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.
gwheel
My hope was we would see a slow shift after he was out of office like with Bush, but now I'm convinced he'll be the next Reagan. Decades from now we'll still be feeling the consequences while they talk about how he was the last great president who you could really trust.
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.
The less wealthy the neighborhood the more likely private schools do better.
That's because private schools act as a filter for the families that can afford them. Kids from poorer families are more likely to have an unstable home life, insufficient access to meals outside of school lunches, and other things which are the biggest factors in educational success. The voucher system takes funding from the public schools used by the poorest kids and gives it to the private schools used by families that could already afford to go elsewhere.
Private schools can also arbitrarily accept/reject students which gives them an advantage in outcome metrics.
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.
- Motion smoothing is not supported
- It doesn't automatically switch audio output
- Base station sleep mode doesn't work
- Performance was generally worse than windows, pistol whip had regular frame spikes
I've got the gen 1 vive and a 1070, so other headsets or better gpu driver compatibility could fix that.
They're completely caught in the misinfo and still cheering him on. Anyone getting hurt must have deserved it and if they're getting hurt it just shows how important it is to hurt the others back.
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'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.