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#horizon — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #horizon, aggregated by home.social.

  1. [Blog Archive] Migrating from to Omnissa: is a direct upgrade a good idea?

    Migrating from VMware Horizon to is more than just a name change but it’s a structural and architectural shift in the VDI landscape.

    While a direct upgrade (in-place) might seem like the shortest path, it often leads to technical debt or broken automation due to the massive rviv.ly/Ys8y1d

  2. L’ULTIME LUMIÈRE (Katerina Anghelàki-Rooke)

         L'ULTIME LUMIÈRE Où je me suis plongee pour te trouver je ne vois plus l'être et le prophète de mon cœur est muet. Tu es sous une forme absolue inaccessible à la vie elle-même tu es une tache blanche un peu d'eau trouble. Je veux user mon ultime lumière là où rien n'arrête l'œil : je ne veux pas même une hirondelle à l'horizon pas la moindre illusion. Mon cœur sera mort sans doute et moi je vivrai je compterai sur la nature je t'appellerai été sans […]

    arbrealettres.wordpress.com/20

  3. Le Brasier (Guillaume Apollinaire)

         Le Brasier J’ai jeté dans le noble feu Que je transporte et que j’adore De vives mains et même feu Ce Passé ces têtes de morts Flamme je fais ce que tu veux Le galop soudain des étoiles N’étant que ce qui deviendra Se mêle au hennissement mâle Des centaures dans leurs haras Et des grand’plaintes végétales Où sont ces têtes que j’avais Où est le Dieu de ma jeunesse L’amour est devenu mauvais Qu’au brasier les flammes renaissent Mon âme au […]

    arbrealettres.wordpress.com/20

  4. Le Brasier (Guillaume Apollinaire)

         Le Brasier J’ai jeté dans le noble feu Que je transporte et que j’adore De vives mains et même feu Ce Passé ces têtes de morts Flamme je fais ce que tu veux Le galop soudain des étoiles N’étant que ce qui deviendra Se mêle au hennissement mâle Des centaures dans leurs haras Et des grand’plaintes végétales Où sont ces têtes que j’avais Où est le Dieu de ma jeunesse L’amour est devenu mauvais Qu’au brasier les flammes renaissent Mon âme au […]

    arbrealettres.wordpress.com/20

  5. Le Brasier (Guillaume Apollinaire)

         Le Brasier J’ai jeté dans le noble feu Que je transporte et que j’adore De vives mains et même feu Ce Passé ces têtes de morts Flamme je fais ce que tu veux Le galop soudain des étoiles N’étant que ce qui deviendra Se mêle au hennissement mâle Des centaures dans leurs haras Et des grand’plaintes végétales Où sont ces têtes que j’avais Où est le Dieu de ma jeunesse L’amour est devenu mauvais Qu’au brasier les flammes renaissent Mon âme au […]

    arbrealettres.wordpress.com/20

  6. Le Brasier (Guillaume Apollinaire)

         Le Brasier J’ai jeté dans le noble feu Que je transporte et que j’adore De vives mains et même feu Ce Passé ces têtes de morts Flamme je fais ce que tu veux Le galop soudain des étoiles N’étant que ce qui deviendra Se mêle au hennissement mâle Des centaures dans leurs haras Et des grand’plaintes végétales Où sont ces têtes que j’avais Où est le Dieu de ma jeunesse L’amour est devenu mauvais Qu’au brasier les flammes renaissent Mon âme au […]

    arbrealettres.wordpress.com/20

  7. Le Brasier (Guillaume Apollinaire)

         Le Brasier J’ai jeté dans le noble feu Que je transporte et que j’adore De vives mains et même feu Ce Passé ces têtes de morts Flamme je fais ce que tu veux Le galop soudain des étoiles N’étant que ce qui deviendra Se mêle au hennissement mâle Des centaures dans leurs haras Et des grand’plaintes végétales Où sont ces têtes que j’avais Où est le Dieu de ma jeunesse L’amour est devenu mauvais Qu’au brasier les flammes renaissent Mon âme au […]

    arbrealettres.wordpress.com/20

  8. For a land called "Forbidden West", populated by warmongering clans, everyone is surprisingly hospitable.

    #horizon #forbiddenwest #gaming

  9. Last Monday I finished Horizon Forbidden West™ Complete Edition after only 237 hours.

    You can rush through it in 40 hours. But then you miss out on a beautiful open world and the rich story.

    #Horizon #ForbiddenWest #BurningShores #gaming

  10. A quotation from John F. Kennedy

       Some would say that those struggles are all over — that all the horizons have been explored — that all the battles have been won — that there is no longer an American frontier.
       But I trust that no one in this assemblage would agree with that sentiment. For the problems are not all solved and the battles are not all won. And we stand today on the edge of a new frontier — the frontier of the Nineteen Sixties — the frontier of unknown opportunities and perils — the frontier of unfulfilled hopes and threats.

    John F. Kennedy (1917-1963) American politician, author, journalist, US President (1961–63)
    Speech (1960-07-15), “The New Frontier,” Presidential Nomination Acceptance Speech, Democratic National Convention, Memorial Coliseum, Los Angeles

    More about this quote: wist.info/kennedy-john/6714/

    #quote #quotes #quotation #qotd #johnfkennedy #jfk #challenge #change #danger #exploration #frontier #horizon #problems #progress #struggle

  11. Aux Arènes (Jacques Réda)

    Illustration      Aux Arènes La petite lectrice des Arènes de Lutèce Que lisait-elle dans ce gros volume ? Était-ce Un catalogue, un manuel ou quelque insipide roman ? Je dis : elle lisait, alors qu'apparemment Rien ne peut l'empêcher de lire encore des années : Elle est en marbre blanc. Des voix époumonées Montent du milieu de l'arène où l'on joue au football. La lumière laiteuse y mousse dans un bol. Tout autour, des arbres savants s'adressent des harangues, Des […]

    arbrealettres.wordpress.com/20

  12. CW: Horizon: Forbidden West spoilers

    I'm replaying Horizon: Forbidden West on PC (first playthrough was on TV with PS5) and not only it's extremely beautiful and well optimized for 32:9 screens, I'm also quite enjoying the relationship between Aloy and Seyka in the DLC. The cutscenes are so cute and on the computer screen I can really see movements of their eyes and changes in their face expressions.

    #gaming #horizon #forbiddenwest #gamergirl

  13. Heute bin ich als Gutachter eines #NIS2 und #CER Forschungsprojekts der European Research Agency bei der EU in Brüssel für ein technical Review vor Ort ❤️

    #HORIZON #KRITIS #Resilienz

  14. CW: When virtual world engines are only built for male avatars; CW: long (over 10,000 characters, link to eye contact and mild female nudity)
    There's a lot of talk about male-defaultism these days. You know what else is totally male-default? Avatars in 3-D virtual worlds. At least if they can be modified in-world instead of being monoliths like from places like Ready Player Me.

    Almost everytime an avatar system is being designed for virtual worlds, it's designed with only adult males in mind. Eventually, someone will ask the question, "Well, and how do we make female avatars?" It'll probably be those who design either the avatar parts if the avatars are sufficiently modular or the complete avatars if they're monolithic. But this won't occur before the avatar system is finalised to the point at which it can't be substantially reworked anymore.

    If you're lucky, female avatars get a somewhat slimmer waist. Or a pair of boobs, maybe only one that's being hinted at by a single bulge. If you're very lucky, they get both. If you're unlucky, there's only one hard-coded body shape, and all they get is more feminine clothing for the upper body, maybe even painted onto the one body shape that's available. In fact, you'll probably have as many "clothing items" for women as for men, all of which were designed by guys. All of whom are software developers with next to no sense of fashion.

    Oh, and you get female-looking hairstyles, none of which are even shoulder-long. Well, except maybe for one ponytail that stands off so far that it has no chance of clipping into the body because the head motion is too limited.

    Seriously, though: Even if your virtual world system is only planned for purely professional purposes, i.e. business, industrial, governmental, organisational otherwise, and extra care is taken that it will never be used by anyone in their spare time, even then this won't nearly be sufficient. If you plan to hold formal (not necessarily as in business formal) events, it'll be even less sufficient. If it's supposed to be an all-purpose virtual world system, a "metaverse for everybody" that people will use in their spare time, it'll suck completely.

    I dare say that I've been using 3-D virtual worlds for longer than most of those who design them from the ground up nowadays. I've been in OpenSim for five and a half years now. I've built both male and female avatars. So I know first-hand what it's like.

    OpenSim's default avatar, which also used to be the default avatar in Second Life long long ago, is female. She is named Ruth. But she's based on an avatar system that's mostly geared towards male avatars, and her hairstyle is more of a mullet because this avatar system can't even grow hair over the ears, because guys don't normally wear their hair over their ears. She isn't even really pretty. She can easily be switched to her male pendant, Roth: A bit less shapely, no boobs, therefore abs and pecs, the hair is shorter, and the face changes a little.

    Now, if you want to see what kinds of avatars people actually make in Second Life nowadays, just look around (content warnings: eye contact, mild female nudity) PrimFeed, the Flickr alternative created exclusively for Second Life users. These pictures were actually rendered in-world and not by an AI. They show actual Second Life avatars, often even daily-driver avatars, in actual Second Life environments.

    Short hair? Long pants? Almost only on male avatars, if at all. And today's male avatars have even more chiseled abs than 22 years ago. And chiseled faces and chiseled everything.

    Female avatars, on the other hand, are shapely like you wouldn't believe from a virtual world unless you've been there yourself. Big butts. Big boobs and actual boobs. Dresses. Skirts. Bikinis. Lingerie. High heels, almost never under 15cm or 6 inches, sometimes even higher with platform soles. And: long hair. And with "long hair" I mean lush long locks, not just longer than male hair.

    By the way: Nothing of what you see in the images was supplied by Linden Lab. Everything that the avatars and the landscapes consist of was made by users. It has basically always been the users who drove Linden Lab to refining Second Life's avatar system, often by working around its limitations and repurposing features.

    Sooner or later, users with female avatars will demand three things for them. Male-centric avatar systems will be unfit to deliver either.

    Long hair


    The challenge with long hair is to not only make it look natural and, especially, keep it from clipping into the body. Extra challenge: If the clothes aren't simply painted on, keep it from clipping into the clothes when the head moves.

    Of course, this point is moot if avatars can't move their heads. Which Second Life and OpenSim avatars can.

    Skirts and dresses


    This point is moot if avatars don't have legs. You know, like in Meta Horizon or (formerly Mozilla) Hubs.

    But if they do, then even in a strictly business environment, I wouldn't too firmly count on all women being content with putting trousers on their avatars. They will wish for pencil skirts.

    Skirts and dresses will pose a whole bunch of challenges. None of them is to keep people from upskirting, especially if the camera can move independently from the avatar which it should be able to do in good virtual worlds. In fact, depending on how a skirt or dress is shaped, preventing upskirting can be quite trivial. So that isn't one of the challenges.

    No, the first challenge is to rig skirts in such a way that the legs don't clip through them, no matter how the legs move. If you manage to get that done with one kind of skirt, try again with another nine kinds of skirts. Including a pencil skirt.

    Think you got that pat down? Well, here's the next challenge: Rig them in such a way that they look good when the avatar is sitting. This is rather trivial with pencil skirts. Now try it with a circle skirt in such a way that the skirt doesn't stand off as if it's made of wood. Extra challenge: Try it with a 1950s poodle skirt. These are just about as unthinkable in virtual worlds as 50s-style corrugated stainless steel diners. Trust me, someone will build the latter.

    If you think it's smart to simply hide the legs from the skirt hem upwards so they won't clip, this will come back to bite you once the avatar sits down.

    By the way: Even Second Life has never managed the former, and neither has OpenSim. And the latter is hit-and-miss with more miss than hit, and it works best with the old "painted-on" system skirt.

    The cherry on top would be if skirts still flowed halfway naturally, and if skirts with a looser fit swayed with the motion of the avatar. This requires not only at least a basic physics model, but also a collision system.

    High heels


    Again, this point is moot if avatars don't have legs. But if avatars don't have legs, they'll be ridiculed. Yes, they will.

    It doesn't matter how high the heels have to be. They don't have to be 15cm spike heels. Or 30cm spike heels with 15cm platforms.

    So you want a virtual business environment first and foremost. Then your female users will wish for footwear that isn't men's leather shoes. And not ballet flats or Mary Janes either. Something with at least slightly raised heels. Just like they'll wish for pencil skirts; see above.

    Okay, so you may manage to put high-heeled shoes on your avatar. Now, the first challenge will be to get the avatar's feet into the shoes. You know, the same feet that are firmly rigged into a flat position because that's all you need for male avatars (until someone comes and wants to cosplay Dr Frank N. Furter).

    So you've reworked large parts of your avatar system to allow for other foot positions than flat? Good luck. Now adjust the avatar's Z position accordingly because the feet and the shoes are clipping into the floor. Ready to pump another few thousand man-hours into something else that you didn't take into consideration when designing your avatar system?

    In Second Life and OpenSim, the former could only be solved in a satisfactory way by attaching different feet. Or, in the case of mesh bodies from Second Life, by giving it a whole bunch of feet in various positions and using a HUD to make the appropriate pair visible and the other ones invisible. The latter requires manual adjustment or some long forgotten trickery from almost two decades ago.

    Finally...


    I've read about four worlds and world systems that have tackled at least the former two points, namely by implementing a basic skeleton-based physics system that's a big upgrade in comparison to flexi prims in Second Life and OpenSim. Its big advantage is a basic collision model that makes hair and skirts (and anything else that needs it that you want to attach to your avatar) nicely flowy with little to no risk of clipping.

    The thing is: Sansar was launched by Linden Lab as a kind of Second Life successor. That was at a point at which Second Life already had user-made, highly detailed fitted mesh bodies from various vendors.

    High Fidelity was launched by Philip Rosedale. Also known as Philip Linden. The guy who invented Second Life in the first place and who led it for many years.

    Well, and Vircadia is a High Fidelity fork, and Overte is a Vircadia fork.

    This goes to show how virtual worlds are developed by people who have years upon years of experience with already existing virtual worlds and their users and creations.

    And it goes to show that even reading Neal Stephenson's Snow Crash (which, by the way, introduced the word "metaverse" as early as 1991) doesn't give you the knowledge that personal experience with and in virtual worlds does. For Philip Rosedale has read it, and it has inspired him to make Second Life in the first place. But it has not inspired him to add certain elements for building female avatars right off the bat.

    Unfortunately, however, even being prepared for that won't necessarily save a virtual world: Both Sansar and High Fidelity are no more. But that wasn't due to their avatar systems.

    #Long #LongPost #CWLong #CWLongPost #SecondLife #OpenSim #OpenSimulator #Horizon #HorizonWorlds #MetaHorizon #Sansar #HighFidelity #Vircadia #Overte #Metaverse #VirtualWorlds #Avatar #Avatars #MaleCentric #MaleCentricism #MaleDefault #MaleDefaultism
  15. I didn't even realize my Sunwing _could_ die! We went on so many adventures together. RIP

    #Horizon #ForbiddenWest

  16. I've been talking quite a bit lately about #game #design and using #Horizon: #ForbiddenWest as a bad example.

    Does this mean that I think H:FW is a bad game?

    No. It has great gameplay, involving characters, and a fantastic story. But it
    does mean that it can be an incredibly frustrating one to play, because it collects just SO MANY bad design metaphors into one place.

    For one thing, it suffers from
    #second-#system syndrome. This is an old-time software hacker's term for when you start out to improve an existing clean, elegant system, but by the time you get done shoveling clever new "features" into it, it's a bloated, elephantine mess.

    There are
    SO MANY "clever" new combat mechanisms shoveled into H:FW that a careful attack plan can be derailed by accidentally triggering a special ability you didn't want to use. Given that it's a basically-dumb PC port of a console game, that means that sometimes the difference between one special attack and another is a difference in timing between click-click-click-click-G and click-click-click-click-G.

    No, that wasn't a typo. It's a direct example. There's slightly longer intervals between some of those clicks. Hope you can remember which has the brief pause where. I freely admit I can't. I have over a hundred unused skill points because the game fails to properly explain the extra abilities I could spend them on, of which I have too many
    already.

    What did I mean above by "a dumb PC port"? It means that console-controller actions were just translated directly into PC keyboard actions without any thought to whether that actually
    works on PC. H:FW introduces a shield-glider; the Burning Shores expansion adds a feature to gain elevation using your shield-glider by using thermal updrafts. Except that on PC, you can't stay in an updraft, because the dumb control translation turns what's a simple twirl of the left joystick on a console controller into an unreasonable fandango-on-keyboard on PC.

    And that's a problem, because the developers are
    really proud of that thermal-updraft feature and want you to use it at every opportunity.


    H:FW would be a better game if about 90% of the "clever" new combat abilities were just
    ripped out entirely. Or at the very least, if the mechanisms for activating them on PC were redesigned with PC keyboard-and-mouse in mind.

    The take-home point for today?
    Think about your audience. If you're porting a game, don't just choose a 1:1 mapping of controller actions to keys and call it good. Think about your control mappings and whether they make sense on PC. Play-test and verify that they're actually usable. And don't make your players memorize several dozen new sequences of as many as five actions at a time for new mechanisms. Especially differently timed sequences of the same set of keys.

    Don't build the torment nexus. And don't build the second system.

  17. More #gaming/#gamedesign ruminations
    (1/2)

    There's a saying in the software industry that all software sucks; some software merely sucks less. There was once an
    unofficial release shirt for MacOS (that's old style, classic MacOS, not OSX) 7.5. The shirt read simply: System 7.5: Sucks Less

    If some software sucks less, then it follows that some software sucks more.

    Games tend to suck more. You want evidence, just go and look at the file size of the unofficial community patches for any Bethesda games. Skyrim SE's, for example, is 161MB. And that's not adding or improving any content, it's
    just bug fixes.

    As those of you who have been following along know, I've been working through
    #Horizon: #ForbiddenWest for the past week or two. And H:FW is a great example of Sucking More.

    Today we're going to talk about gear acquisition and upgrades.

    Like most games, H:FW features tiered equipment. (Except, for some reason, your spear. Your spear
    never gets any better throughout the game, except once right at the beginning — at the end of the prologue — you're given a slightly better tier-2. Horizon has four tiers: green items are common, blue rare, purple "very rare", gold legendary. All of these (except the spear) are upgradable. Weapons and armor may have anywhere from three to five tiers of upgrades. Higher tiers of upgrades require more and rarer materials, as do upgrades of higher-tier weapons. You're most likely almost at the endgame before you get your first Legendary (tier 4) item, and you're going to find that right from the second upgrade tier they require some of the rarest items in the entire game to upgrade.

    This is already
    quite bad enough from a game design standpoint, because it means that you're on track for the endgame, it's right in front of you, it's urgent, the game's story is telling you that you need to get right on it, but the games mechanics are making you hurry-up-and-wait, potentially days of grinding high-level materials to fully upgrade the one or two legendary items you finally just got before you go into the end battle.

    Seriously, game developers,
    don't do this. It SUCKS. It destroys the flow of your story and it frustrates players.

    (1/2, contd in comments)

  18. #Gaming commentary: Horizon—Forbidden West (1/2)

    So for the past week or two I've been working my way through
    #Horizon: #ForbiddenWest in my spare time.

    It certainly does follow on in all the important ways from Zero Dawn. Aloy remains a strong, clever,
    smart, likable female protagonist. Silens remains a complete and utter asshole (possibly even a bigger asshole than Ted Faro, and that's a high bar to pass). Several of the tribal leaderships are still stupidly self-interested. (Nothing new there.) There's new settings, new machines, some clever machine designs.

    Unfortunately, most of what's new about the actual
    gameplay is that they totally changed many of the key mappings from Zero Dawn, provide no mechanism for setting them back to what they were, and liberally litter the game with a bewildering array of complex new combat mechanisms with almost-identical invocations and dubious value, complexity for the sake of complexity, and SO MANY DAMN WEAPONS, and at least half of the new weapon "innovations" are stupid. I think I'm carrying something like thirty weapons. Talk about immersion-breaking.

    And then there's the special tools. The various things that are gated behind different kinds of obstacles that require a special tool to breach, seemingly solely in order to make you figure out where to get the
    Sooper Sekrit Speshul Tool.

    The
    worst of these is the vine cutter.

    JESUS FUCKING CHRIST it's a PERFECTLY ORDINARY LOOKING VINE, you have edged weapons, you have high explosives, you have incendiaries, you have super-acids, you have freaking plasma weapons, what more can it possibly take to get past a damn VINE? Does it contain Ringworld shadow-square wire or something?

    It's
    artificial fake difficulty, and even worse than that, it's stupid artificial fake difficulty. That's not challenging, it's just annoying.

    I obtained the Firegleam igniter because it's a main storyline item, and the rebreather which is also main storyline, but is it worth the trouble of going back for all the blow-up walls and deep dives I had to bypass because I didn't have them?

    ...No. It isn't. Fundamentally
    NONE of them contain anything worth going back for. And fuck only knows where or when I get the vine cutter. Or whatever mystery tool opens the metal flowers that in H:ZD you just had to walk up to and collect. And to hell with all the hovering drones that you have to somehow jump onto, which don't do a thing anyway except change the decor of one room in your base (when you get it).

    The developers couldn't even be bothered to make the metal flowers show up on the map as something
    other than "blocked paths". They managed to take a previously working feature and phone it in.

    (1/2, contd. in comment)

  19. New #openaccess publication #SciPost #Physics

    Engineered Josephson diode effect in kinked Rashba nanochannels

    Alfonso Maiellaro, Mattia Trama, Jacopo Settino, Claudio Guarcello, Francesco Romeo, Roberta Citro
    SciPost Phys. 17, 101 (2024)
    scipost.org/SciPostPhys.17.4.1

    #INFN #UNISA #ITSSPDresden #UNICAL
    #FondazioneADR #HORIZON #MUR

  20. Прошёл Horizon: Forbidden West.

    Было хорошо.

    Даже посмотрел целиком финальные титры - всё-таки мир задизайнен шикарно и посмотреть на него ещё раз с высоты птерозаврового полёта - не лень.

    Единственное, что меня, пожалуй, сильно разочаровало в игре - это, собственно, полёт на солнечнобатарейном птерозавре. Механика там унылая. Не знаю, чем это вызвано - тем, что он появляется под конец и его мало прорабатывали или тем, что если на консолях дать высоко и быстро летать, то будут проблемы с FPS или прорисовкой.

    Но впечатление от игры это не портит никак потому, что этого маунта получаешь практически перед самым концом чтобы аки Торук Макто красиво появиться перед охуевающей толпой. Да и в общем-то без него там особых проблем с передвижением нет.

    Сюжет годный, истории в его рамках от душевно-трогательных до, местами, смешных или даже отвратительных.

    Например, я прям улыбнулся с истории про поющее племя, которое восхваляет механических трицератопсов, которые облагораживают им землю. Потом с этими машинами случается беда, но в итоге их находят, чинят, загружают им апдейт и перезагружают. Те при перезагрузке начинают отвратительно верещать аки модем. Но племя же наоборот преисполняется и начинает им подпевать в меру сил.
    Прямо как будто не мысль о религии, а ода о работе с пользователями в IT 😆

    Ну и да, конечно. Заделка на третью часть. Куда без неё.
    Впрочем, я с радостью в этот мир вернусь если продолжение выйдет.

    Так что если вдруг до сих пор неясно, то игру могу смело рекомендовать если нет прямо какой-то жёсткой антипатии к жанру или сеттингу. Но только с оговоркой, что для правильного погружения лучше начинать с первой части. А она, кстати, кроме #Steam доступна и в #GoG без #DRM.

    #games #log #thoughts #review #pic #Horizon #ForbiddenWest

  21. Update on #Horizon #ForbiddenWest on the #SteamDeck since I'm over 50 hours of faffing (and put over 150 into the #PS4 version, so playing this for at least the 4th time at this point):

    Performace is pretty amazing, but I need anyone else with a Deck + #HFW to see if Cauldron #Kappa just absolutely destroys their handheld too. That and one other area (the flooded village) would freeze or crash constantly.... until you killed the machines.

    I have a theory there's something weird with the rendering of the blue lights + "wet" textures + water that is unoptimized or something.

    In Kappa especially, the boss battle took me like 12+ reloads + minimizing all settings to get through (and the sound gave out almost every time). BUT the INSTANT the machine died, the frame rate went right back to the 30+ fps.

    I think at one point a Deck update changed the VRAM in the BIOS back to 1GB, which may have been part of the issue. I changed it back to 4GB after finishing the cauldron and it's been running better than it ever has

    So there, an update you didn't know you needed but you got.

  22. Завёл себе лошадь по статусу.

    Токсичного раптора.

    #games #pic #Horizon #ForbiddenWest #hardware

  23. UPDATE: added "DXVK_ASYNC=1 %command%" to the game's command line parameters and so far it seems like it drastically decreased the choppiness. will play more to confirm...

    there are also DLLs you can replace (which some say can work in conjunction with the DXVK_ASYNC command to make it work better) which are outlined in this guide:

    reddit.com/r/SteamDeck/comment

    The issue mainly has to do with if you have the game "unofficially" added to Steam (*cough*yarrrrrrr*cough*) it doesn't do the precompiled shaders stuff, which leads to the choppy choppy

    #SteamDeck #Horizon #ForbiddenWest

  24. #Horizon #ForbiddenWest #SteamDeck loaded yesterday (133GB, damn) and first impressions performance-wise is it has same issues so far as #ZeroDawn (big areas stutter when loading new parts) but everything else seems fine

    My settings:

    Fullscreen
    1280x720
    Dynamic Resolution Off
    AMD FSR 2.2 -> Quality
    Preset -> Low (then change Texture Quality to High)
    Motion Blur Strength: 0 (hate that stuff)
    Radial Blur: Off (see above)

    It's beautiful. I also put 157 hours into the #PS4 version so i'm not exactly looking for rock-solid here... just wanna play it in bed and do the DLC

  25. Nixxes doing great porting work, again:

    Horizon Forbidden West PC vs PS5: Enhanced Features, Performance Tests + Image Quality Boosts!

    youtube.com/watch?v=AUWNpOHi3k

    #Horizon #ForbiddenWest #Nixxes #DigitalFoundry

  26. 55.5 hours of what can only be described as "insanely variable rate framerates", finished #JediSurvivor on #steamdeck just in time to see how #Horizon #ForbiddenWest runs on it (not expecting miracles here, but since I already put in 100 hours on the PS4 version I don't need to be "wowed"; I just want to do the DLC they denied PS4 owners)

    game's prerelease files are 98GB... why do they keep making games so damn huge?

  27. Can't wait to see how this baby performs on the :steamdeck: Steam Deck OLED! Hopefully, it comes with some AMD-related features. Who else is excited? 👀
    youtu.be/DEqRbxOrFAw

    #Steam #Deck #SteamDeck #OLED #Sony #Horizon #ForbiddenWest #Playstation #HFW #PC #Gaming #Handheld #Tech