FOSS in general needs better means of financial support. While the software is free and libre, developer time is not, and ultimately they gotta eat and pay bills. I hope they get positive results and don’t catch much unnecessary flak.
FOSS in general needs better means of financial support. While the software is free and libre, developer time is not, and ultimately they gotta eat and pay bills. I hope they get positive results and don’t catch much unnecessary flak.
3 or 4 years, including on Nvidia machines. I’ll admit it took fiddling to get working awhile ago. Nowadays I use my desktops AMD iGPU as the main display driver and offload the rendering to the Nvidia card for intense programs or games, best of both worlds.
The original UE5 seemed slightly premature, the 5.1 and 5.2 updates were significant and non trivial to update to. It also seems like a tool that gives you enough rope to hang yourself. Unlike Unity, everyone gets ready access to the full engine source code. Fortnite runs UE5, so the performance isn’t inherently bad.
The headline is pretty misleading. The full quote states this being the studios debut game made several factors major problems. UE5 as the engine, a highly competitive genre, and a new IP made nearly insurmountable obstacles. For comparison, Doom Eternal, their obvious AAA competitor, was from a veteran studio with a legendary IP built on literal decades of custom engine experience. On the other hand, a game like Ultrakill can compete by having an incredibly tight scope.
I think about it like a tree structure for both. With a gui you have to move your mouse around to various places, with a cli each character branches off into another tree. Mathematically you can handle more options faster with a CLI.
The comments from that article are some of the most vitriolic I’ve ever seen on a technical issue. Goes to prove the maintainer’s point though.
Some are good for a laugh though, like assertions that Rust in the kernel is a Microsoft sabotage op or LLVM is for grifters and thieves.