• 85 Posts
  • 390 Comments
Joined 1 year ago
cake
Cake day: July 25th, 2023

help-circle



  • Analogue likely doesn’t emulate the hardware at the transistor level, as it’s far more difficult than doing what most software emulators do.

    From an interesting (altough non-conclusive) HN-thread [1].

    Without seeing the code, it’s impossible to know where Analog’s implementation falls on the spectrum of software emulation vs hardware simulation. There is nothing magical about FPGAs that automatically makes anything developed with them a 1:1 representation of real hardware. In fact, there are plenty of instances where the FPGA version of a particular console is literally just a representation of a popular emulator only in verilog/vhdl. In many instances, even the best FPGA implementations of some systems are still only simulating system level behavior. Off the top of my head, one famously difficult case is audio, where many chips have analog circuitry that cannot be fully simulated.

    [1] https://news.ycombinator.com/item?id=37901381



  • Nintendo didn’t put legal pressure on emulator devs for decades at this point, which made devs less cautious about preserving their pseudonymity.

    Now it’s too late and they can’t stop Nintendo from finding out who they are and which mistakes they did at some point over the years.

    Maybe a new generation of emulator developers will be more protective of their identity, by using hosting providers like Njalla or privacy networks like i2p. The latter would limit access (as it requires i2p), which isn’t desirable for most users.








  • I disagree with the notion that it’s better for the cheaters to have an easier time (and less chance of being detected), but you’re right, BattleEye doesn’t solve the cheating problem for GTA.

    Rockstar should fix their netcode and run game server on dedicated server, instead of their customers PC’s. I’d think decting aimbot isn’t the biggest issue, while cheaters are able to break entire lobbies…

    IMO no game should require client side anti cheat except for shooters, where looking through walls and aimbot is actually difficult to detect server side. At least for those is it possible to find valid arguments (except for being lazy).



  • Blender and DaVinci Resolve work better on Nvidia. AMD might work, but it will be a hassle and you’ll likely need the proprietary AMD drivers anyway.

    With Nvidia supporting Wayland and the open-source NVK continuing to get better, you could even switch to open source drivers for gaming at some point, if you prefer.

    Edit: I’ve had enough issues with AMD GPU’s clocking down while gaming, leading to micro stuttering. So don’t buy AMD just because everyone tells you they work flawlessly.

    For CPU and mainboard, everything works well — just don’t buy a random unknown SSD from Amazon, then you’re asking for data loss and random issues.









  • I believe the advantage is that old drivers still work as they are all in the kernel. With them sharing much code it’s not even that big of a disk space issue. Edit: A more dynamic approach would be great though, especially with this size issue popping up.

    In a way it’s great that I’m able to replace any part of my system and it just works without me having to make sure the old GPU driver doesn’t leave some traces behind–altough while writing this the latter part shouldn’t be an issue with Windows auto download and installation of drivers.




  • Creating a wayland compositor based in wlroots is much more work than an X11 window manager. And then there’s quite a bit of work to keep up with new Wayland protocols.

    But I personally don’t think there’s a need for more compositors, since the existing compositors do support all kinds of tiling.

    E.g. river has custom layout providers, which allows for creating completely custom tiling behaviour. There’s even a hyprland plugin which implements river-layout-v3.