Well, I meant it in the sense of End-Customers.
As you rightly point out Denuvo’s own Customers are other companies.
Well, I meant it in the sense of End-Customers.
As you rightly point out Denuvo’s own Customers are other companies.
The problem are Customers, who don’t just accept things that bring zero benefits for them whilst making their life worse.
But worry not, Denuvo does a great job at getting rid of those.
If only they were just locks.
I think it’s a better metaphor that they removed all windows, made the walls 2m thick cement and replaced the door with a 10 inch thick heavy steel door.
Absolutelly, it makes it very well protected from unauthorized outsiders just coming in … at the cost of living in a bunker with no natural sunlight, stale air, mold and having to push a 2 ton door to get in or out.
Now, some people might be ok with living in such a bunker for their own personal protection, but very few are ok with living in a bunker to protect the software in the computer they have in their bunker from being copied.
People are pissed because Denuvo makes their life harder whilst having literally zero upsides for them personally.
If you’re getting back pain from an office chair then your arse is likely too far forward when you’re sitting and you’re putting pressure on your spine due it being at an angle other than 90 degrees from the seat, or your table is too low, lowering your arms, so you’re bending forward.
You’re suppose to feel your arse pushing against the back of the chair not leaving enough of a hole between the chair and your lower back that you can fit an arm in it, and when your arms are resting on the table (which they should be pretty much all the time if your keyboard and mouse are sufficiently forward) you should feel no pressure either downwards or upwards on your shoulders
I’ve been coding for over 3 decades, often for massive long hours (to the point that by the age of 17 I had RSI due to how my wrists were resting at the edge of the table and some years later when already doing it professionally went to the doctor with chest pain - which I feared were due to a hearth condition - which turned out to be work posture related) and at some point in my mid 20s I moved to The Netherlands and to a company which had its own Ergonomics Consultant (this was back in the peak of the 90s Tech boom so there was lots of money sloshing around) who would come around when you joined and adjust everything for you (they even had tables with adjustable height) and explain you all about the correct work posture.
Been following that advice and haven’t had posture related problems since then whilst always using pretty standard office chairs (always with adjustable height, tough).
I have however seen plenty of people doing the lazy (and stupid) posture of being all the way forward on their chair and quite a lot with arms too low or too high (which is more understandable since most cheap office tables don’t have adjustable height).
It’s not what makes them money so they don’t really have the business incentive for maximizing hardware sales that leads to a relentless pushing out of new versions of their hardware that are barely better than the last one and all manner of tricks for early obsolescence of older devices (things like purposeful OS and App under-performance and even incompatibility with older versions of the hardware).
Also in the big picture of gaming the Steam Deck is tiny and in its early stages, so business-wise is not the time to go down a strategy of relentless new hardware versions and enshittification, quite the opposite.
Absolutely, they’re doing the right thing and as the right thing aligns with their business objectives it’s a bit wishful thinking to claim its because they care so much about their customers as people.
Their patents are not for technological innovative things at all but are for things like "presenting a confirmation pop-up window after resuming a game from sleep” or for in a isometric game projecting a shadow for a character that’s behind something so that the player know it’s there.
They’re the kind of obvious solutions that any expert in that domain would develop independently if asked to solve that problem, and patent applications for shit like that would be laughed out of the Patent Office anywhere else than Japan (and in the US before their Patent System went to shit in the late 90s).
I very much doubt this shit is valid in Europe unless there’s some kind of Treaty that means Japanese patents also apply here. If taken to court in the US such patents would most likely be invalidated - the problem in the US is that the Patent Office will accept any old bollocks obvious to doman experts and containing zero innovation, not that Patent Law actually protects this shit and they will be upheld if somebody has the money needed to dispute them in to Court.
However this is Japan and the Japanese Patent System, so it’s probably rotten to the core.
At some point in my career I’ve actually designed mission critical high performance distributed server systems for a living, so I’m well aware of that.
You can still pack thousands of users per server and have very low latency as long as you use the right architecture for it (it’s mainly done with in-memory caching and load balancing) when you’re accessing gigantic datasets which far exceed the data space of a game where the actual shared data space is miniscule since all clients share a local copy of most of the dataspace - i.e. the game level they’re playing in - and even with the most insane anti-cheat logic that checks every piece of data coming in from the user side against a server-side copy of the “game level data space” it’s still but a fraction of the shared data space in equivalent situations in the corporate world, plus it tends to be easilly partitionable data (i.e. even in MMORG with a single fully open massive playing space, players only affect limited areas of the entire game space so you don’t really need to check the actions of a player against the data of all other players).
Also keep in mind that all the static (never changing or slow changing stuff) like achievements or immutable level configuration can still be served with “normal” latencies.
Further the kind LVL1 ISP that provides network access for companies like Sony servicing millions of users already has more than good enough latency in their normal service and hence Sony needs not pay extra for “low latency”.
Anyways, you do make a good and valid point, it’s just that IMHO that’s the kind of thing that pushes the running costs per-player-month from one dollar cents or less to, at most (and this is likely quite a large overestimation), a dollar per-player-month unless they only have tens of players per-server (which would be insane and they should fire their systems designers if that’s the case).
After over 3 decades as a gamer and tech user this is maybe the single most consistent important benefit for any open platform were you can just install Linux.
The rest is nice but this one means that 10 or 20 years from now your hardware might have been repurposed for something else and still be useful and in use whilst a closed platform will just be more junk in a junkyard or sitting in a box of those things you’ve kept just because you don’t like to throw expensive stuff away but will in practice never use again.
They’re stupidly cheap to operate per user when you have millions of them, which is how companies like Facebook manage to make a profit from merely showing adverts to users and with no subscription fees.
Remember that Sony gets a cut from games being distributed to their platform, so online fees are just them double dipping for extra profits.
They’re stupidly cheap to operate per user when you have millions of them, which is how companies like Facebook manage to make a profit from merely showing adverts to users and with no subscription fees.
I have an Orange PI Pro 5 16GB on a box that smoothly runs a full blown Ubuntu Desktop version and would fit in a pocket though it’s maybe a little too thick (from memory the box it’s about 3x5x2 cm).
Total cost was about $170.
The board itself would fit a thinner box, but you might have to 3D print one.
Mind you, a N100 Mini-PC that costs the same is even more capable as a Linux Desktop, but it’s significantly larger and will definitely not fit a pocket.
You can find cheaper SBCs capable of running a Desktop Ubuntu but in my experience (with a $35 Banana Pi P2-Zero) if you go too far down the price scale Desktop Linux performance stops being smooth, even if the board is a tiny thing.
It was actually quite surprising for me recently when I found out some of these things are perfectly capable Linux Desktops.
Playing Accounting Tycoon on the Steam Deck.
What’s there not to like?!
It’s not about debugging tools.
Different, high level software designs (i.e. architectural designs) which are normally imposed by the game engine, have different probabilities of the developers who are making the code for those to produce bugs, because of lots of factors including things like of how they approach error validation and handling in the engine itself and in which domains does the engine leave the most freedom to coders and which ones does it leave less - some things are pretty safe to leave in the hands of even bad developers, others are not.
The example of multi-threading in Unity should’ve been clear: put a game engine that doesn’t impose a single thread pattern in front of somebody with little or no experience in multi-threaded programming and you will have a huge rate of bugs (mainly critical race conditions) and as it so happens most developers out there have little or no experience in multi-threaded programming. Yet multi-threading can yield far more performance in modern CPU since they’re all multi-core. For that specific game engine a software architectural choice was made to go with a structure that is not as performance but significantly less likely to lead to a higher bug rate when used by the average coder, probably because Unity targets less experienced coders.
Good Senior Designers and Technical Architects don’t design the high level structure of the software for themselves as coders, they do it for the kind of coders that are likely to be coding for it.
Of course the developers themselves also have different capabilities and hence different baseline rates of creating bugs, hence why I said “both”.
It’s both.
The architectural decisions are at the engine level and that stuff has a massive influence on the likelihood of bugs in the code running in that engine.
For example, traditional Unity (not ECS) runs all game code (so the code provided by those coding the game) in a single thread, which avoids A TON of multi threading bugs (as that’s one of the hardest parts in programming to master) but is very bad for performance in multi-core CPUs. Game programmers can fire up separate threads using the standard libraries of the programming language itself and manage them, but everything in the development framework that’s part of the engine pushes them to use that single-threaded model, so only advanced devs bother and only for very specific things.
Also the choice of programming language forced by the engine itself has a huge impact in the likelihood of bugs, but since I don’t want to start a Holy War I’m not going to star pointing fingers at specific languages and criticizing them ;)
The EULA part is the fishy one, since EULAs are not valid in most of the World - sellers can’t just after the sale force a change of the implicity contract which is the sale itself (worse, refuse to provide access to the functionality of purchased software after the buyer has fullfilled their part of the contract) so EULAs legally mean nothing except (apparently) in a handful of US states.
The only “licensing conditions” that legally apply here are the ones agreed between seller and buyer before the sale - determining by payment having been given and accepted - not after the sale.
(Online services get away with TOS changes because it’s an ongowing service rather than a product sale, so the rules are different).
The fishy part is the “taking in account the EULA” since EULAs are not legally valid documents in most of the World.
Licenses explicitly accepted by the buyer before the purchase, sure, EULAs, no, since they’re treated as an attempt to, after the implied contract which is the sale, unilaterally change the contract.
The court order makes some sense because that’s basically to do with inheritance and who gets to inherit what, but the EULA “consideration” is complete total bollocks.
For the link, under the section “Creation of PC DOS”
“In July 1981, a month before the PC’s release, Microsoft purchased all rights to 86-DOS from SCP for US$50,000.[3][10][11] It met IBM’s main criteria: it looked like CP/M,[2] and it was easy to adapt existing 8-bit CP/M programs to run under it, notably thanks to the TRANS command which would translate source files from 8080 to 8086 machine instructions. Microsoft licensed 86-DOS to IBM, and it became PC DOS 1.0. This license also permitted Microsoft to sell DOS to other companies, which it did. The deal was spectacularly successful, and SCP later claimed in court that Microsoft had concealed its relationship with IBM in order to purchase the operating system cheaply. SCP ultimately received a US$1 million settlement payment.”
Gates did good when his mother who was in the board of IBM convinced them to use on their PC the OS made by her son
FTFY
Not just the props - everything thing from Sugar Bombs and Nuka Cola to the interiors of the vault, the abandoned houses and even a certain drive-in theatre - but even story presentation details like the part at the very start of the very first episode where our vault dweller character presents herself in a way that is lot like the choice of character traits in the game.
Mind you, the story develops and goes deeper way faster than in the actual game (you end up discovering way more of the lore in Season 1 than from playing the games, IMHO) and it has of course a lot more depth in the human relationship between characters side, but all in all it feels like home if you played and enjoyed the games.
I’ve had fewer problems with GoG + Lutris in Linux than I’ve had with Steam in Linux, to the point that I had to pirate one of my Steam games in order to be able to run it in Linux (the pirate version runs just fine).
Mind you, I get the impression that older AAA games are the most problematic ones, thought that’s maybe because I don’t run anything with Kernel Anti-Cheat and nowadays don’t really do online gaming (in fact all my games in Lutris are run inside a firejail sandbox with network access disabled).