grow a plant, hug your dog, lift heavy, eat healthy, be a nerd, play a game and help each other out

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Joined 2 years ago
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Cake day: June 12th, 2023

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  • ViktoAMD@lemmy.mlDisable AMD PSP
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    4 days ago

    That’s fair enough. I’ll try to find out what these sorts of workloads are for peace of mind.

    As far as I’m aware, this cannot be circumvented, though my information may be out of date. Maybe OpenSIL platforms will eliminate the need for PSP for core init altogether, but this is a ways away for client systems in any case.

    A more pressing concern for me at the time of moving to AM5 was Pluton enablement, though it seems as though Pluton has mostly been abandoned by enterprise customers.

    Interestingly, my client system has an option to enable this in its SBIOS, though it is thankfully disabled by default.



  • ViktoGamesDoom the dark ages...
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    4 days ago

    fair enough, it’s still in stark contrast to all of eternal’s exposition, which was pretty hard to watch (the Colosseum scenes especially).

    That’s not to say the story isn’t good or interesting,


  • ViktoGamesDoom the dark ages...
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    6 days ago

    2016 had the perfect balance between story and gameplay to me, in that the player character expressed flagrant disregard for any narrative elements. This was doom 1 af.

    Just keep moving and turn the bad guys into chunks. Need nothing more.

    I fucking hated the loop in eternal. I get that the developers wanted you to play in a specific way, they partially achieved this through arbitrary mechanics like ammo scarcity. I can appreciate that it’s a good game, but I didn’t get on with it.

    The art style went full Hollywood horror, and the exposition was kinda dialed up to eleven by contrast to its direct predecessor. Very much disliked that you couldn’t crouch (definitely more of a me issue, though I think sliding is a missed opportunity in Eternal’s movement repertoire).

    2016’s PvP was imperfect but still fun and much appreciated. Snapmap was super underrated and has many sick community made levels.

    The later games are a phenomenal technical showcase; the absolute posterchild for the Vulkan gfx API, but it’s not very ‘doom’ in spirit to me any more
















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