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  • Signal notifies users who have your phone number in their contact list; it doesn’t matter if you have them in theirs. It’s an unfortunate side effect of their using phone numbers as identifiers instead of usernames or friend codes or something.

    Still a problem, and you basically need a new number as a workaround if you’re trying to conceal that you’re using it. On the upside, they don’t get access to your profile without your permission, so if an ex sees that you signed up they don’t know if it’s you or if you changed your number

  • Thanks for answering and explaining.

    I feel like you’ve just described a garden. There are no walls. You can just walk out of the carefully curated garden and nobody will stop you. Heck, you can even bring things from outside of the garden back with you. Yes, things aren’t as pretty outside the garden, and yes, it may be a bit intimidating if you’re not familiar with the wild lands of Linux, but that’s just the nature of modern computing (regardless of what OS you’re using).

    By default you start in Steam Big Picture mode, but you can, without doing anything unusual, likely without even needing to read a manual or follow a guide, easily get to Desktop Mode. From there, you can easily install anything that’s available for Linux. You can even install an entirely different OS. At no point does Valve do anything to stop you - if they did, that would be the “wall” in question. And they make it pretty easy to add anything available in desktop mode to Steam, which means you don’t even have to leave the “garden” to play those games.

    You can also, once in desktop mode, easily install Heroic or Lutris (which enable installing games from other third party stores, like GOG and Epic), EmuDeck, or Chiaki via the Discover Store. (You can even install RetroArch directly via Steam.) AFAIK, the repo Discover uses isn’t maintained by Valve, so everything available there is “outside the garden,” as it were.

    If you’re not computer savvy and aren’t familiar with all this, there are tons of resources out there that can help. But even if there weren’t, I struggle to understand how the Steam Deck would be different from any other computer, with the exception being that it provides a console like experience with Valve’s storefront emphasized - and every modern OS I can think of has an app store or GUI package manager, so… that’s not really all that different.

    So I guess my follow-up question is: how could Valve change the Steam Deck to make it not a “semi-walled garden” (optimally without making the experience worse for the people still in the garden)? I can’t really think of anything other than somehow enabling anyone (e.g., GOG or Epic) to add their store as a Steam app and then letting those stores add games to your Steam library - and unfortunately that would be problematic for a number of reasons (both legal and practical).

  • Steam isn’t dropping support for all Macs, just those on Mojave and older, and Apple no longer even supports them. This impacts 2% of Steam customers with Macs - meaning roughly 0.03% of Steam’s customers, or around 46,000 people (assuming 150 million customers worldwide, which would track with historical numbers that end at around 2021).

    Their dropped support coincides with Google ending support for Chrome in those OSes, and Steam has Chrome as a dependency. It’s not just because of having a tiny market share.

  • Steam recently announced that after February of 2024 they’ll no longer support Mojave (a 5 year old OS) and older versions of MacOS, which Apple no longer even supports with security updates. The dropped support is due to Chrome dropping support for those OS versions, and Steam relies on Chrome for some of its functionality. The lack of support also doesn’t mean Steam will suddenly stop working, simply that they are no longer going to provide updates or customer service for it. This impacts 2% of Steam customers with Macs - meaning roughly 0.03% of Steam’s customers, or around 46,000 people.

    Just to be clear, is that what you’re talking about?

  • If you can tell the difference between well-compressed, high bitrate audio and lossless audio played on the same equipment, then you’re in the minority. However it’s pretty easy to accidentally end up with a combo of phone / app / app settings / headphones that results in a suboptimal listening experience, either because you’re using a bad codec (like SBC on any device or AAC on many Android phones) or because your music is being compressed twice. You can avoid the latter issue by streaming uncompressed music or by using a combo that doesn’t recompress your music (like Apple Music -> iPhone -> Airpods Pro/Max).

    It’s also possible that the reason Bluetooth headphones sound worse isn’t because of losing information but because the headphones just aren’t as good as your wired ones. If you get a portable Bluetooth DAC like the Qudelix 5k, you can connect it to your phone and connect your wired headphones to it.

    You don’t have to be happy with Bluetooth. You can buy a USB-C DAC for like $10. Apple’s “USB C to 3.5mm Headphone Jack Adapter” is 9 USD direct from Apple and it tested extremely well. You can use it on any modern phone or on your laptop or tablet, too. (You can also use the Qudelix 5k this way.)

    If that adapter isn’t good enough (maybe it doesn’t output enough power for your high impedance headphones), then most phone’s built-in DACs + headphone adapters would have the same problem. Basically only Sony and LG (RIP) phones ever had especially good onboard DACs and amps, and even with them it would often make more sense to get a dedicated portable setup.

    For anyone who is happy with Bluetooth, though, they don’t have to worry about all this and they get to reap the advantages of the headphone jack’s removal. The extra space can be used for more battery, if nothing else, and it’s easier to prevent dust/water ingress when you eliminate the headphone jack.

    Also, I think you’re thinking of LDAC (by Sony), not aptX (by Qualcomm). LDAC is not lossless, either, but it’s much higher bitrate than anything other than the very recently introduced aptX Lossless, which - under ideal conditions - features lossless compression.

  • In store, it’s hard to tell the difference. They run in a ”Store” / “Retail” mode that amps up the brightness and color saturation to a level that’s often unsustainable (it will damage the TV if you use it in this mode) and that doesn’t translate well to actual content because it’s too vivid.

    If you’re interested in understanding more about modern TV technology / which TVs are best, I recommend checking out Rtings and HDTVTest (there’s a site, a channel on Youtube, a subreddit, etc). The former because the reviews are great; the latter because Vincent explains these things well. He talks about specific technologies like types of OLED panels, different LED technologies, different settings on TVs and what they mean, calibration, etc..

    To answer your question, though: the more expensive technologies are what cost the most, and bigger versions (starting at 55”) also tend to cost more. Right now the best TVs you can buy are OLEDs - specifically, QD-OLEDs like the Sony A95L. A 55” is like $2500. By comparison, a traditional OLED (or “WOLED”) like the LG C3 is half the price - a 55” is $1300 - and nearly as good. (And a previous gen model, like the C2, will be even cheaper, if you can find one.)

  • If ads are inserted at random time stamps and the client reports the watched intervals, then the server doesn’t need to communicate which intervals are ads.

    That could still be bypassed by building a library of ads in the ad blocker, then examining the video feed when an ad is encountered, looking it up in the DB, and automatically jumping ahead as many seconds as its expected duration, but that would be a substantially heavier operation than what uBlock Origin currently does.

    It also wouldn’t enable forcing users to watch the ads, since the client wouldn’t know to enforce an unskippable segment from 1:38 to 2:08. And that’s probably the real reason it won’t be implemented - an executive probably has “must preserve these features” as a constraint, so an engineer wouldn’t even propose this feature to them.

  • One of the ways Signal doesn’t really feel FOSS that I read about was related to third party clients and the official server. Projects wanted to use forks of their client with the official servers. In one case this was just so they could remove nonfree software. In another they were adding minor features (that Signal would have been free to take back into the main build, since they were under the same license). But Moxie said they couldn’t use their servers, period.

  • Signal isn’t much better in this regard. They certainly don’t work directly in the public repos - they have internal repos that they work from and they push updates from them to the public repos after the fact.

    I’m not sure about the current state but when I looked into it a couple years ago, their client side repos were around a year behind. I recall reading some issues stating that the client was so far behind that the server was refusing to communicate with builds of it.

  • I think the idea is to have the final peasant be above the enemy and to drop the “missile.” Assuming the missile is a Small or larger creature, the falling rules from Tasha’s would apply:

    If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.

    In other words, a max of 10d6 damage, DC 15 Dex save to avoid it entirely.

  • I don’t play PF2E, but I checked out the crit rules a couple of months ago and rolling a nat 1 or 20 was still accounted for. From memory, doing that or succeeding / failing by 10+ brought you down or up a degree of success, and those degrees were:

    1. Crit fail
    2. Fail
    3. Succeed
    4. Crit success

    So if the DC was 25, you rolled a nat 20, and your result was a 16-24, you would succeed. If your result had been a 25 or higher, you’d have critically succeeded.

    If the DC was 10 and you rolled a nat 1, you didn’t necessarily critically fail. If your result was a 20 or higher, you’d still succeed (since you were over by 10); on a 10-19, you’d fail; and on a 9 or lower you’d critically fail.

    If you rolled a nat 2-19, though, the impact of the over by 10 / under by 10 would be more noticeable. Vs a DC 15, you would crit fail if your result was 5 or lower and crit succeed if your result was 25 or higher.

    Like I said, I haven’t played with the PF2E system, but my impression is that it would be a big improvement over 5e’s current system without suffering the same issues that most homebrew crit systems run into. It makes critical successes and failures more believable. It encourages DMs to prepare outcomes for the higher degrees of success / failure due to them having a higher chance of occurring. It makes it less likely for crit failures to happen to highly skilled characters.

    And, as a fringe benefit, it also means that you can have almost impossible DCs that are possible only for the most skilled, and even then, only when they’re lucky (like a DC of 40 in a game where the highest bonus you can reasonably get is +11-+19, such that only a nat 20 by someone with such a bonus can succeed).

  • In 2022, Youtube was getting $14 ARPU for free users (from ads) and $120 ARPU for premium users. With premium users contributing so much more to their bottom line, one would think they would strive to keep those users subscribed, but instead YouTube started raising prices and even stopped honoring the grandfathered price points their long term subscribers (like myself) were at. I would have kept paying for my family subscription indefinitely at that price point - which is still several times higher than the revenue they would get from me as an ad-consuming customer - but they opted to not allow that, so they lost all the revenue they’d been getting from me entirely.

    Youtube specific stats are hard to find, but Alphabet is one of the most profitable companies worldwide, with a profit of just under $80 billion in 2022, so your question is honestly irrelevant. The status quo would have been more than enough to keep the lights on. This isn’t about making ends meet; it’s about getting as much profit as they can.

    Even so, the person you replied to didn’t say YouTube shouldn’t run ads or charge for a subscription. They were talking about themselves and their willingness to watch ads or subscribe.

    And because enough people aren’t like that person or like me, YouTube is going to continue to grow their revenue and their user base - for now, at least.