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Either the article is terrible or this a mere promise by Intel to be eventually better than AMD’s current offering. As I write this, https://github.com/intel/xess is still on version 2.1.0.
After wasting an obscene amount of money on Activision Blizzard, their approach is now:
Fire most developers and have the remaining ones use AI tools to compensate.
Release all games for PlayStation and Switch (2) as well.
End Xbox hardware development and license the brand to 3rd parties who need to make money on the hardware because it’s not subsidized by Microsoft.
Make the competition, Steam Deck and even Switch 2 of all things, look like a steal by comparison.
I’m confident 80% of the people here would make better business decisions.
Hiding the loads would require them to redesign the game.
And that’s why I pointed to Doom 2016 where the porting team placed a wall here and there to reduce the the amount of stuff that needs to be loaded and rendered. There are ways if Ubisoft was willing to but they rather keep the money than to spend it on retail storage.
It depends on why it’s slow.
The transfer speeds of the game cartridge is slower than installing to internal storage or even the new MicroSD Express cards. That’s a Nintendo fuckup but Ubisoft could have taken this into account and either reduce the size of data to stream or mask loading somehow (that’s why I mentioned the doors in Metroid Prime).
If you look at the 3rd party games landscape on S2, it’s clear that publishers don’t want to pay for the full storage on retail cartridges. Ubisoft are just the first to use the Nintendo fuckup as convenient excuse.
Star Wars Outlaws wasn’t done with the Switch 2 in mind, so if the Switch 2 has limitations that the target PC spec or PS5 / Xbox series S doesn’t it’s natural performance will suffer.
Or it’s just an excuse for them to use the game key cards instead of a proper cartridge.
Doom 2016 and Eternal weren’t originally made for Switch either but with a bit of elbow grease and the occasional well-placed wall to limit rendering requirements and the team at Panic Button pulled it off.
FYI: Konami has not delisted Metal Gear Solid: Master Collection Vol.1 which contains the first three MGS games.
Regular price is lower than Delta’s and currently even 25% off on Fanatical: https://www.fanatical.com/en/game/metal-gear-solid-master-collection-vol-1
Do you know if this means desktop Linux apps in general will no longer be supported?
Seems like Google moved to a new framework but X86 support may be a problem: https://www.androidauthority.com/android-16-linux-terminal-doom-3521804/
ChromeOS moves from a Gentoo-derived base that’s relatively close to desktop Linux to Android. Google wrote a technology that lets Linux X11 applications work with ChromeOS‘s display stack. Seems this is not a priority to be ported over.
Edit [2025-08-10]: I need to correct myself. According to https://www.androidauthority.com/android-16-linux-terminal-doom-3521804/ support for Wayland support is in development. I don’t know how much it matured in the months since that article. No idea if / how well it’s supported on X86, though, which is a requirement for Steam.
Microsoft has plenty of console exclusives, so they are on PlayStation and Switch but not Windows for whatever reason. Crash Team Racing Nitro Fueled is one I’m confused why they don’t trust their own platform with.
That said, they don’t trust their own Windows on ARM devices either and those should definitely be capable enough to run games that come to Switch.
https://github.com/microsoft/azurelinux is a thing, yes. Public and fully open source.
Given how much Microsoft wants to shove AI tools every where in Windows, I don’t think this optimisation will make much of a difference.
AMD’s own Windows drivers also perform much worse in low power situations than the open source Linux drivers, whereas Windows game mode (or whatever it’ll be called) is about reducing background tasks that consume RAM. Obviously reducing RAM consumption is beneficial but it’s not the whole story.
What? I have a 2060 and shit runs fine.
Of course. There’s always the ones for whom everything runs fine. These are the ones who aren’t affected by bugs in power management caused by Nvidia drivers because they use desktop PCs and not laptops. These are the ones who still used X11 five years after the rest of the Linux world moved to Wayland and when Nvidia drivers got good enough for Wayland, it’s always “see, how much Nvidia’s drivers have improved a lot since the 2010s!!”
Nvidia is lagging years behind on adopting newer technologies in the Linux graphics stack.
Edit: These days it’s “HDR can cause game-breaking graphical artifacts”.
I don’t run any hardware with an NVidia GPU on Linux any longer, so I don’t have recent first hand experience but I do follow Linux news and every year or so it’s announced that Nvidia is working on the last feature that’s holding back perfection on Linux. NVidia drivers don’t support implicit sync but now that the Linux graphics layer supports explicit sync, the NVidia drivers make the “Final Steps Towards Ultimate Desktop Experience”. Same BS every year. Nvidia is always lagging behind on Linux.
I’ll consider using NVidia with Linux, should NVidia ever enter upstream kernel and Mesa development the same way AMD and Intel do.
I am intimately familiar with Nvidia’s drivers and my random Linux black screens…
Same here. At one point I was very versed in reinstalling the entire Linux graphics stack because the NVidia driver’s kernel module decided that it is no longer compatible with the lastest kernel update.
this is like the one game my 3090 can’t quite handle to my satisfaction
Nvidia and Linux don’t have the best history. Their driver are not open source, so Valve developers have no means to improve performance and fix bugs on a driver level.
Success stories of Linux gaming are usually about Radeon and Arc GPUs whose drivers are fully open source.
The problem isn’t that AI code cannot be copyrighted (public domain is compatible with the GPL). The problem is that AI code may be classified as violating copyright for the original code the LLM was trained on.