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Joined 1 year ago
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Cake day: June 25th, 2023

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  • I started with Ubuntu and slowly tried getting used to Gnome over the course of a few months (mainly using windows, every now and then hopping into Ubuntu when not gaming). I learned of KDE, tried it in Kubuntu, and it all instantly clicked for me. I switched over in about a week and haven’t had much reason to boot Windows since.

    It turned out that front-facing experience was incredibly important to me.



  • VRR is fantastic for games, I really notice the difference and I use Wayland because of it.

    The downside to that is (from my understanding) Wayland forces some form of Vsync on everything, so if you don’t have a VRR monitor then games can become very stuttery and have noticeable input lag. There is an option to “force lowest latency” which supposedly allows screen tearing for things like games, though I didn’t test how well it worked myself.

    If people are interested in experimenting, then VRRTest is a great utility to see what VRR is doing and to test various settings.





  • Damn, even if it’s coincidental like the article suggests; those two things happening at once is NOT a good look for Bioware. Especially with BG3 being such a huge success.

    However, some slim silver lining for those being laid off is that EA/Bioware appear to be handling the situation more gracefully than others. From the article:

    McKay said that EA chose to act now to provide impacted colleagues with as many internal opportunities as possible. These changes coincide with a significant number of roles that are currently open across EA’s other studios. Impacted employees will be provided with professional resources and assistance as they apply for these positions. Those departing will receive credit in the game.

    I highlight the last part because removing people from credits is a shit thing to do and I’m glad to see them overtly state this will not be the case. Hopefully this is not just PR BS and the laid off employees get new roles quickly.



  • Even though it was developed by a different team, they did capture the general charm IMO. The story and characters aren’t terrible, some of it I really loved. Like Inquisition and Anthem, it was primarily let down by a lot of management and studio culture issues which have been made very public.

    In my view, Dreadwolf is their opportunity to show if they’ve managed to overcome those callenges or has sucumbed to them forever. I am made hopeful by what appears to have been a well-scoped and managed project in the Mass Effect Legendary Edition.



  • Absolutely. Personal identity is a journey and you never know if you’re at your final destination.

    It’s so sad how it’s used as a tool by transphobes. Arguably worse, is that creates an environment where people are scared to acknowledge it in fear of being invalidated.

    The best thing we can do is continue to build positivity and support for people, wherever their journey takes them.


  • There’s also the simple social factor which gets underestimated. I used to get worked up at work when people would ask questions about stuff I had written documentation about, until I understood that some folk just want that little social connection. They want a person to communicate something to them, whether they’re concsiously aware of it or not.

    It’s also fairly common for people to just not be that good at searching for things. You have to word things in specific ways and learn what kind of sources to avoid and ones to trust. So asking people who do can be a huge timesaver.