![](/static/253f0d9b/assets/icons/icon-96x96.png)
![](https://lemmy.ml/pictrs/image/q98XK4sKtw.png)
The machine I have running mint is a fifteen year old Core 2 Duo T6600 laptop. Works great!
The machine I have running mint is a fifteen year old Core 2 Duo T6600 laptop. Works great!
As it should be, and I agree that those crazy fast 200+ kW chargers are rarely necessary.
It’s kind of a weird reaction to consumer hesitation and people complaining that they don’t want to wait for charge times as compared to the time it takes to fill a tank. Making charging as fast as possible to address the complaint (while still being one or two orders of magnitude slower at best), because that’s easier than getting people to change their driving habits, or making them realise that they’re always going to start the day with a full charge at home.
Even if all you have is relatively paltry north american 110V at home you need to drive way more than average per day for that not to keep up.
restaurant/charging station combo
The people providing the charging infrastructure here haven’t figured out this important point yet. Gas stations are a terrible place to put chargers, no one wants to stop at a gas station for fifteen minutes to an hour at a time. Charging stations need to be in places people will be stopping anyway, or at the very least places that provide something to do while waiting. Restaurants, shopping centres, tourist traps, whatever.
Here it’s exacerbated by the fact that the fastest chargers we have only deliver about 60kW. Not even close to the 200+ some EVs need to get the fast charging times they advertise. But that 60kW would be perfectly fine if I could spend the time in a restaurant instead of standing around at a gas bar in the middle of nowhere.
Hell, even cheap (or free) “level 2” chargers outside restaurants and shopping malls would be a huge help.
it’ll just let you do that
Pretty much sums up JavaScript’s entire philosophy.
You can give a 400 response a body though. It doesn’t stop you from replying.
This is manipulation to sell more copies and nothing more.
…yes? People who make games do things to make their game appeal to people. Framing that as a negative or unusual is kind of weird. Literally everything any game developer does to make the game entertaining or appealing is “a manipulation to sell more copies”.
It’s not really laziness. Storing as JSON solves or prevents a lot of problems you could run into with something bespoke and “optimally packed”, you just have the tradeoff of needing more storage for it. Even then, the increased storage can be largely mitigated with compression. JSON compresses very well.
The problem is usually what they’re storing, not how they’re storing it. For example, The Witcher (first one) has ~20MB save files. These are mostly a bespoke packed binary format, but contain things like raw strings of descriptions in multiple localisations for items being carried, and complete descriptors of game quests. Things that should just be ID values that point to that data in the game files. It also leads with like… 13KB of zero-padding for some reason.
Bold of you to assume the data in save files is packed binary and not something like JSON where { “x”: 13872, “y”: -17312, “z”: -20170 } requires 40 bytes of storage.
Literally the only reason I ever fire up a different browser. Come on guys.
This article isn’t about browsers or websites, and even acknowledges in the opening that it makes sense as a usability tradeoff in that context.
As someone in the dev team for a “business app”, we probably know about most or all of them, but they’re just not important enough for anyone in management to prioritize them as part of a sprint. It’s also possible no one has given us reproducible steps to make them happen, so we just straight up don’t know what to fix. Usually the former though.
They don’t even have to go down. Staying stable or even going up at a consistent rate are both considered failure states, or at least unfavorable. If the rate of growth is not itself growing then they start worrying.
It’s insane.
Neither of those points invalidate the idea presented.
Just because it’s not a uniform distribution doesn’t mean the average changes. Most people learning a thing earlier in life doesn’t change the average rate. Even if literally every single person learned a given fact on their ninth birthday, that still averages out to the same rate.
As for your second point, you’re conflating “things everyone knows” with “knowing everything”. Obviously people who are 80 still don’t know everything, but it’s not unreasonable to assume they share a pool of common knowledge most of which was accumulated in their early life.
And even if both of those things were valid criticisms, the thing you’re calling out as “inaccurate pseudoscience” is the suggestion that people shouldn’t be ridiculed for not knowing things, rather we should enjoy the opportunity to share knowledge.
Totally agree that a lot of them are poor implementations. Or just have a terrible UX such that it’s almost guaranteed that a layperson is going to set it up badly and have a degraded experience that they’ve convinced themselves is good. Obviously the “correct” thing to do is check every box for “enhancements”, right?
Gaming peripheral software supplied by the OEM being bad is probably the least surprising thing I’m likely to read all day.
As for stereo sounding better, I think in the purest sense that’s always going to be true. Any kind of processing is going to alter the audio to some degree away from the original “intent”. A pure triangle wave from a NES isn’t going to be a pure triangle wave after it goes through any HRTF, good, bad, or otherwise. If you want your sound to be clean then yes, avoid extra processing at all costs.
First, I apologise for assuming you were uninformed. That’s clearly not the case.
I agree that if a game has its own headphone surround solution then that’s preferable to anything external to the game. And yes, turning on both just mangles your sound and should not ever be done.
A theoretical game that doesn’t have its own HRTF doesn’t need to provide full soundscape details for a external virtual surround to work though. It just won’t be as good. If the game can output 7.1 audio but lacks HRTF for headphones the processor can at least use the surround channel positions to inform an HRTF, so that the right rear channel sounds like it’s behind you and to the right, etc. If the game is stereo only, maybe you want your NES emulator audio to sound like it’s coming from the screen in front of you instead of strapped to your head.
All that aside though, OP also didn’t mention games. Maybe he’s got some DTS7.1 movies he wants to watch, in which case HRTF by channel position is the only option.
You should read up on head related transfer functions. Virtual surround is much more than just “an audio equaliser that makes footsteps louder”.
My breaking point was when the dotnet CLI installed as a snap, which of course isolated its environment, which made it unable to interoperate correctly with the projects I was trying to build.
Asinine.
Same setup here, two USB drives dangling from my NUC. One of them is even notably slow for a USB drive. Still not an issue at all for home use. I’d probably need a dozen or more people all watching different things on Jellyfin at the same time before it even approached being a problem.
Literally the opposite of what they wanted.
Windows on a handheld is just bad. It’s that simple. A Steam Deck competitor needs a handheld friendly controller focused interface that is at least as good as Valve’s. Our just straight up ship with Steam OS and use Valve’s.
SteamOS still has many instances of awkward UX and some frankly broken behavior, especially while trying to use community features, it’s just that every other offering has been worse.