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sudotstar

sudotstar@kbin.social
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I think their original intent back when Proton originally launched was to just show generic Linux compatibility on any titles if it worked with Proton and was approved by Valve. I’m not sure why they stopped doing that.

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My hope, though I’m keeping my expectations low, is that since these supposed live-service games will be supposedly releasing alongside remakes of the original games the IP is based on, that if the remakes sell significantly better than the live service games it might hopefully inform better decision-making around them.

While they haven’t been controversy-free in terms of their monetization practices, Sega has released a slew of back-to-back AAA games: Persona 3 Reload, Like a Dragon: Infinite Wealth, and Sonic Frontiers, that have generally been complete, single-purchase packages (with a few questionable omissions from base game moved to DLC that I’d consider “regular bad”, but not anywhere near the level of egregious monetization seen in most live-service games).

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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.

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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.

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My Deck and Linux desktop regularly have shader cache updates every few days, but they’re generally tiny and finish near-instantly. I’ve never seen the behavior here of needing to download multiple gigabytes of shaders daily (and I’m thankful for it, with the frustrating data cap I have from my ISP).

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I can see the use case for someone who wants a single OS install on the Steam Deck that does gaming just about as well as SteamOS does, but has a more fleshed out desktop experience (or even just a different one). The linked article goes into detail on various desktop-focused developments within Bazzite that wouldn’t really make sense for Valve to prioritize in SteamOS itself.

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I expect this is simply a case of “Valve Time” on that effort. Perhaps there’s a long-term path towards more “official” SteamOS on these devices, but if there’s any area where HoloISO diverges technically from SteamOS in a way that’s not reconcilable, that’ll be problematic for offering users a “seamless upgrade”.

Long-term, I think it would be slightly more harmful to Valve’s efforts if more manufacturers started standardizing around HoloISO, so I expect that this might be a motivating factor to speed up their efforts to bring official SteamOS to third-party devices.

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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.

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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.

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This change is interesting. The process of creating parameterized blueprints looks a little tedious, but I’m pretty sure that’s just inherent to the idea in general and there isn’t much room to make it better, and I imagine the ease of using such blueprints that are e.g. downloaded from the internet is perfectly fine.

I play a lot of Factorio in multiplayer, with a group where not everyone has the same desire to make blueprints, and we in-general resist just downloading designs off the internet and try to do everything in-house. This leads to a lot of asymmetric gameplay, where e.g. I may design a blueprint and others will use them. I think this kind of change will work well overall for that (complex train systems are now a reality) but might come with the cost of the blueprint producer spending more time faffing around with the blueprint UI.

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