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Joined 1 year ago
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Cake day: June 12th, 2023

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  • Vik@lemmy.worldtoGaming@lemmy.mlCyberpunk replay has been boring.
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    1 day ago

    I’m no fan of the 2077, but thinking of it solely as a shooter is doing it a bit of a disservice given that you usually* have different approaches to in-game situations.

    You can build around hacking, engineering, speech checks, melee combat, stealth cyberwarfare etc.

    I felt that the projectile mechanics were sort of neat but I will agree that I don’t think the game really has legs when merely thought of as a FPS. Perhaps it had some potential in the past, part of their PL govt funding agreement was to release a multiplayer mode as well. I’d imagine that’d focus a little more on gunplay, and slightly less on QuickTime interactions involving hacking and such, but who knows.

    *there are situations which require direct combat iirc


  • I use a keychron Q3 and Q0. They can be remapped / programmed through a web (chrome derivs as it requires WebHID) or desktop electron app called VIA, which at the time of writing is proprietary. I believe Vial (written in Qt) is being brought up, so that may be an option in the future.

    In terms of managing the firmware, the vendor offers a first party web interface (also leveraging WebHID). The QMK Toolbox GUI is only available on Mac and Windows but you can use the CLI on Linux to get into DFU mode and flash your firmware.

    Not really keen on Logitech as a company but I use Piper to program several of their G series mice on Linux. You can check the libratbag support list to see which hardware can work with it.






  • naw unfortunately not. It’s kind of crazy that they nestle each individual engine within a wrapper. I’m not sure of this brings the api level to d3d11, or if they had to work to bring each engine up for that. Somewhat explains why MCC as a whole was so difficult to back port improvements to, like configurable FOV and weapon model placements, frame rate unlocking and interpolation, custom keybinds, missing assets and such.

    it’s kind of interesting seeing the player models rendered in UE when you use the customisation menus; everything looks so glossy and odd.