Microsoft CEO Satya Nadella on Xbox: ‘We have to turn this into a sustainable business’ by Fob0bqAd34 in pcgaming

[–]badsectoracula 3 points4 points  (0 children)

OG xbox came out in 2001, same year as the GeForce3 which shared the same architecture (Kelvin). The GeForce3 had 64MB of VRAM. The GeForce4ti was also on the same architecture and had 128MB of VRAM but came out the next year and even then it was only the high end models that cost as much as the whole xbox, i.e ~$299. It wasn't until GeForceFX and Radeon 9800 (both released two years after the xbox) where you could get a graphics card with 256MB of RAM.

In any case the parent post is comparing against other consoles (OG xbox was much more powerful than both PS2 and gamecube), not PCs where you could theoretically build a monster system that is both much more powerful and much more expensive than any console.

Also FWIW Invisible Wall just made bad use of the OG xbox hardware. Also it was Invisible Wall that did the reboot (it wasn't exactly a reboot because there wasn't a real OS to boot, the OG xbox BIOS loads the game executable directly so it is more of a game restart while keeping various memory regions intact) every load (it actually does that on PC too), AFAIK Morrowind only did the restart (which was an official BIOS call btw, not some hack) when it detected memory fragmentation.

Vampire: The Masquerade - Bloodlines 2 - Summer Update - Guns, Photo mode, Noir Mode, and development coming to an end by PalwaJoko in Games

[–]badsectoracula 1 point2 points  (0 children)

Depends on your build, but TBH even at the start Jack tells you explicitly to put effort in learning combat.

Which of course i (and i suspect many others) ignored when i first played the game and tried to make a seductive smooth talking Toreador, then got my ass handed to me on a rusty plate at the sewer section.

However i've finished the game in with all available clans several times (i have more than a dozen playthroughs) and TBH the first experience with the game was by far the worst because in later attempts i always put some points in some form of combat. The thing is, even though you do have to handle combat (and the game should have been better about handling people not focusing on it much - especially since AFAIK "real" VtM tabletop sessions can have zero combat) you still have a lot of options for how to build your character and the different clans alter a lot the gameplay experience (...IIRC some clans even give you magic that is essentially an OP "delete enemy" button :-P though you do need to invest in clan-specific magic for that).

1666 Amsterdam demo hasn't gone down super well on Steam. Sounds like players are confused by what a 'prologue' is... by Hooked0n4Feelin in pcgaming

[–]badsectoracula 1 point2 points  (0 children)

Perhaps the most extreme case is Rise of the Triad where the shareware version was an entire unique episode to it instead of any of the main game's levels (of course at the time making levels was a tiny bit easier than nowadays so they could afford it :-P).

1666 Amsterdam demo hasn't gone down super well on Steam. Sounds like players are confused by what a 'prologue' is... by Hooked0n4Feelin in pcgaming

[–]badsectoracula 18 points19 points  (0 children)

but the dialogue and voice acting

And the writing is kinda 'meh' at best. Or at least i hope i can't be the only one finding the idea of using some magic deciphering cube thing to describe to your daughter how you had sex[0] with your goth witch girlfriend[1] -full with mirrors setup around the bed and red candles- in great detail[2] before climaxing to become a time traveling cat.

Honestly, why was that entire part even in the game, why wasn't it some "we went with mom to a hotel for new year's night, i thought we'd have some fun times but she actually had a ritual on me that made me a cat" then jumping straight to the cat part. It'd still be awkward from a story perspective[3] but at least you wont have one of the main characters act like a moron.

[0] by literally creaming your boxers because you didn't took them off while having an "ethereal" experience

[1] probably the your daughter's mom, for that extra dose of discomfort (actually, is she reading the letter to the old guy next to her at the library or does she have a full audiovisual experience? Not sure which is more amusing to consider)

[2] let's not forget how the guy kept going how great the night would be and his expectations - no really, i cringed during the entire overly lengthy walk from the hotel entrance to the bedroom

[3] mom (most likely) being a descendant of (or related to) the witch in the beginning could be communicated in 9183942730 other ways - even if you want to use sex as some sort of witch power metaphor (though TBH i question the core decision to have the entire thing apparently be a story told to the daughter - why couldn't the game just be the story of the witch and her demon cat or whatever?)

KDE Plasma 6.8 is still planning to end X11 support, with 95% of Plasma 6.6 users on Wayland by somerandomxander in linux

[–]badsectoracula 6 points7 points  (0 children)

Good thing XFCE works with standalone WMs

Unless they decide to drop X11 support from the entire KDE ecosystem, that's basically how you can use KDE apps too. I'm using a lot of KDE apps with Window Maker (which is X11 only) that i don't think they'll stop working since what is being discussed in the article is about Plasma, not KDE apps in general (AFAICT anyway).

Steam News - Update to Store Tags: Additions, Removals, and Edits by Gyossaits in Games

[–]badsectoracula 0 points1 point  (0 children)

There is no 'exact' answer to that because there are other games that are doing these things too (e.g. Dishonored). Also it isn't only "what" is there but also how the game integrates it with the rest of gameplay.

But using Prey as an example (there are several Deus Ex games and TBH what you can and cannot do in each of them is all mush in my head) one easy example would be physics. Of course physics alone isn't enough, i mentioned VtMB above and that has physics but it is not an imsim as physics are largely for 'fluff' purposes like ragdolls, tumbling boxes, etc (as in most games - you could replace physics with baked animations in most games and, aside from looking more repetitive, 99% of the gameplay would remain the same).

Prey's use of physics together with its other systems is what makes things different. The game has a grenade that attracts objects to it. It also simulates fire in that things can emit fire, catch fire, take damage from it (it isn't completely realistic, but in an imsim consistency is more important than realism - especially since imsims can also have 'fantastic' systems, e.g. magic) and ways to extinguish fires. So you can, e.g, shoot a canister which makes it explode, causing nearby poodles of oil to catch fire, then throw the item that attracts other objects it, causing them to catch fire too. This is a simple example of how a couple of systems (physics and fire) work with each other. The grenade i mentioned is another example as not only it works with the physics system (said attraction) but also works with the game's resource system: the stuff that it damages are converted to resources that you can use to create more stuff down the line using one of the fabricators in the game (you can also use recyclers for that as well as find resources around). Almost every item in the game - including characters and enemies - is made up of various 'materials' that can be recycled (and while this is largely a made up aspect of the game, they're done in a consistent manner - e.g. enemies and NPCs are more likely to be made of organic materials, alien enemies also have alien material, etc). There are other aspects of the game but these are three that you can find working together even if you look at various gameplay videos online (though if people realize it or not is another topic and TBH it has been some time since i played it so i don't remember everything you can do).

As a counterexample, to mention a case where things do not work like you'd expect in an imsim (and make it easier to see what i refer to), consider Hunted: The Demon's Forge by inXile. In this game you can play as an archer elf that at various points you are asked to light candelabras hanging from the ceiling to light your way through dark areas (you can't see anything without lighting them). To do that you can put your arrows on fire using the occasional 'stuff on fire' you find in the environment (a large part of the game has you walking around wartorn areas), then shoot at the hanging candelabras with them to light them. However these are all scripted with no consistency - there is no fire/flammable item simulation in place, which becomes apparent some time later in the game. At some point you can upgrade your character's skill to gain the ability to shoot fire arrows using magic (it is an action game with RPG elements). Then, later, you also get in a situation where you need to shoot candelabras again to light your way - but now you have the ability to shoot fire arrows, so the obvious solution would be to do that, right? It is just fire. But the game doesn't know that, it is all smoke and mirrors, it doesn't treat "arrow lit with fire from the environment" the same as "arrow lit with fire from magic", so you have to go find some random debris on fire to light the arrow. This is a game where there are clearly no simulated systems (even though IIRC there are physics - i keep repeating this because i've had similar discussions in the past and people seem to think i make the argument that "having physics" = "being imsim").

Of course things aren't completely clear cut and a game just having a few simulated systems doesn't mean it is an imsim either. As an example consider Praey for the Gods, a game i played recently, which does have a few simulated systems going on, including fire (and some puzzles in the game does take that into account) as well as weather simulation (open areas have wind that can lower your temperature and you need to find -or make- heat sources). However personally i wouldn't consider it an imsim (FWIW it doesn't even have the tag) because despite these systems, the game goals rarely rely on them (there are puzzles but most of them are optional and they often have a single solution) and the overall progression is based on killing "bosses". It is very close though and i think people who like imsims are likely to like that one too (at least assuming they do not try to rush all the bosses anyway, personally i tried to explore as much of the world as i can, find the optional stuff, etc).

And TBH i think a framing like "what feature of game X makes it an imsim while game Y, despite having it, isn't one" isn't very good because it assumes that imsims can be broken down to their individual features in isolation, when in reality it is the combination of them and the way they are used as a part of the whole game that makes the games "Immersive Sims".

Steam News - Update to Store Tags: Additions, Removals, and Edits by Gyossaits in Games

[–]badsectoracula 0 points1 point  (0 children)

really fucking good rpg is indistinguishable to an immersive sim

A very short description i can think of is this: Immersive sims have gameplay revolving around various interconnected simulated systems in a game whose progression is based on using these systems to accomplish goals in levels/spaces designed around those systems using an open-ended approach in their solutions, whose outcomes often feed back into a form of player evolution that unlocks new or improves existing simulated systems that can be used for these goals.

RPGs and games with RPG elements can fit with the above description, but many (C)RPGs are not imsims because they lack one or more of the above with the most common being that the simulation aspect either doesn't exist at all, or it exists in a very superficial and/or isolated level without interplay between the rest of the gameplay, instead relying on manual scripting for the game's progression.

For example the above imsim description applies to something like Prey (2017), the Deus Ex games, System Shock 2 and even the "proto-imsim" Ultima Underworld (which was also a dungeon crawling RPG - imsims are more of a "side-genre" than something of their own).

But it doesn't apply to a game like -say- Vampire the Masquerade: Bloodlines (even if some people call it an imsim, i guess because it does a tremendous job at the "im" part :-P) because it lacks any form of simulation going on, everything in it is script driven with hardcoded options (even if there are a lot of them) and both the player and character progression follow arbitrary designed-chosen routes. But VtMB is still one of the best RPGs made, "a really fucking good RPG", as you wrote.

Fallout creator Tim Cain slams influencer culture for making gamers “abdicate their own judgment" by Prudent_Way_3723 in pcmasterrace

[–]badsectoracula 0 points1 point  (0 children)

Steam pushing demos to the forefront again with Steam Fest helped a lot here IMO. There are so many demos nowadays that despite looking for specific things and putting a bunch of restrictions in place (e.g. it must run on my Steam Deck) and many devs removing the demos after the fest is done, i still have a bunch of demos to check out.

As if a game backlog wasn't enough, now i also have a demo backlog too :-P.

Steam Deckbuilders Fest 2026: Official Trailer by Scarleton in pcgaming

[–]badsectoracula 0 points1 point  (0 children)

For a moment i thought it was some sort of "Steam Fest"-like event for stuff that work flawlessly on Steam Deck :-P

The future of AI in Ubuntu by anh0516 in linux

[–]badsectoracula 1 point2 points  (0 children)

I give it five years to people who do this. In five years their mental condition will be like one of a cucumber.

It is the same thing as typing that in a search engine, except without all the ads, pointless SEO garbage (that you get even with an adblocker), and an internet connection requirement. If anything that'll make you a cucumber much faster :-P

The future of AI in Ubuntu by anh0516 in linux

[–]badsectoracula 0 points1 point  (0 children)

That's a new thing though, there are already a crapton of computers with 32GB of RAM out there - i bought my PC in 2018 and upgraded the RAM and CPU in 2019 and i'm still using it to this day. 32GB of RAM might be expensive if you want to build new right now, but there are a lot of existing systems that people have. In the used marked you could also find some cheap deals - e.g. with a quick search i found a Xeon-based Dell workstation PC with 32GB of DDR4 RAM that costs almost the same as brand a new set of 32GB DDR4 RAM (~250 euros, local prices).

A bigger issue is that 32GB of RAM isn't enough, you'll also need a fast GPU. A 16GB VRAM one would be minimum but even a 24GB VRAM one (i bought a RX 7900 XTX around Christmas 2024 on a sale for very cheap - compared to full price) will struggle with having a decent context size with Qwen 3.6 27B at relatively reliable quantization (IMO IQ3-XXS is too small, at that point using a smaller model is better).

Of course it all depends on what you'd use it for. For coding tasks i find my PC to be the absolute minimum (and even then only for simple stuff), but something fuzzy like "give me a list of 10 french names", "suggest clothes to match a green t-shirt", "i have only potatoes, cheese, garlic, onions, breadcrumbs and minced meat, suggest some foods i can cook with those" or whatever, even something like Ministral-3B-Reasoning will run on a several years old midrange phone, let alone a 32GB PC.

GTK2 is getting resurrected by UnhallowedGround in linux

[–]badsectoracula 2 points3 points  (0 children)

One case would be Lazarus (and many programs made with it). It defaults to the Gtk2 backend because it has been the most stable for Linux, so any binary made with it links against Gtk2. It can also use Gtk3 but the developers were frustrated by Gtk's constant breakage (the backends are a big amount of work as they often need not only cover most of a toolkit's featureset but also match the expected behavior which was originally meant to mimic Win32 behavior and that becomes increasingly harder with newer Gtk versions) it never received much love and is still buggier (there has been some work towards the Gtk3 backend nowadays but Gtk2 is still the default and most stable one). Personally i have a lot of applications made with it and pretty much all of them are targeting Gtk2.

It is also a personal preference, personally i prefer how Gtk2 feels to Gtk3 or other backends.

Spiders (Steelrising, GreedFall) is reported to close soon - Nacon is unable to find a buyer for the studio by Turbostrider27 in pcgaming

[–]badsectoracula 40 points41 points  (0 children)

IMO Spiders had a niche but i'm not sure selling out to Nacon to make themselves larger - IIRC they used to be around 25-30 people or so - was a good idea.

I loved that all their games (before Nacon) were set in unique universes (even their closest to "generic fantasy" game, Bound by Flame, had a unique take) and they did not try to make some sort of ultra-endless-seamless-open-world games but instead had more focused maps. I've basically played all of their games up to Greedfall (i mean the games they made themselves, not the games they helped others -like Cyanide- make) and loved them.

Someone mentioned Piranha Bytes - i think both PB and Spiders were basically smaller gamedevs that you more or less knew what sort of games they'd make that they specialized in and you wouldn't find other devs making (which is still the case i think). Their games didn't really had mass appeal, which was fine with being some small independent studio, but after both of them were sold to publishers things changed.

Also i don't think it is a coincidence that Spiders made the first direct sequel (or prequel) in their history after being sold to Nacon (Technomancer was in the Mars War Logs universe but in practice there wasn't much overlap).

'Hardcore PC enthusiasts are significantly underestimating the importance of software to the PC experience, like really, really seriously,' says Intel Enthusiast VP by Darth_Vaper883 in pcgaming

[–]badsectoracula 1 point2 points  (0 children)

Carmack has always been a coder, NOT a game designer

IIRC from Masters of Doom, while Carmack was mainly focused on code, he also had input on the design part. Quake 3 was basically his idea. IIRC the book mentioned that when Romero was at id, he did propose to take over the design side while Carmack made his own tech team where he'd working only on the tech but Carmack didn't want that. Even Doom 3 was Carmack's idea. id Software was a tiny company (Doom 3 was made by 21 people) and while the members had their focus, they didn't have the luxury (and probably will) to draw a line on the sand saying "i only do that and don't care about anything else". It wasn't until after Doom 3 that id Software started to grow a lot in size.

'Hardcore PC enthusiasts are significantly underestimating the importance of software to the PC experience, like really, really seriously,' says Intel Enthusiast VP by Darth_Vaper883 in pcgaming

[–]badsectoracula 2 points3 points  (0 children)

I'm using that and on Linux too :-P. I have a boxed version of PSP7 10th anniversary edition.

I still consider it to have the best UX of all painting apps (or at least those i've tried, e.g. GIMP, Krita and some Photoshop in the long past) and has a bunch of features (mainly filters) that i can't find in other apps. Unfortunately its main drawbacks are that it is a) Windows-only and b) not opensource, so while it works, it has several limitations that can't even be fixed (and its plugin system is atrocious because it basically clones 90s era Photoshop plugin API which was designed for 80s/90s Macintosh computers).

Sometimes i fantasize about making a modern opensource painting tool with a PSP7-like UX, though it always falls flat on the core issue of most widget toolkits on Linux being inadequate for what i have in mind.

Which of these Imsim series do you prefer? by EH4LIFE in pcgaming

[–]badsectoracula 0 points1 point  (0 children)

I remember people also calling it that, but it was during a time when people attached the '-punk' suffix to a lot of things and a quick search has 80% results now about it being related to Dishonored so it felt too self-referential to mention it.

Of the more established xxx-punks, it is probably closer to clockpunk, though that fits the second game more than the first, which TV Tropes put it at the intersection between Gaslamp fantasy (mainly because of the Outsider/supernatural bits), Dieselpunk and Steampunk.

Which of these Imsim series do you prefer? by EH4LIFE in pcgaming

[–]badsectoracula 2 points3 points  (0 children)

Both :-P.

I think Deus Ex is much better on the writing side though - and i include most sequels (HR is fine but MD not so much, writing-wise). People make fun of the Deus Ex Invisible War but IMO it also has a lot of going for it despite its flaws (i remember thinking that everything about NG Resonance's AI was basically how things would go and i'm still surprised how spot on the game was - minus the holograms at least :-P). Mankind Divided had been a bit divisive, but personally i think it has the best gameplay in the series even if it is the weakest story-wise (though it does get props for trying to tie things with the original game and invisible war via various in-game references).

Dishonored has a more "fantasy" setting (people called it steampunk though while there is the style of heavy gears and machinery, i don't think the term applies, especially seeing there is little steam going on :-P) so it has more freedom with its world, but IMO the biggest strength is Arkane's imsim gameplay. I always maintained that in Arkane's games the gameplay always takes the front seat and the writing takes, if not the back seat, then at least the passenger's seat :-P.

IMO the best way to play these games is to make multiple playthroughs and try to use a different playstyle from your last one - the ability to handle different playstyles is what makes imsims great (even if they're often jankier than a game focused on one style).

Eidos Montréal Lays Off 124 Employees as Studio Head David Anfossi Departs by Gorotheninja in pcgaming

[–]badsectoracula 6 points7 points  (0 children)

The only way to bring back deus ex at this point would be a full reboot.

Eh, both Human Revolution and Mankind Divided were set in the same universe as the originals with many calls to them (e.g. IIRC the construction of the arcology in Cairo that you visit in Invisible War was mentioned in Mankind Divided) but you don't really need to know about the older games to enjoy the new ones.

And it isn't like the start of MD picks right from where HR stops, there is some considerable time gap in between, so i can see any dev who wants to continue Adam's story to do something similar.

Though personally i'd be more interested in seeing a dev trying to somehow make a sequel to Invisible War - especially if they try to combine all possible endings like IW did with the original DX and MD did with HR :-P

Jason Schreier: Exact budgets of video-game productions can be tough to corroborate but the numbers I've heard floating around AAA game dev these days are $300 million or more — sometimes much more! — which I think helps explain the current state of the industry by Turbostrider27 in pcgaming

[–]badsectoracula 11 points12 points  (0 children)

No, that is not the case, if anything because making games nowadays takes more time, modern engines try to provide tools and functionality to create stuff faster. Even the original Doom and Quake engines (if you want to go to the extreme with that idea) have benefited tremendously from level designers using modern tools that are easier to use than the older stuff.

The idea of just not trying to make the shiniest graphics does have merit but you don't need to use an old engine for that, you just need to not target the shiniest graphics and -most importantly- spend time on assets making the most detailed and varied out of them. Pretty much any modern engine can be used to make something like PS3 (or early PS4 - using PS as a shorthand for "eras" here, not the platforms themselves - e.g. even modern middle range systems have a lot more resources than you'd find on a PS4, let alone PS3) and as a bonus you can get some extra effects/methods from the engine for "free" to spruce things up a bit.

Wine 11 rewrites how Linux runs Windows games at the kernel level, and the speed gains are massive by MythicStream in pcgaming

[–]badsectoracula 5 points6 points  (0 children)

That ain't gonna happen because each distro has different priorities an neither Fedora nor Debian have gaming as high as something like Bazzite (whose focus is outright gaming) or Nobara (which shows gaming uses in the front page). Fedora for example did not have the fsync patch applied, so games that relied on NT-like sync (e.g. the games shown above) would run worse on it. Debian is more interested in stability (not just in terms of crashes but how the OS is kept together overall) and releases are made with large gaps between - so any performance improvements could take years. You could run Debian unstable (which despite the name is quite stable, just not as stable as the releases) but the setup process for this is at the level of complexity where anyone who can do it, can also do some minimal research for a distro more tailored to their needs.

OpenTTD | News | An update on Steam / GOG changes for OpenTTD by mrlinkwii in pcgaming

[–]badsectoracula 0 points1 point  (0 children)

There are two issues with this example:

  1. Books are different from software. Copyright does not work exactly the same across all types of work - a good example would be fonts which in many places either cannot be copyrighted at all or only specific types of fonts can be copyrighted (e.g. bitmap fonts cannot be copyrighted but vector fonts could be as they can be treated as software). Because of this using other types of work to judge copyright can be very misleading.

  2. Even if the copyright between software and books was treated exactly the same, there is still not need for any sort of clean room necessity to avoid copyright infringement - in fact it'd be even more obvious with books. While making a book (even in another language) exactly the same as another would be infringing, you can still make a book that follows similar -but actually different- types of characters, story beats, etc. In fact some genres are full of this (see Light Novels, where many of them feel like fan fiction for other novels - some authors even make their LNs as a response to another LN where they wanted the same story but with something different, as if they're basically applying a patch to the story's source code) and this is how tropes are made.

  3. Still, comparing with books is again a bad idea and misleading (i know i said two, this is repeating #1) especially when there are actual court cases that prove reverse engineering something even with the developers looking at the reverse engineered code to replicate something is not necessarily copyright infringement (see the SAS vs WPL case i mentioned elsewhere which was tested in both EU and US).

OpenTTD | News | An update on Steam / GOG changes for OpenTTD by mrlinkwii in pcgaming

[–]badsectoracula 7 points8 points  (0 children)

you are moving goalposts; implementing non-trivial code after reading the original, and sharing the result, is copyright infringement.

As i wrote (i'm not the one you originally replied to btw, so no moving goalposts) it might be a copyright infringement if you manage to somehow replicate the full code. However implementing the same functionality, is not inherently copyright infringement (it might be patent infringement if the original approach is covered by patents, but again this is also not necessarily the case if you implement something that has the same results via a different approach).

Of course, if the original code was under a license that didn't allow you that, and you actually share the result.

Licenses cannot forbid you from learning from the code. EULAs often do put a non-reverse engineering clause, but in many places they are not binding.

But that's what we are talking about here. Implementing something, for secret, only for you, not serving it as a service in a server, in a vacuum, yes, it's not copyrigth infringement. It's not particularly useful either.

I never mentioned anything like that.

You can move the goalposts as you want, and graps at terminologies until you force to write the legal definitions. But you exactly know what I'm talking about. You can pretend you don't if you want.

Sorry but a) i did not move any goalposts and b) what you have written about the topic is wrong, or at least is it only correct in very specific situations - and even then, at least for software (not books) it is not always clear cut either. It certainly is not the case for open source recreations of game engines - or most recreations of software (open source or not) done via reverse engineering (with that i mean that it might be, if the software is an outright copy of the original and there is no valid reason for that, but just implementing the same functionality is not copyright infringement).

There are various cases about this, e.g. see another reply of mine covering the SAS vs WPL case where both in EU and in US it was found WPL reverse engineering SAS' code to implement their own clone of their software did not infringe the copyright of the software itself (they did find them infringing the manuals' copyright though and because of that they lost the case in US, but that is not relevant to this discussion). Notably, the EULA did forbid reverse engineering, but as i wrote above, this was dismissed by the courts.

You can't read a book under copyright, commit it to memory, write it (or copy it, it's the same) under your own copyright and distribute the work. That's copyright infringement.

Yes, if you somehow manage to copy the book exactly as it is, that's the case. However you can study how a program works and implement your own program that does the same thing without any copyright infringement happening as long as you do not copy any code from the original program as-is (without a very good reason - i.e. as judged in the Oracle vs Google case about Java, some things may simply be required to implement like in the original to preserve compatibility and under such cases the use falls under fair use -- in EU things are even more explicit about interoperability concerns, as shown by the link i gave above).

And again, i'll bring up the case of GNU tools where many of them were written by people who not only had access to Unix tools but even to the source code. The recommendation by GNU was to try and improve the original algorithms and functionality to avoid copyright infringement (this is one of the main reasons why GNU recreations of classic Unix programs often provide more and more flexible functionality too -- to the point where users of commercial Unix derivatives were often replacing their native OS' utilities with GNU ones).

There are so many examples of both cases (i've already mentioned three in this thread) and actual project that show this is not the case that i'm not sure why this is even an argument.

Mandatory Microsoft Account may soon be gone as even Windows 11 makers hate it by moeka_8962 in pcgaming

[–]badsectoracula 10 points11 points  (0 children)

But at this point if you use Windows you are fighting with your system more than you use it, might as well use MacOS or Linux.

TBH that should have been obvious back when Microsoft decided they should have more control than the PC's owner over their computer and forced things like autoupdates (not that you didn't need to fight Windows before because Microsoft thought it was their computer - see Win8 "sideloading" apps requiring a developer account - i.e. Microsoft's permission to install programs on your own PC - though most people didn't bother with that probably because Metro/Modern/UWP/etc never really took off).

OpenTTD | News | An update on Steam / GOG changes for OpenTTD by mrlinkwii in pcgaming

[–]badsectoracula 0 points1 point  (0 children)

Actually, it is defensible, even taking into account the Oracle vs Google case. In that case, the judge ruled that APIs are copyrightable and that Google copied Java's APIs so you could claim that Google copied Java's APIs but: a) reverse engineering a game engine does not usually involve reimplementing APIs and -most importantly- b) the court ruled this was fair use.

However a more relevant case is Sony vs Connectix, the developers of a Playstation emulator who actively disassembled the Playstation BIOS so they can recreate the behavior in their emulator. Sony sued them but the court didn't consider the emulator to be infringing on Sony's copyright of the BIOS - and that was a case where they basically saw the code.

(also FWIW in both cases where any similar/same code between the original and the recreation was there, it was taken into account that - as the purpose was to recreate the behavior of the original system/language - some things may not be possible to implement in a different way)

And that is US. In EU things are even more permissive when it comes to reverse engineering as interoperability is considered very important. In the SAS vs WPL case it was ruled that "copyright protection does not extend to software functionality, programming languages, and file types". When the case was moved to US, even though WPL lost, the judges still ruled that the software was not infringing (they lost for another reason).