Hot take: video games have peaked in terms of resource requirements and there's not much need to keep making better and better GPUs etc. Hardware has been more than enough for several years now
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Drew DeVault (drewdevault@fosstodon.org)'s status on Monday, 19-Feb-2024 18:19:20 JST Drew DeVault -
minute (mntmn@mastodon.social)'s status on Monday, 19-Feb-2024 18:19:19 JST minute @drewdevault i really wish that you're right on this one, as it would give indie hardware makers a way to catch up over time.
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Drew DeVault (drewdevault@fosstodon.org)'s status on Monday, 19-Feb-2024 18:19:20 JST Drew DeVault Perhaps the onset of this was encouraged by the chip shortage, but nevertheless. The bottleneck to higher fidelity is labor, not hardware, and we're well into the diminishing returns
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minute (mntmn@mastodon.social)'s status on Monday, 19-Feb-2024 19:12:46 JST minute @drewdevault i would partially agree, though i don't see that x86 is the main issue, as we have box64 and dex now (if you need to run x86/64 binaries) and apple has an arm success story. the problem is rather limited embedded GPU options available for indie makers—those in socs are only now getting a little more interesting imo with more funding going into serious open driver development.
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Drew DeVault (drewdevault@fosstodon.org)'s status on Monday, 19-Feb-2024 19:12:47 JST Drew DeVault @mntmn the main thing holding back indie hardware for the past N years is x86-64 being withheld from the hobby/low-volume market imho
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Drew DeVault (drewdevault@fosstodon.org)'s status on Monday, 19-Feb-2024 19:12:47 JST Drew DeVault @mntmn indie hardware has been mainly limited as a function of how good easily available ARM processors are (and kernel support lagging behind bullshit vendor kernels)
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