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A great game I haven’t seen mentioned yet is The Talos Principle (1) that also has a really good native port using Croteams Serious Engine.
Keyoxide proof: $argon2id$v=19$m=64,t=512,p=2$/Bxo7QiXHH/MThwxZ1irnA$S8IDyQY5+tRZjnqvqnYcGQ
A great game I haven’t seen mentioned yet is The Talos Principle (1) that also has a really good native port using Croteams Serious Engine.
Fourthing, my absolute favourite game.
This is arguably less about us few privileged having to create an account on a shitty platform, just like with ea and ubisoft, but more about people from 175 countries not even being able to buy the game just because Sony doesn’t offer their services there even though it’s a singleplayer game distributed through Steam like many of their past games.
You have to keep in mind that this is only about the kernel module (and only for Turing GPUs and newer). The userspace components stay proprietary. You are still not going to use the mesa graphics stack using an Nvidia gpu anytime soon.
I guess it’s good to mention alternatives but imo Kyoo seems to be overkill for a homelab use case as its design goal appears to be to scale much better and serve a high user base and huge library. Just looking at the dependencies or compose.yml
should make this apparent.
Consequently the setup is much more complex and heavy to run compared to Jellyfin e.g.
I could mention that my bare metal server runs a rather unusual setup in that I use Arch Linux on ZFS headless as a kvm hypervisor and lxc containerisation host. I maybe want to migrate it to something else like NixOS at some point since I use nix on Arch on my desktop already but since I know Arch the most of any Linux distro I just went with it and it’s running rock solid for quite a few years already.
Most shells usually default to a truncated version of the hostname that only uses the hostname up to the first dot. Of course one can change that by setting the PS1
env var and using (in case of bash) \H
instead of \h
.
Personally I deactivated pre-caching quite recently actually as I noticed as well this getting quite excessive for certain games. So I now wait until this is a thing: https://github.com/ValveSoftware/steam-for-linux/issues/6486 Seemingly the issue seems to be with games that have a big workshop like A Hat in Time or just huge games like No Man’s Sky. I got 10GB and 5GB shader cache updates daily for these games respectively before I turned it off.
Basically servers and Pis.
If you wanted to host your own site and services, a Linux vps was (and still is) the only choice. Back then it was Debian, nowadays I use Arch on everything. Same with Raspberry Pis when the first one became available in 2012. With university I started using Arch on my laptop and later when Proton and Wayland became good, I moved to it on the Desktop as well.
Sadly with The Talos Principle 2 they moved their entire studio to the Unreal Engine 5 and retired their own engine in the process. Apparently they lost a few engineers working on the engine and also couldn’t have kept up with modern engines without some serious investment (no pun intended). On one hand it’s probably for the better as we got a really pretty game where they could focus more on the game instead of bringing the engine up to speed but it’s also sad to see the entire industry converge around engines like Unreal.