Are the streamed data stored in a local cache? Surely the bandwidth costs are going up to the sky with the server sending data to every single player.
Are the streamed data stored in a local cache? Surely the bandwidth costs are going up to the sky with the server sending data to every single player.
I think there’s one key thing you missed: you have never bought a copy of the game on Steam! It’s always been a license. Valve simply made the fact clear now because of legal changes.
so the next question, is this retroactive
So the answer for this is a solid no.
For SSDs this has historically not been the case, there’s no way in hell you could buy a 1TB SSD within $200 a decade ago.
It’s not just DNS. I have this rule in my firewall:
udp dport 15600 counter drop comment "Block Samsung TV shenanigans"
So far, it has blocked 20575 packets (constituting 1304695 bytes) in 6 days and 20 hours.
Anticheats can be very invasive, they can theoretically scan all the files inside your computer (whether it is practically done, I don’t know but it surely feels like it’s been done), take screenshots regularly, send your hardware information, etc. So yeah, if you are someone who takes security seriously…
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I use IPv6 exclusively for my homelab. The pros:
No more holepunching kludge with solutions like ZeroTier or Tailscale, just open a port and you are pretty much good to go.
The CGNAT gateway of my ISP tends to be overloaded during the holiday seasons, so using IPv6 eliminates an unstability factor for my lab.
You have a metric sh*t ton of addressing space. I have assigned my SSH server its own IPv6 address, my web server another, my Plex server yet another, … You get the idea. The nice thing here is that even if someone knows about the address to my SSH server, they can’t discover my other servers through port scanning, as was typical in IPv4 days.
Also, because of the sheer size of the addressing space, people simply can’t scan your network.
If history is any indication then more lock-in will be the future trend. And they will sugarcoat it with reasons such as “this is more secure”.
Indeed. I would love to have a “modernized Morrowind” experience – an RPG game that really nails the role-playing part of RPG, but without the cheesy parts of Morrowind like the unintuitive combat system – but all of us know that it’s just not gonna happen.
This also explains why VPN is a possible workaround to this issue.
Your VPN will encapsulate any packets that your phone will send out inside a new packet (its contents encrypted), and this new packet is the one actually being sent out to the internet. What TTL does this new packet have? You guessed it, 64. From the ISP’s perspective, this packet is no different than any other packets sent directly from your phone.
BUT, not all phones will pass tethered packets to the VPN client – they directly send those out to the internet. Mine does this! In this case, TTL-based tracking will still work. And some phones seem to have other methods to inform the ISP that the data is tethered, in which case the VPN workaround may possibly fail.
Not sure if it’s still the case today, but back then cellular ISPs could tell you are tethering by looking at the TTL (time to live) value of your packets.
Basically, a packet starts with a TTL of 64 usually. After each hop (e.g. from your phone to the ISP’s devices) the TTL is decremented, becoming 63, then 62, and so on. The main purpose of TTL is to prevent packets from lingering in the network forever, by dropping the packet if its TTL reaches zero. Most packets reach their destinations within 20 hops anyway, so a TTL of 64 is plenty enough.
Back to the topic. What happens when the ISP receives a packet with a TTL value less than expected, like 61 instead of 62? It realizes that your packet must have gone through an additional hop, for example when it hopped from your laptop onto your phone, hence the data must be tethered.
If I remember right, the syncing issue was particularly egregious when you run windowed X11 programs on Wayland. So it could be that you got lucky.
It’s the explicit sync protocol.
The TL;DR is basically: everyone else has supported implicit sync for ages, but Nvidia doesn’t. So now everyone is designing an explicit sync Wayland protocol to accommodate for this issue.
You need to enable DRM KMS on Nvidia.
Mine is simply default KDE. The only visible thing I’ve changed is the wallpaper – changes to my desktop mostly concentrate on the “invisible” ones like shortcut keys or setting changes or scripting.
It’s just a notable milestone. For as long as I can remember Linux marketshare never went above the 3.something% mark.
Ackshually you still can blame Windows for not supporting live updates.
Still really good but I wanted it to melt my face like the end of Indiana Jones.
Truly c/BrandNewSentence material.
Seriously though, never challenge Indian and Thai cooks on spiciness. They can be ruthless!
It’s not a fork of wlroots. wlroots is a library to assist developers in creating Wayland compositors.
Usually I sympathize with sentiments like this (“people use X because of uncontrolled circumstances”), but browsers are not one of them.
If you have a website that requires the use of Chrome, then just use Chrome for that website! It’s not an either-or thing – you can install both browsers and use Firefox as the primary one.
And that’s what makes this statement so problematic. You don’t earn anything by staying exclusively on Chrome, when both it and Firefox can work alongside each other.