

Check out GUN4IR, I put together a two player setup last year and it’s a ton of fun. The accuracy and response time are basically perfect. They also support solenoids for arcade games, but I haven’t had the time to put that together yet.
Check out GUN4IR, I put together a two player setup last year and it’s a ton of fun. The accuracy and response time are basically perfect. They also support solenoids for arcade games, but I haven’t had the time to put that together yet.
Forgejo has an option to mirror a repository and update on a regular interval. It won’t get wikis or issues though. I’ve got mine set up to mirror a bunch of decomps.
I’ve been using the Jellyfin WebOS app, it works well but sometimes will transcode instead of direct streaming the first time something is played. Restarting a few times fixes it though. I also have jellyfin on my steam deck, but I don’t think it does drm apps.
I switched away from truecharts once scale switched to native docker and my experience has been much smoother since. TC had some kind of breaking change every other month, now I only have to worry about breaking changes when the actual apps have a major update.
The transition was way easier than i expected. First I set up nginx pointing to the TC load balancer for every url, so I could swap apps one at a time. Then I used heavyscript to mount the volumes for an app and rsynced them to a normal dir. With that I could spin up the community apps version or a custom docker config and swap over nginx once I confirmed it was working.
Thanks for the info, I’ll give it another try disabling the home environment. Even if I switch to windows for bigger games like alyx to get motion smoothing it’d be nice to run most from bazzite.
For reference, here’s the post I had found about the delay. I’m not using a 40 series card but it matched my experience. https://www.reddit.com/r/SteamVR/comments/118vlrl/fix_for_rtx_4090_and_vr_tracking_input_latency_lag/
It’s minimally functional, I’m dual booting for vr. It felt like there was a frame of tracking lag which got me motion sick in a static scene. I found a forum post suggesting it was a vsync timing delay that steamvr normally accounts for, but you can workaround by playing with numbers in a configuration file. I gave up there, but I ran into some other issues too.
I’ve got the gen 1 vive and a 1070, so other headsets or better gpu driver compatibility could fix that.
No split screen, lan is a ton of fun. Online is entirely server browser, which is fine except that you need to port forward to run a private lobby. I’m hoping this one makes private matches a bit simpler.
I use archivebox, it’s a more general purpose website archiver but it runs yt-dlp against sites to grab videos.
A bit, but more sim racer steering and no boosting. Shoving other racers off the road or into obstacles is still viable and satisfying but it works a bit differently. In burnout any significant impact will wreck the car and force a respawn. Wreckfest cars can take a lot of abuse but damage accumulates until the car is undriveable and gets DNF’d.
This is my go to racer, the handling leans realistic but the damage model is very gamey in just the right way. It’s a ton of fun dragging across the finish line in a car that’s missing a wheel and most of its crumple zone.
Not sure which tv you have, but there is a webos client that works well. It’ll occasionally decide to transcode atmos stuff instead of direct streaming but restarting the movie once or twice gets it to play nice.
There are pc light guns that play fantastically with emulators, but the first HOTD remake still needs a mod to get them barely working so I’m not optimistic here.
Also possible they are putting stuff out early in the hope that public support protects them from the next admin
I’m not surprised eye tracking and adaptive triggers won’t work on PC, but no HDR is unfortunate. I doubt any pcvr games have HDR right now but first we need a capable headset.
I don’t reencode anything, I keep the raw bdmv rip and remuxed mkv for jellyfin. Even if the difference is imperceptible, as long as I have the storage space there’s no reason to spend time fiddling with conversion when it can only make things look worse.
I haven’t used GM since studio, but support for other languages than GML is cool to see
Did the specific games get confirmed? Video basically said two live service games and two smaller passion projects.
I like being to leave a pair of headphones in my bag without having to worry about charging or pairing when I switch devices.
Brave is chromium based, which gives Google control over web standards.
I’m not sure if the author’s point here is “A lot of games emulated Half Life’s scripted sequences but in a worse way and that is Half Life’s fault” or “Half Life’s style of immersion overshadowed immersive sims and sandbox games and that was bad”. I could maybe get on board with the second but you can’t then go praising Naughty Dog because they mixed cinematics with their scripted gameplay.
As the author says, scripted sequences are a tool alongside cinematics and anything else. In the case of COD (I haven’t played a new one in around 15 years, so I’m talking from the perspective of COD4 and its derivatives. I don’t know how anything recent is structured) the briefing screens during loading are literally cinematics delivering narrative in a stylistically appropriate way. They do take away agency via QTEs (which act as resets for the gameplay and limit dynamism) or extended ‘you can jiggle your camera’ cutscenes, but those aren’t inherently bad, and Half Life doesn’t do them anyway.
Outside of maybe two moments in Half Life you have all of your weapons and abilities available, so those scripted sequences are not a cutscene you are forced to jiggle your camera at, but environmental set dressing or one-off combat scenarios. A cutscene showing a tank smashing into the room through a wall would break the flow of the firefight, and having it there from the start would take away the player’s ability to set up an ambush with tripwire mines or one of their other tools. A good scripted event doesn’t reduce interactivity, it is a stimulus for the player to interact with.