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Joined 3 years ago
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Cake day: June 15th, 2023

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  • This sounds pretty much like the opposite of what the GDPR aims for.

    IANAL, but as I understand Article 5(1)(e), shipping companies need to give good reasons why they would be storing data after they have delivered the package:

    Personal data shall be kept in a form which permits identification of data subjects for no longer than is necessary for the purposes for which the personal data are processed; personal data may be stored for longer periods insofar as the personal data will be processed solely for archiving purposes in the public interest, scientific or historical research purposes or statistical purposes in accordance with Article 89(1) subject to implementation of the appropriate technical and organisational measures required by this Regulation in order to safeguard the rights and freedoms of the data subject (‘storage limitation’)

    My best guess is for handling of complaints. Like, people receive the package, but only open it some time later, just to realize that the contents have been damaged during transport.


  • There can be many different reasons. As others have noted, the by far most likely cause is that the game is CPU bottlenecked. Ark is built with Unreal Engine, so that’s a quite likely explanation, given that Unreal’s architecture really likes to put all the game logic on a single CPU core.

    Ark exposes Unreal’s stat unitgraph console command. Run that in the in-game console to see what part of the game takes how long for each frame. (See: https://ark.fandom.com/wiki/Console_commands#Stat) If either Game or Draw (or RHI, but I don’t think Ark has an RHI thread, it’s Unreal version is too old afaik) is taking longer than GPU, then you have your explanation, namely that the GPU is waiting for the CPU to catch up.

    There would also be other possible explanations, for instance CPU/GPU waiting for each other. This can for instance happen if the game uses scene captures. (I don’t play Ark, so I don’t know if they do - typical use-cases for scene captures would be mirrors, or rendered player portraits). The CPU might request a Scene Capture, is then waiting for the GPU to complete it, then does CPU stuff with its result while the GPU is waiting for work, and only later submits the next frame for rendering… I don’t know how to diagnose this in Unreal without having access to a development build though.

    What I could also imagine is that the numbers shown by the program you are using aren’t taking every kind of GPU activity into account. Might be that they only show load on Vector/Scalar units, and count stalls caused by (GPU-)memory access as “idle”. But that’s just a guess… With the radeontop command you can get a bit more information. (https://archlinux.org/packages/extra/x86_64/radeontop/). Just make sure to run it on a second screen, or to access it via ssh, such that the game has mouse/keyboard focus - otherwise Unreal might reduce framerate.

    And last, but not least: There is always the possibility of a driver bottleneck. I have faint memories (but no link any more…) that the AMD Linux drivers bottleneck at very high FPS. I might remember wrong, but iirc the FPS numbers at which that shows were extremely high - way above of what any display could process, and way above what any actual game could realistically deliver.



  • Have you considered retro-gaming? If the laptop isn’t much older than 20 years it should probably manage to run dosbox, and with it you can get a ton of old IPX multiplayer titles running, for instance Warcraft: Orcs and Humans, Transport Tycoon, or Command and Conquer: Red Alert.

    (Transport Tycoon also has an open source remake, OpenTTD, that can run on a potato. OpenTTD also runs in a browser, but afaik the browser-version is limited to single-player.)

    Edit: Of course there is another thing about dosbox: Back then hot-seat or split-screen multiplayer was much more common, so this might also be an option.



  • I’m currently using Sailfish as a daily driver, and Android compatibility is indeed a mixed bag. I don’t know about Remote Device Attestation, as my banking app luckily does not require it. However, there are also other limitations. For instance, Android apps don’t see that the device has a display PIN set, and cannot access a fingerprint reader (if present), so apps like the Austrian government ID (ID Austria) refuse to work, because they need one of those “security” measures.

    Play Services themselves do work, via MicroG.

    I would never willingly switch back to Android again though. Compared to Sailfish, Android is just unusable jank.



  • Disclaimer first: I haven’t played docked ever since I moved to my current apartment, so for about 2 years.

    So, for me playing docked was a mixed bag. The main issue was that upscaling from 720p to 1080p (my TV’s native resolution) never yielded a satisfactory image quality. This means, that I only played games docked, that were relatively light on the hardware.

    Things that worked well were 2D games, obviously, and light 3D games, like Cassette Beasts or the space-part of Elite: Dangerous (landing in Elite was, of course a no-go at native 1080p).

    I also had issues with my gamepad, a DualShock 4, interfering with the WLAN of the deck. If I remember correctly, that has been fixed by a Steam Deck update meanwhile.

    I also had severe issues trying to stream from my desktop to the Deck. It hadn’t liked my desktop’s 16:10 aspect ratio. From what I can tell from the current Steam Link Android app, it seems this also has been fixed meanwhile.

    For the games that worked fine, I have had a lot of fun playing docked though.











  • Also an “encrypted email host” needs to process the metadata in order to deliver the mail. For mail that needs to be sent to a different server, the receipient’s mail address needs to be decrypted in any case. Even for mail that has a local receipient there is as far as I know (beware: not an expert) no server software that can do this without decrypting the metadata first.

    The connection between the sender/receipient and their respective mail server is encrypted (with any decent mail hoster, at least - and both users can check the encryption in their mail client), so the metadata isn’t publicly readable during this connection.

    Server-to-server communication is a different story though… This could in theory be unencrypted (it almost always is encrypted though), and as a user one needs to trust one’s mail hoster and the mail hoster of the receipient that they support encryption for server-to-server messages…

    Still, I don’t think there is much to gain by adding yet another layer of encryption to the metadata. In the end it’s just going to be encrypted metadata in an encrypted connection, where the same parties have decryption keys for both, the metadata encryption and the encrypted connection…

    With an encrypted message body it’s different, as that’s irrelevant for the delivery of the mail, and therefore no mail hoster needs to be able to decrypt it.


  • The best part is the job opening…

    Actively use and promote AI-assisted development tools to increase team efficiency and code quality

    Probably the boss of the person who had to write the job opening demanded they include something about AI, and the person who wrote it decided to turn their sarcasm up to 100. The only way to make it more clear would have been sarcastic casing:

    Actively use and promote AI-assisted development tools to InCrEaSe TeAm EfFiCiEnCy AnD cOdE qUaLiTy


  • The actual writing of course isn’t pure. Loading isn’t either, but we only support loading on level transition, so we can supply the data already when constructing the game state. Saving is done by gathering all the data that should be saved in a struct, what is pure and happens at a well defined point in the frame, where the game state is known to be consistent (-> I think it’s after all systems have been updated), and then this struct is written out to a file.