Steam Link doesn’t work on Linux. SteamVR, ALVR, WiVRN, and Monado work under Linux.There’s more headsets than the Quest.
Steam Link doesn’t work on Linux. SteamVR, ALVR, WiVRN, and Monado work under Linux.There’s more headsets than the Quest.
The bootloader of your phone (if locked) is one of the most secure parts. It’s very hard to get into a modern phones bootloader. In contrast, finding an exploit in a running phone is a lot more feasible.
If a vulnerability was abused to get into your running phone, it will persist until the phone reboots, and the bootloader verifies the core parts of the operating system at startup. In order to persist past a reboot, malware like that would need a vulnerability in the bootloader, or a bypass for its integrity checks.
Alongside that, any background services (“daemons”) that got stuck or became slow over time are forced to restart. Operating system updates can be applied, and working memory is cleared.
In general, it’s just good advice to just reboot your phone once in a while. There’s no harm in doing so.
It really depends how the release turns out. Eye tracking is often used in social VR games like VRChat, and it can help increase peformance, but that often requires setup. The other “features” are not standard or completely lacking in PC VR, like “headset feedback” or adaptive triggers. These wouldn’t be used in any games even if the hardware/software was capable of it.
Compared to the Valve Index, the PSVR2 has a higher screen resolution, OLED, no finger tracking (different controllers), and inside-out tracking instead of base station tracking. It looks like a really good option, at a really good price (compared to other “consumer” PC VR headets like the Index). From what I can tell, you’re not really “missing” any major hardware features when using PSVR2 on a PC compared to an Index (depends on implementation, will be obvious at release). Although the lack of eye tracking when the hardware is capable is kind of a bummer.
Wait this one out for initial reviews, but if those are good, the PSVR2 seems like a very good option for PC VR (Although only “casual”, like playing games, social vr, etc. compared to “competitive” like very high level play at Beat Saber, shooters, etc).
Do note that this is just looking at PC VR exclusive headsets. “Standalone” headsets like the Meta Quest lineup offer similar VR hardware specs at a similar or lower cost. These come with the downside of having to “stream” from a PC rather than using raw display output (for games not natively supported on the headset). The privacy aspect of standalone headsets needs to be considered too. Most run a version of Android, which comes with just as much (or more) telemetry as an average Android smartphone.
As for being tethered, you get used to it pretty quickly. The main problem is that the cable is being used, and will break after some time. They are often expensive to replace, like on the Index. With standalone headsets, the cable is often USB-C and a lot cheaper to replace. I don’t know how replacement cables for the PSVR2 are handled.
Do NOT click the link. Instead, go to google.com yourself, go to your account settings, and “check activity”. If there’s anything suspicious (like an attempted login from another country), reset password and ensure 2FA is enabled. Otherwise, you can safely ignore/delete the email. (But still enable 2FA for better protection)
Afaik the bug was never present in a release. The developer who quit had to jump through a bunch of hoops, and treat it as a security issue, when it only affected people running the latest git commit.
Nvidia does not make x86 SoCs. Even if Valve goes with a separate Nvidia dGPU like in laptops, they would have to abandon their last 10+ years of Linux work, and goals of having a platform which isn’t controlled by Microsoft.
Switch uses the Nvidia Tegra X1
KDE Connect, and if needed, ntfy.sh.
I don’t have a direct source other than the source code of the software they use: https://github.com/mautrix/signal
When using one of their “cloud hosted” bridges, the bridge software (that connects between Matrix/Beeper and other protocols) has to read all message content. Otherwise, it’s impossible to bridge to another protocol. E2EE becomes end (other users) to bridge (beeper) encryption.
With “local hosted” bridges, E2EE stays intact, but messages can’t be sent/received if the device hosting the bridge is unavailable.
In the future, with MLS (a different E2EE protocol), it could be possible to keep E2EE even when bridging to Matrix on cloud hosted bridges.
The linux binary is being used.
Try Proton. Currently, Proton is much more developed than the Linux support for many game engines.
I thought you were referring to Lemmy as a whole. I haven’t visited the linked site, but judging by the post it’s probably AI.
Not the entire site, but definitely some accounts and communities.
iirc NPxSP was getting messy internally, the author went and rewrote a lot of things
On the Steam Deck, while using SteamOS (or other Linux distros), EAC (and a few others like Battleye) run in userspace, not as kernel level.
The intention of Anti-Cheat and DRM is to hide what they’re doing, in an attempt to prevent people from cheating or pirating. Malware often uses similar techniques to hide what it’s doing.
Kernel level Anti-Cheat runs with the highest level of permission on your system, meaning it has access to everything happening on your PC, and all your hardware.
That means kernel level Anti-Cheat can do whatever it wants on your computer, and it’s intentionally hard to figure out what it’s doing. Even though it’s probably not harmful, it shares a lot of similarities with actual malware, and we can’t be fully sure whether it is harmful or not. This is why a lot of people are against kernel level Anti-Cheat.
EAC, afaik, has acted as just an anti cheat, and is therefore likely not harmful to your system. However, like other Anti-Cheats, it is harmful with the standards being set.
That’s, very odd. Just watched the bit about TP2 in the video, and I’m getting nowhere near that on my Steam Deck (non-oled).
Setting everything to low, and FSR performance, it looks awful. There’s very obvious upscaling artifacting, especially during motion. Performance is playable at about 30-40 fps, except in the “starting hub” of the game, where performance can dip to 10fps at times (although no real gameplay occurs there).
With everything being set so low, LODs are clearly visible, even on the small screen. Gaps in signs, thin walls, and stairs are visible from ~5 in game meters away.
On the settings they show in the video, with a fresh save, I get similar numbers in the first couple minutes of the game, but FPS tanks after that. On a save further into the game, I’m getting maybe 20fps (50 when staring at the floor).
The game is still very playable on the lowest settings, and if you’re into puzzle games like The Talos Principle, it’s still a good experience. I’m not normally one to stream my games from my PC, but The Talos Principle 2 is just a better experience with more powerful hardware.
You’ve read your last complimentary article this month.
I haven’t even read a wire article this year.
Saved 83%
And 100% of the quality/context.
Most “standard” messaging apps (that includes signal, telegram) use the “OS provided” push service. On Android, they use firebase cloud messaging, a component of google play services.
Degoogled Android means not having any notifications, unless the app supports UnifiedPush, runs in the background 24/7 (which drains battery), or runs in the background occasionally (which delays notifications).
If the app runs in the background occasionaly, you can “burden” the people on the other side by being slow to respond.
What difference does it make updating the screen 75 times per second if you’re only getting 25 different images per second? The OLED screen (iirc) doesn’t visually change during every screen refresh (if the displayed frame is the same). Limiting to 25/50/75hz would have zero visual difference at 25fps, but would draw more power at higher refresh rates.
They tried that, it’s called UWP. A lot of programs don’t want to be distributed through the microsoft store though, forcing them to use “old” .exe’s