

I think Sims 1 was physical only.
As a digital product EA halted distribution of the Sims 2 with very little notice:
On July 16, 2014, Electronic Arts announced the end of support for The Sims 2. As a response, The Sims 2: Ultimate Collection was released at the same time as a limited time offer. The game became available for free download from Origin exclusively following an announcement by EA that they would no longer be supporting the game. This offer ended at 10:00 PDT July 31, 2014.
https://en.wikipedia.org/wiki/The_Sim_2
Oddly it looks like Mac got a version via another distributor not long after ?!
I don’t like the idea of it needing to be patched in.
At launch advanced graphics mode settings could be something that is disabled by default but unlockable (via config.ini setting, console command, cheat code, whatever). Really the implementation isn’t what’s important, just that it is opt-in and the user knows that are leaving the normal settings and entering something that may not work as expected.
Then if they are still supporting the game later the defaults can be changed with a patch but if the devs don’t have that opportunity the community can still document this behaviour on sites like www.pcgamingwiki.com.
It would instantly break compatibility with >99% of windows software.
They are trying with Windows S but i don’t think it has much of a market.
Stupid article needs a before and after comparison.
Instead it has way too many ads.
“It’s a bit technical,” begins Birdwell, "but the simple version is that graphics cards at the time always stored RGB textures and even displayed everything as non linear intensities, meaning that an 8 bit RGB value of 128 encodes a pixel that’s about 22% as bright as a value of 255, but the graphics hardware was doing lighting calculations as though everything was linear.
“The net result was that lighting always looked off. If you were trying to shade something that was curved, the dimming due to the surface angle aiming away from the light source would get darker way too quickly. Just like the example above, something that was supposed to end up looking 50% as bright as full intensity ended up looking only 22% as bright on the display. It looked very unnatural, instead of a nice curve everything was shaded way too extreme, rounded shapes looked oddly exaggerated and there wasn’t any way to get things to work in the general case.”
This should have been easy enough to illustrate.
Edit:
Here is a greyscale illustration of a similar phenomenon:
From https://www.odelama.com/photo/Developing-a-RAW-Photo-by-hand/
Of course in reality it get a bit more complex when we perceive colors as having different brightness too:
From https://www.vis4.net/blog/avoid-equidistant-hsv-colors/
Alternative link for the same story:
Do you mean this quote from Nintendo"s submission to the court?
Nintendo has reason to believe that other accounts active in the SwitchPirates community may also have been controlled by Defendant, or else reflect other individuals who have worked alongside Defendant.
This is a very open ended statement, its not limited to alt accounts at all.
They are targeting exactly one person that they are in litigation with.
I don’t know about that, they seem to be saying they are looking for his associates (emphasis mine):
In the course of our investigation, we also became aware of multiple other online actors who appeared to have a role in the Pirate Shops. However, we were unable to determine the identity of locations of these other actors with a sufficient degree of certainty to name them in the initial complaint.
[…]
However, because Williams allegedly evaded Nintendo’s attempt to serve him, and then didn’t appear in court, Nintendo argues in its filing that this meant they were unable to find these identities through discovery, and as such is seeking the subpoenas.
You can play with the filters here:
https://steamdb.info/sales/?min_discount=80&min_rating=80&min_reviews=500
Posted exclusively as screenshots attached to tweets.
Here is a sample pulled at random:
Largely speaking compatibility is uncertain across any two console generations.
On these platforms physical media represents license transferability.
It’s not really new though. They launched with a digital only PS5, too
The positioning there was a bit different. The “PlayStation 5” was presented first with the primary name while “PlayStation 5 Digital Edition” was presented as a secondary optional variant.
In comparison for the Pro the digital nature of the console is not mentioned in the announcement video at all.
Oddly even the blog post of the announcement didn’t include it in its main list of compatible hardware:
PS5 Pro fits perfectly within the PS5 family of products and is compatible with the PS5 accessories currently available, including PlayStation VR2, PlayStation Portal, DualSense Edge, Access controller, Pulse Elite and Pulse Explore. The user interface and network services will also remain the same as PS5.
It does mention it later but the change in focus from disc drive as default in 2020 to digital only as default in 2024 is a new position for the company.
I’ve got about 40 PS4 games on a shelf and a smattering of PS5 ones. […] I do need a PS5 disc drive.
Its a fair issue.
(Not a surprising one, the all digital console does what it says on the tin.)
But it is a fair issue to raise as a defect with the proposal the Pro offers.
This 160 figure was announced on the PlayStation podcast back in April.
It defaults to 10% but developers can set a higher or lower rate at their discretion.
I feel the same way about EA, they did The Simpsons Game in 2007 for Nintendo DS, Wii, Xbox 360, PS2, PS3 and PSP.
Then The Simpsons Tapped Out for mobile in 2012/13.
Since then they have done nothing with the license for a decade ?!
If I had bought a portal I would be disappointed if they offered a standalone device so soon. It would feel like a bait and switch.
I’m all for them offering the best products they can at any point in time but it would feel like they started with a gimped starter model so people who upgrade end up buying both.
Interesting:
A Season Pass must include at least one released DLC when it is made available for purchase*
.*with the exception of Season Passes included in a Pre-Purchase of a deluxe edition.
[…]
You may include a Season Pass as part of a game’s pre-purchase. […]
When a Season Pass DLC is in pre-purchase mode, you are not required to release at least one DLC in the Season Pass at the time it goes on sale (as you are usually required to do when you launch a Season Pass). However, when the game launches, you will need to release the Season Pass out of pre-purchase–this will entail releasing at least one of the DLCs included in the Season Pass.
My reading of this is that deluxe/gold/ultimate editions will need to include some “day one” DLC content. Many of them already do but publishers are now further incentivised to include something small like a bonus skin if they want to sell the season pass before its major content is ready.