

It’s impressive that’s still the case when SteamOS is running a translation layer that Windows doesn’t have to.
Also, SteamOS is actually a pretty fully-featured OS, and it’s based off of Linux, so it’s not that specialized, besides the UI.
It’s impressive that’s still the case when SteamOS is running a translation layer that Windows doesn’t have to.
Also, SteamOS is actually a pretty fully-featured OS, and it’s based off of Linux, so it’s not that specialized, besides the UI.
BattleBit Remastered
Can confirm I did it like 3 times before I just started installing 3rd party Hall effect switches.
The Lost crown will be available to try for free, before the full game can be unlocked with a single in-app purchase.
Doesn’t sound like it thankfully.
And the entertainment systems crash and bug out all the time so I sure hope the more important systems are developed more thoroughly lol
I’ve used multiprocessing to squeeze more performance out of numpy and scipy. But yeah, resorting to multiprocessing is a sign that you should be dropping into something like Rust or a C variant.
Of the ways you listed the only one that will actually take advantage of a multi core CPU is multiprocessing
Buy a smart TV box like Apple TV or Nvidia Shield. You can get full quality streaming with some ads but not nearly as bad as the software that’s built into some of these TVs.
Note that this is sent at time of syncing rather than being in an archive on the company’s server 24/7
You can probably get it to work in Wine with some effort, and definitely should be able to get it to work in a virtual machine.
I’ve gotten some old games working in a Windows XP vm in VirtualBox, using disk images I made from the old disks.
The GOG release might be easier to get working (GOG themselves are updating it to work on modern OSes, and it’s DRM free so you don’t have to worry about the keys or anything).
The vast majority of games these days handle difficulty levels by simply tweaking the numbers of how much damage you take and deal. They build the game around a “recommended” difficulty and then add hard/easy modes after the fact by tweaking the stats.
Other games simply turn off the ability to die, or something along those lines.
In both of these cases the game is clearly built around the “normal” mode first. I’d be curious to see a clear cut example of that not being the case.
How does the existence of an option you never use degrade your experience?
Palworld content coming to Terraria? That makes more sense than the other way around…
You can’t
“Just follow the build instructions on GitHub”
1000 error messages ensue.
Nintendo is well-known for using emulation in its own products, such as “Virtual Console” releases and the “NES/SNES Classic”. They just don’t like people playing their games in ways they didn’t decide on.
uBlacklist is an excellent add on anyway
Could I run larger LLMs with multiple GPUs? E.g. would 2x3090 be able to run the 48GB models? Would I need NVLink to make it work?
FOSS lightweight ”virtual machine” (it’s not quite a VM but it’s similar conceptually. It’s much lighter on your system than a VM).
Easy to install, setting it up for your use case may take some coding if it isn’t common (bash scripting experience will help).
Stirring up drama and discussion = clicks = money