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Joined 2 years ago
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Cake day: March 18th, 2024

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  • It absolutely does increase latency though. If I’ve got the option for steady frame rates without frame gen, I’ll take it over frame gen. Frame gen was just about mandatory for Borderlands 4 at launch, and it gave me a convincing 80 FPS. After a performance patch, the game can get 60 FPS on my machine for real with a few of the settings knocked down, and it feels so much better.






  • I’ve crossed that threshold in Dunning-Kruger where I see how much I don’t know, and it’s simultaneously disheartening and stressful. But hell, what am I going to do now? Quit?

    I’m trying to properly learn VLANs and set them up so that I’ve got “self-hosted services exposed to the internet” and “everything else”. So far, the only thing I need to isolate is a NAS with Jellyfin and Komga, but I plan to add more services via a mini PC later. The thing that has made this whole journey frustrating is that every time I try to learn something, even laser targeted, I don’t get the full answer from the first thing I find, and the next answer I find introduces more complexity. I think what I need is a managed switch from my local Micro Center like a Netgear GS108Tv3, to replace the switch currently in my office. Then, if I understand correctly, I think I need to put the NAS (and eventually mini PC) on their own subnet and use VLAN rules to allow traffic to that subnet but not from that subnet to the rest of my LAN. But it’s hard to determine if I’ve even got that right.







  • The old adage is that nine women can’t make a baby in a month, but that doesn’t mean that there isn’t a time and place for large team sizes. Large games employ large teams because that’s the only way they get made. I’m definitely first in line to say that lots of large games could stand to be smaller instead, but there are plenty that I like just the way they are, and they’ll need large teams. That means they’ll be expensive to make.




  • Not so much covered in this article, but the vast majority of the spending is in paying more developers, and executive pay, which is largely in stock, isn’t a large contributing factor. Your favorite game from 25 years ago was probably made by 30 people in 18 months, and now the equivalent level of production value today is made by somewhere between 300 and 1500 people over a longer stretch of time.



  • You’re not playing 500 games per year. Realistically, you’re playing a dozen or so if you’re a real enthusiast. Focus on the ones you like, support them with your time and money, and the market makes more of them. There are so many good games coming out in a year that I can’t keep up with them; I’ve got a spreadsheet and something resembling an Agile planning methodology to get through them more efficiently, and I still don’t have a chance of playing everything that looks good. Hardly any of those have any microtransactions (I definitely don’t buy them in the ones that do), and none of them waste my time.