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Cake day: June 12th, 2023

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  • As some commentators have mentioned, that was mostly fine at the time of Ellesmere (2016ish?) where games wouldn’t so frequently shoot past that limit. In today’s environment, we find that a much higher proportion of games will want more than 8 GiB of VRAM, even at lower resolutions.

    Notably, the most recent predecessor in this sort of segment (RX 7600 series) used the XT suffix to denote a different SKU to customers, though it’s worth mentioning that the XT was introduced quite a bit later in the RDNA3 product cycle.


  • Vik@lemmy.worldtoPC Gaming@lemmy.caAMD Says You Don't Need More VRAM
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    1 month ago

    I can agree that the tweet was completely unnecessary, and the naming is extremely unfair given both variants have the exact same brand name. Even their direct predecessor does not do this.

    The statement that AMD could easily sell the 16 GiB variant for 50 dollars less and that $300 gives “plenty of room” is wildly misleading, and from that I can tell they’ve not factored in BOM at all.

    They blanketly state that GDDR6 is cheap and I’m not sure how they figure.







  • Vik@lemmy.worldtoGames@lemmy.worldDoom the dark ages...
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    2 months ago

    2016 had the perfect balance between story and gameplay to me, in that the player character expressed flagrant disregard for any narrative elements. This was doom 1 af.

    Just keep moving and turn the bad guys into chunks. Need nothing more.

    I fucking hated the loop in eternal. I get that the developers wanted you to play in a specific way, they partially achieved this through arbitrary mechanics like ammo scarcity. I can appreciate that it’s a good game, but I didn’t get on with it.

    The art style went full Hollywood horror, and the exposition was kinda dialed up to eleven by contrast to its direct predecessor. Very much disliked that you couldn’t crouch (definitely more of a me issue, though I think sliding is a missed opportunity in Eternal’s movement repertoire).

    2016’s PvP was imperfect but still fun and much appreciated. Snapmap was super underrated and has many sick community made levels.

    The later games are a phenomenal technical showcase; the absolute posterchild for the Vulkan gfx API, but it’s not very ‘doom’ in spirit to me any more




  • I feel that, I just wanted to set your expectations. I prefer and will continue to use CalyxOS but I have no expectation that they will deliver the same level of protections/mitigations at the OS side as Graphene given their project scope is different.

    CalyxOS aims for a private, yet simple (attainable) Android experience, and I align more closely with their ideology on having a FOSS replacement for Google Play Services in MicroG.

    I suppose one thing you could levarage is work profiles on Calyx to “jail” apps you do not trust, though I’m not sure that meaningfully builds upon Android 15s own application sandboxing.

    Perhaps as a long term goal you could look into making a custom fork of CalyxOS for your device and incorporating parts of Graphene’s hardening but this will be a lot of work.