I’ve always wanted to be in debt to Facebook
I’m confused as to why we are not seeing VR prices going down relative to feature set… Specs are going up, but prices are going up to match them. Has the technology really stagnated like that?
Why aren’t we seeing an ~$800 headset representing an upgrade from something like a Valve Index ($500 at launch)? Why are the only across-the-board upgrades 4x-6x the price?
Still waiting for them to fix latency reporting for AMD 7000 series GPUs
https://steamcommunity.com/app/250820/discussions/3/3802777845426075295/
HTTP is stored in the balls
The text of the LGPL actually imposes some very inconvenient restrictions around static linking:
Convey the Minimal Corresponding Source under the terms of this License, and the Corresponding Application Code in a form suitable for, and under terms that permit, the user to recombine or relink the Application with a modified version of the Linked Version to produce a modified Combined Work, in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source.
https://www.gnu.org/licenses/lgpl-3.0.html#section4
In order to be compliant, you would have to also ship linkable object files of the proprietary application code alongside the executable.
And also the music streaming service you get alongside it, and seamless downloads on mobile, and background playback on mobile, and…
VR has much more stringent latency requirements than normal gaming, because moving your head needs to be in perfect sync with the world “staying still”. The manual calibration needed for this is around 8ms, which is compensating for the render/presentation time of a single frame at 120fps.
It sounds like a nitpick, but I can tell you from experience that it makes a very significant difference.