine Valve would have some level of involvement on at least the software support side, even for things specific to the device. If Ayaneo is just like shipping by using one of the existing 3rd party SteamOS installers and not working with Valve at all, then yeah I expect things to be not as smooth sailing as the Deck.


  • I love the DualShock 4 and DualSense controllers’ support on Linux, but I’m not a huge fan of the controllers themselves despite exclusively using the DS4 as my PC controller. I’m perfectly okay with the layout since I grew up on the PlayStation, and in fact prefer it to the mainstream Xbox/Nintendo options due to being the only controller to have a touchpad, and both gyro and analog triggers, but the abysmal battery life on the controllers has been a frustration for my couch PC gaming setup, my fairly old DS4 controllers barely last for more than 30 minutes on battery now. The biggest thing holding me back from buying a new DualSense to replace those controllers is the fact that it, too, has terrible battery life.

    I’m hopeful that Valve’s desire to make a Steam Controller 2 pans out, as I expect that such a device will also provide stellar Linux support (or perhaps already does if it ends up reusing as much of the Steam Deck’s input setup as it can), and would hopefully offer much better battery life than Sony’s attempts.


  • I think this is a good change overall, especially for high DPI screens running at non-integer scaling. I think I personally prefer the older icons as I always run at 100% scaling on my displays and I prefer the “crisp” look of the 1px lines, but I think this is a necessary change to align Plasma with modern display trends.


  • I’m a big fan of the series and would consider it to be my favorite JRPG series, not just for the story but because I enjoy the gameplay it offers as well.

    It’s a fairly “cheap” series to try out and see if you’re into it. The entire series is a singular, continuous story, so the recommended place to start is Trails in the Sky First Chapter, which can be picked up fairly cheaply on Steam, especially during Steam sales. It’s not as long as future games in the series, and is fairly representative of the pacing and storytelling format that later games will follow (though it is considered one of the slowest-paced games in the series). Basically if you’re not a fan of Sky FC, you’re not likely to be a fan of the future games in the series either (especially given that the substantial improvements to gameplay over the series’ 20 year history likely won’t have much appeal to you).

    There are also demos available for some of the newer games in the series (e.g. Trails of Cold Steel III), and while I would not recommend actually playing through those games out-of-order, they may serve as a quick/cheap way to see if the format of the games is right for you.

    I will say that while the combat of the games is rarely very difficult, and the game provides difficulty modifiers to make it even easier if you’d like, that the combat system is still fairly fleshed out and quite good casually IMO, but if you’re really not into doing it even at easy difficulties, one option (PC exclusive) may be to download completed game saves and play through the games on New Game+ and completely trivialize the combat.




  • It’s unfortunate, but it’s understandable if effort needs to be focused on a single good UI widget ecosystem fully under Mozilla’s control, rather than living by the whims of the three major desktop UI toolkits they have to support, as well as the hundreds of thousands of web pages that are exclusively designed and tested against Chrome which already has been using non-native widgets across desktop platforms for a very long time. I’m not in the web dev space anymore, but I’d constantly see sites built that were incredibly dependent on the exact pixel sizes of widgets as they would render in Chrome, and would visually fall apart on Firefox, or with other zoom/text size settings.

    UI design across Windows, macOS, and Linux GNOME/KDE have converged enough that it’s probably good-enough if Firefox continues down the path of just theming their own widgets with the OS/user’s color scheme where applicable, and calling it a day.



  • Unfortunately, I think many of the Asypr/Feral ports from the early 2010s, like Civ V, Borderlands 2, etc. fall victim to this. Those ports were amazing for Linux gaming at the time, but due to the fact that they were held back by their macOS counterparts and Apple’s limitations on that platform, as well as the fact that they were third-party ports with far less post-release engagement from the original dev than the Windows versions, have left those versions to languish. It’s a huge shame because those companies did, and to a certain extent still do support Linux-native gaming quite well, but their earlier ports have not aged well and there’s not much that can be done given the opportunity costs for the many involved parties on those older games.

    Civ V is a game I still play regularly to this day, and I basically have to run the Windows version under Proton to avoid crashes on modern hardware, maintain compatibility with popular mods, and play multiplayer with Windows users without terrible game desyncs.


  • It might be somewhat controversial of a take, but to me an awesome-performing Proton version of a game is far better than a Linux version that may be native, but has severe deficiencies and/or lags behind its Windows version.

    To me, my favorite native Linux games would be ones that do things on Linux that are not possible on other platforms. Generally, this would be an “unfair” advantage, as games should strive for feature parity on all platforms within reason, but so often we end up being on the wrong side of that equation that seeing some of the perks of the platform is nice.

    To my knowledge, the only major game I can think of that does this to a certain extent is Factorio, which enables non-blocking game saves on Linux and macOS and not Windows. It’s not a Linux-exclusive feature, but it’s nice that the developers went through the effort to implement the feature on Linux even though it’s not possible on Windows.


  • The reality is that the number of games, even AAA ones, that are releasing at that high a “minimum” performance requirement is incredibly small compared to other games that do release with more modest system requirements. Games that are “just good enough” graphically to go along with their gameplay tend to be the norm, I think, with the few games that really go for pushing visual fidelity being respectable in their own right but not frequent enough to fret about. What will matter the most is what games you want to play and what their requirements are, and that’s basically impossible to project out 1, 3, 5 years out or however long you expect the hardware to last.

    For what it’s worth, I have a Steam Deck and spend a lot of time playing on it, but pretty much every “AAA, big budget => big graphics” game I want to play I’d exclusively do so on my gaming desktop (or remote play on Deck if I want to play it there at all), while sticking to 2D and lighter 3D games on the portable device directly. This is mostly due to what kinds of games I enjoy playing on what form factor, as for example my decision on what to play docked vs portable on the Switch is much the same way, and for about a year after buying the Deck, my desktop hardware was so out of date it was getting generally worse performance than the Deck yet I’d still use the desktop for “spectacle” games, but the necessary graphical quality to go along with that tends to correlate well.


  • Additionally, it’s devices like these, that have proven successful in the market, that incentivize Valve to continue Proton’s development. It’s hard to see given the already insane trajectory Proton’s development was on before the Steam Deck, but now that getting games running on Linux (in at least some form) is desirable by many game developers in order to gain Steam Deck support, Proton compatibility guarantees, and the corresponding development to make that happen, have shifted to before the releases of many major AAA games, and that compatibility work has cascading effects for many other games as well.



  • This is, IMO, the biggest yet least obvious advantage of immutable systems. A traditional Linux environment is “just as safe” as the immutable setups, if only the user/administrator is perfect, never makes a mistake, and always makes the right decisions for now and the future.

    Given reality tends to differ from the above, having a system that, at a bare minimum, provides you the “oh shit go back” button to system-level changes, and at best provides a clear, reproducible, trail of actions, is a huge advantage for long-term stability for all users, experienced or not. I’ve been through the school of hard knocks far too many times maintaining everything from server setups to gaming desktops the traditional way, and have committed to “early adopting” immutable distros for pretty much everything except the gaming setup (given the whole suite of proprietary and out-of-date/out-of-touch applications that are basically necessary in that space and not-fully-compatible with the sandboxes and abstraction layers necessary).