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Joined 3 years ago
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Cake day: June 15th, 2023

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  • This sounds pretty much like the opposite of what the GDPR aims for.

    IANAL, but as I understand Article 5(1)(e), shipping companies need to give good reasons why they would be storing data after they have delivered the package:

    Personal data shall be kept in a form which permits identification of data subjects for no longer than is necessary for the purposes for which the personal data are processed; personal data may be stored for longer periods insofar as the personal data will be processed solely for archiving purposes in the public interest, scientific or historical research purposes or statistical purposes in accordance with Article 89(1) subject to implementation of the appropriate technical and organisational measures required by this Regulation in order to safeguard the rights and freedoms of the data subject (‘storage limitation’)

    My best guess is for handling of complaints. Like, people receive the package, but only open it some time later, just to realize that the contents have been damaged during transport.


  • Disclaimer first: I haven’t played docked ever since I moved to my current apartment, so for about 2 years.

    So, for me playing docked was a mixed bag. The main issue was that upscaling from 720p to 1080p (my TV’s native resolution) never yielded a satisfactory image quality. This means, that I only played games docked, that were relatively light on the hardware.

    Things that worked well were 2D games, obviously, and light 3D games, like Cassette Beasts or the space-part of Elite: Dangerous (landing in Elite was, of course a no-go at native 1080p).

    I also had issues with my gamepad, a DualShock 4, interfering with the WLAN of the deck. If I remember correctly, that has been fixed by a Steam Deck update meanwhile.

    I also had severe issues trying to stream from my desktop to the Deck. It hadn’t liked my desktop’s 16:10 aspect ratio. From what I can tell from the current Steam Link Android app, it seems this also has been fixed meanwhile.

    For the games that worked fine, I have had a lot of fun playing docked though.









  • There are several small differences between the Xbox 360 and the Xbox Series X gamepad. No single point by itself would be a very big difference, but overall it sums up. I have both gamepads in front of me, and will try to make a comparison:

    • The material of the Xbox 360 gamepad feels “better”. I can’t exactly say why, but I think it’s because of its smooth material on the bottom.
    • The Xbox 360 gamepad has bigger analogue sticks, with stronger springs.
    • Similarly, the triggers of the Xbox Series X gamepad are “weaker” than of the Xbox 360 gamepad.
    • I would have sworn that the Xbox Series X controller is a lot lighter too, but turns out, after weighing them both, that the Xbox 360 controller is slightly lighter. It does not feel this way though, with the Xbox 360 gamepad feeling way sturdier and heavier (but, as said, it’s actually lighter?!?).
    • The buttons on the Xbox 360 gamepad feel a lot smoother. They don’t make a “cheap, broken device” noise when being pressed.
      • This also applies to the D-Pad.

    I think the last point - the feeling when using the buttons and especially the D-Pad - is the most important one for me. On the Xbox 360 gamepad the buttons feel like actual buttons. On the Xbox Series X gamepad they sound and feel like a fidget toy. Using the D-Pad on the Xbox Series X gamepad is really annoying, because of the noise it makes.




  • Gamedev here: For non-indie projects it’s not up to the devs to decide which platforms get a native build. That decision is made by the publisher, and usually depends strongly on the estimated amount of extra work needed to make a native version. I agree with your statement, that if devs use ARM development PCs, they get a strong argument to convince publishers to pay for a native version, because porting costs will drop to near-zero.

    However (there always is a “however”): Many devs cannot switch away from Windows. If one develops for PC only, it’s possible. If one targets other platforms too (think: game consoles), one is stuck with whatever development environment the manufacturers of those platforms support - what is typically Windows and Visual Studio. It is kind of a chicken-and-egg problem. Platform SDKs will be made available for other operating systems or processor architectures once enough gamedevs are using those. Gamedevs cannot yet use those because platform SDKs aren’t available for them…

    It’s, to be honest, a frustrating experience… I personally would switch away from MSVC and Windows the moment I get an opportunity to. However, there never was an opportunity up to now… Our previous tech-director was pushing for Linux on dev machines - or rather: “let the devs use whatever they want, as long as it works” - but there never was an opportunity to switch, due to our games’ target platforms allowing only Windows for development…