On Copies, Consent, And Whether The Suffering Is Worth It
▲ 16 r/soma

On Copies, Consent, And Whether The Suffering Is Worth It

Came across a video that offered an interesting perspective on why they'd choose to exist on Pathos II instead of the Ark, so I thought I'd share it, as well as my comment on the video.

VIDEO TITLE: Why I'd Choose SOMA's Nightmare Over Its Paradise
VIDEO LINK: https://www.youtube.com/watch?v=iQAm2TMVXvY

MY COMMENT:

Fascinating consideration about never being able to leave [the Ark]. Perhaps Catherine has the ability to erase a scan from a control panel within the Ark if they would prefer not to exist. I could see an entire sequel game based around things going wrong in the Ark in some unexpected way. What if you had a fight because someone kept stealing and eating your breakfast strawberry sprinkle donut every day for 500 years in a row, and finally you snapped and deleted their consciousness when Catherine wasn't looking? Catherine may have accidentally created the torment nexus...

One of the things I find disturbing is how much people obsess over which version would be "you" or "the real you". The word "copy" implies less value - something "not original", which I find really problematic when making a choice like this. Perhaps "mirror-being", "mirror", or "gen-con" (generated consciousness) might be a better name without as much implied value reduction. None have any more or less value than any other - as soon as you copy over it is a different, wholly legitimate person. I feel like the game makes that painfully obvious. It's a bit concerning how much control people want over what happens to their copy without consideration or treating them like any other conscious person. They would want the ability to decide for themselves, but power off Simon 2's battery without a thought.

I go back and forth on what to do with some of the choices in the game - unfortunately, we do not get the option to explain Amy or Robin's situations to them (so they can consent to a choice). The scary thing isn't that killing or not killing can both be justified, it's how many people make a quick choice without any consideration. "I wouldn't want to exist like this" isn't a justification, because this isn't you. They might want to, and that should make it a much more difficult choice.

For me, the most difficult consideration is that every form of life we extinguish may be further eliminating any chance of that life better evolving moving forwards. The WAU undeniably creates suffering, which should be avoided as much as possible (of course)...but how many human beings have suffered throughout human history for us to have our existence? Is it selfish for us to be grateful that they suffered so that we could exist? Is it selfish for them to not wish to suffer, ending the chance for us to exist? When discussing the potential survival of an entire species/form of life, is there any amount of suffering that is too great, or is it absolutely necessary when weighing millions of potential fulfilling lives in the future?

I don't have an answer. It is an incredibly difficult question to wrangle with. I think I'd lean towards the survival of the species, but that's easy to say when I wouldn't have to be the one to suffer. If I knew I was a lynchpin in the future survival of humanity, how much suffering could I endure? How depressing would it be that humanity would likely never understand the extent of my sacrifice? Fascinating stuff to consider.

u/Old-Tangerine-4920 — 6 days ago

I RANKED THE QUARRY CHARACTERS BY MORALITY (NOT LIKEABILITY) - LAURA'S PLACEMENT WILL BE CONTROVERSIAL

I made an earlier post about Laura's morality, and that gave me the idea to rank everyone in the game based on the morality of their actions. This does not factor in likeability at all - it is strictly based on morality - so this will likely be somewhat polarizing. Characters that make essentially no morally relevant decisions (or only good ones) occupy the #1 spot. The rest are ranked by the moral gravity of their actions. Laura's placement will be the most contentious - she leaves behind more dead innocents than any other character, which under this framework outweighs Constance's targeted rage and verbal cruelty and Jed's similar response, regardless of context. I love her character in the game, but I think she makes some of the most morally questionable decisions of any of the characters.

I may move some characters around based on your input, and will leave an edit at the bottom if I do. I placed them based on the overall choices that align with who they are shown to be up to the point of those choices, so some choices that are inconsistent with their established character (like Ryan pulling the trigger at Laura in the poolhouse) have been ignored - conveniently, most choices don't significantly alter their moral standing. Without further ado, let's get into it!

The Quarry characters, ranked by morality (intent, actions, and sustained behavior) from most moral to least moral:

  1. (TIE) Silas - no evidence of cognitive function; Abigail, Dylan, Ryan, Caleb, Kaylee - we see no immoral choices, and they cannot be held accountable for what they do in werewolf form.
  2. Jacob - Sabotaged the minivan and refuses to accept Emma's rejection. Breaking the fuel line is insanely dangerous, but I genuinely don't think he is smart enough to know that will catch the van on fire. He does not want to hurt anyone, he just wants to spend another night with Emma.
  3. Kaitlyn - Talks down to people often, told Jacob how to sabotage the van including potentially breaking the fuel line - which endangers everyone (she must have wanted to stay another night, because nothing else makes sense here), did not speak up when the van would not start, and engineered kissing situation at campfire.
  4. Nick - The make-out scene in front of Jacob and Abigail is genuinely cruel, but otherwise he's defined mostly by what happens to him. He cannot be held accountable for the gross comments immediately pre-transformation, as we see final infection stage causes increased aggression.
  5. Emma - Kissing Nick at the campfire is a big moral failing, and the "he's good" comment is a deliberately cruel, targeted jab at Jacob and hurting Abigail. She's rubbing salt in a wound she knows is open. This is arguably more cruel than Jacob not taking no for an answer and forcing everyone to stay an extra night at the camp they were already at.
  6. Max - Hides rejection letter from Laura, makes plans with her despite knowing he cannot go to university with her, complicit in the plan to kill Chris, does not attempt to stop Laura or find out if Travis knew of an alternative before breaking out of jail and going along with plan.
  7. Bobby - Ranked on the assumption that his apparent cognitive limitations reduce culpability, though the game never confirms this, it is heavily implied. Fatally stabs Ryan (regardless of outcome). Poops in a bucket (gross, but not morally relevant). Plans to kill Silas - probably just because that's what he was told to do - but all indications point to Silas being feral and having no decent standard-of-living, and since he is the origin of the curse it is arguably the most moral (if tragic) killing in the game. Bobby would probably rank under Travis if he is not cognitively impaired.
  8. Chris Hackett - Keeps the campground open while a werewolf, endangering the public. Believed he could manage it safely (6 years without any of the campers harmed), and the family's finances left no realistic alternative. Helps cover-up journalist and hiker incidents to protect the family, but continues to endanger others.
  9. Travis Hackett - As sheriff, buried evidence of multiple incidents. His admission to Chris - "if I did my job, you'd all be in prison" - shows the cover-ups were a sustained, knowing choice, not a panicked one. Importantly, his motive throughout is protecting a family he knows is innocent. Imprisoning Laura and Max is more out of confusion than calculation - he doesn't know what to do with them. Travis also does not kill Laura several times when he has the chance to. Plans to kill Silas to end the curse, but all indications point to Silas being feral and having no decent standard-of-living, and since he is the origin of the curse it is arguably the most moral (if tragic) killing in the game.
  10. Constance - Treats Travis despicably, wishes death on the counselors, kills Laura in some timelines. The cruelty appears reactive to Kaylee's death rather than sustained, which is why she sits above Jedediah and Eliza.
  11. Jedediah - Willing to protect the kids until Kaylee's death, then explicitly intends to torture Laura since he doesn't have enough silver to kill her ("I can sure as hell make you suffer"). Shoots her in the head in some timelines. A single episode of rage that never becomes a sustained pattern. Plans to kill Silas to end the curse, but all indications point to Silas being feral and having no decent standard-of-living, and since he is the origin of the curse it is arguably the most moral (if tragic) killing in the game.
  12. Laura - After Travis shows her Max's transformation and tells her they're going to end this together, she breaks out with the intention of killing Chris instead. At this point, she has a moral obligation to fully understand the situation - to exhaust the less-lethal, cooperative options before defaulting to killing Chris. This is a real ethical failure. After killing Kaylee she shows no remorse, and the pattern is consistent: she shoots Nick in the cage (the game's "Stop Laura" prompt frames this as her intended action), she breaks into the Hacketts' home armed while knowing she'd transform, and she initiates the confrontation that puts Jed, Constance, and Travis in her crosshairs. The "self-defense" reading of that confrontation doesn't hold - self-defense requires being the party who was attacked, not the one who walked in with a gun and started the fight. Killing Silas is the one (tragic, but legitimate) exception - the actual source of the curse with no meaningful standard-of-living or dependents, where the lethal option is the only one that actually resolves the threat. Her pattern of remorselessness applies to everyone else.
  13. Eliza - Sustained, deliberate cruelty - she caged her son as a commercial attraction for years. The danger was the product, not a side effect - categorically worse than Chris (who believed he was safe) or Travis (who was buying time). Also actively manipulates the player into killing the Hacketts and wants revenge against the children who freed her son.
reddit.com
u/Old-Tangerine-4920 — 24 days ago

So much for...perception

Laura after deciding to walk back to Max's cell (she didn't learn from the first time)...

After seeing so many people do this in their playthroughs, this was all I could think of. I kinda wish the game did this...but it would make the ending really dark...

u/Old-Tangerine-4920 — 26 days ago

Modernized Controller Bindings Wishlist

This is a controller controls wishlist to make everything feel more consistent and intuitive. It uses a few context buttons to add inputs in ways that allow for many bindings without becoming clunky, while also aligning more with both classic and modern shooter controls. It also re-works less-used or wasteful button bindings.

NOTES:

-Switch member should be an option from in the map menu, streamlining the interface so that multiple bindings are not taken up by such a specific action.

-Grenade binding should switch to grenade, LT should aim it, RT (HOLD) should pull the pin, and RT (RELEASE) should throw it. Automatically throwing on pulling it out is clunky and does not allow for fine tuning aim, cooking, or canceling the throw.

-Change view should be an option in the menu - dedicating a button to this is wasteful when bindings are limited

-Clearing a binding should be an option available to us. I cannot set a bindings list similar to this currently because I cannot unbind lean/switch view.

-Allowing us to set the deadzone to 0 would be very nice. Since the game uses axial deadzones, even with them minimal (1%), it adds pull in the vertical and horizontal direction. If radial is not going to be an option, allowing us to remove the deadzone entirely would be desired.

BINDINGS:

LT - Aim Down Sights

LT + RS Click - Lean Right

LT + LS Click - Lean Left

LT + Dpad Up - Zeroing Up

LT + Dpad Down - Zeroing Down

RT - Fire Weapon

LS Click - Sprint

RS Click - Melee

LB - Hold Breath (Tab Left)

RB - Orders/Communications (Tab Right)

Start - Pause Menu

Back - Fire Mode Selection

X - Interact/Reload

B - Crouch/Prone

Y - Map/Switch Member

A - Jump/Vault

Dpad Up - Primary Weapon

Dpad Down - Secondary Weapon

Dpad Right - Grenades

Dpad Left - Bandages/Equipment

reddit.com
u/Old-Tangerine-4920 — 2 months ago

AI SETTINGS FOR A CASUAL EXPERIENCE (UPDATED - 5TH ITERATION)

Updated:

- returned old perception values, seemed more consistent and fun -

- more consistent mid-long range suppression with much less unfair one-taps -

- VERY slightly lowered close-range accuracy -

DEVS HAVE STATED AI TWEAKS ARE COMING - THIS PROVIDES A CURRENT SOLUTION FOR MORE CASUAL PLAYERS TO ENJOY THE GAME IN THE MEANTIME

This is my 5th iteration of a baseline AI Difficulty for a more casual experience. It allows me to complete PVE in Lone Wolf mode around 85 percent of the time (if I play smart and don't commit poetate). If this is too forgiving, adjust as needed! It is set forgiving enough to allow the chance to respond in most engagements - even up close. This should even allow operators - who...ahem...*accidentally* drank their rum-ration pre-mission - to have a fair fighting chance!

*BE SURE TO SELECT "CUSTOM" AI DIFFICULTY BEFORE SELECTING MISSION IN ORDER TO EXPERIENCE THESE SETTINGS*

To find AISettings.ini, proceed to the folder on your pc in the location below - and be sure you have Hidden Files and Folders set to visible in the folder properties, or AppData will not be visible:

C:\Users\(YOUR PROFILE)\AppData\Local\GroundBranch\Saved\Config\WindowsNoEditor\AISettings.ini

Copy the below text and paste in AISettings.ini, then save the file:

[/script/tacticalai.tacticalaiconfig]

+PerceptionADSR=(SenseClass="/Script/AIModule.AISense_Sight", Attack=2.0, Decay=0.5, Sustain=1.0, Release=5.0, MaximumAmplitude=115.0)

+PerceptionADSR=(SenseClass="/Script/AIModule.AISense_Hearing", Attack=1.0, Decay=0.5, Sustain=1.0, Release=3.0, MaximumAmplitude=100.0)

+PerceptionADSR=(SenseClass="/Script/TacticalAI.AISense_IncomingFire", Attack=1.2, Decay=0.5, Sustain=1.0, Release=2.0, MaximumAmplitude=150.0)

TacticalSenseActivationThreshold=86.0

TacticalSenseActivationDecayRate=20.0

TacticalSenseActivationMax=200.0

[SkillLevel@Custom]

ReactionTimeBase=0.45

ReactionTimeRandom=0.55

MaxTurnRate=190.0

PitchRate=190.0

MaxSprintTurnRate=50.0

LeanChance=0.2

OnTargetThreshold=0.20

MaxDistanceDeviation=145.0

AimErrorUpdateInterval=1.75

InitialMissTargetThreshold=25.0

RecoilCompensationSkill=0.4

DeliberateMissTime=2.5

DeliberateMissBlendOutTime=4.0

DeliberateMissDistanceThreshold=30.5

MinDelayBetweenBursts=1.0

MaxDelayBetweenBursts=2.0

MinSemiAutoBurst=1

MaxSemiAutoBurst=3

MaxTimeOnTarget=8.0

MaxTimeDeviation=8.0

SuppressionRecoveryRate=0.13

TracerFrequency=0.5

MuzzleFlashProbability=1.0

reddit.com
u/Old-Tangerine-4920 — 2 months ago

WHO DESIGNED THIS????

Whoever in the art/environment team was in charge of the number of alcohol bottles in this house on the Creek map, WHY???

You guys did these poor dudes so dirty. They aren't just terries, these terries are DRUNK AF! XD

steamcommunity.com
u/Old-Tangerine-4920 — 3 months ago

AI DIFFICULTY FOR A CASUAL EXPERIENCE

FIRST UPDATE:

-Increased AI Turn Speed

-Greatly Increased AI Accuracy at Distance (Old Value was Straight-Up Busted)

-Slightly lowered AI Accuracy at Close-Medium Range

-Tweaked AI Perception for More Realistic Visual Spotting at Distance

-Slightly Slowed AI Reaction Time based on Real-World Values for Untrained Soldiers

DEVS HAVE STATED AI TWEAKS ARE COMING - THIS PROVIDES A CURRENT SOLUTION TO ENJOY THE GAME IN THE MEANTIME

This is my 2nd iteration of a baseline AI Difficulty for a more casual experience. It is set a bit forgiving to allow the chance to respond in most engagements - even up close. I have learned through experimentation and looking things up that some of my previous numbers were a bit...interesting. I have fixed the ones I figured out.

It allows me to complete PVE in Lone Wolf mode around 85 percent of the time (if I play smart and don't commit poetate). If this is too forgiving, adjust as needed!

*BE SURE TO SELECT "CUSTOM" AI DIFFICULTY BEFORE SELECTING MISSION IN ORDER TO EXPERIENCE THESE SETTINGS*

To find AISettings.ini, proceed to the folder on your pc in the location below - and be sure you have Hidden Files and Folders set to visible in the folder properties, or AppData will not be visible:

C:\Users\(YOUR PROFILE)\AppData\Local\GroundBranch\Saved\Config\WindowsNoEditor\AISettings.ini

Copy the below text and paste in AISettings.ini, then save the file:

[/script/tacticalai.tacticalaiconfig]

+PerceptionADSR=(SenseClass="/Script/AIModule.AISense_Sight", Attack=1.75, Decay=0.5, Sustain=1.0, Release=5.0, MaximumAmplitude=115.0)

+PerceptionADSR=(SenseClass="/Script/AIModule.AISense_Hearing", Attack=0.8, Decay=0.5, Sustain=1.0, Release=3.0, MaximumAmplitude=100.0)

+PerceptionADSR=(SenseClass="/Script/TacticalAI.AISense_IncomingFire", Attack=0.3, Decay=0.5, Sustain=1.0, Release=2.0, MaximumAmplitude=150.0)

TacticalSenseActivationThreshold=86.0

TacticalSenseActivationDecayRate=20.0

TacticalSenseActivationMax=200.0

[SkillLevel@Custom]

ReactionTimeBase=0.250000

ReactionTimeRandom=0.150000

MaxTurnRate=200.000000

PitchRate=100.000000

MaxSprintTurnRate=50.000000

LeanChance=0.750000

OnTargetThreshold=0.4900000

MaxDistanceDeviation=75.000000

AimErrorUpdateInterval=1.750000

RecoilCompensationSkill=0.500000

DeliberateMissTime=3.000000

DeliberateMissBlendOutTime=4.000000

DeliberateMissDistanceThreshold=0.000000

MinFullAutoBurst=4

MaxFullAutoBurst=8

MinDelayBetweenBursts=1.500000

MaxDelayBetweenBursts=4.000000

MinSemiAutoBurst=1

MaxSemiAutoBurst=3

HearingRange=5000.000000

NoiseThreshold=0.400000

MaxTimeOnTarget=8.000000

MaxTimeDeviation=8.000000

SuppressionRecoveryRate=0.008000

reddit.com
u/Old-Tangerine-4920 — 3 months ago
▲ 7 r/tacticalshooters+2 crossposts

Xbox and Potentially Steam Controller Holy Grail Profile

I have nearly perfected the Xbox controller support for Ground Branch. I also believe I know how to get it working with the Steam controller. The only major remaining bug is the Secondary Weapon switching bug, and it has been reported to the devs. You can unbind that one if you'd like to use a different binding for switching to secondary, or simply wait until it is fixed.

If you're using a Steam controller, in the steam controller settings, set it to function as an xbox controller, but with no community layout. Then, copy my Input.ini text into your Input.ini and save it, then start up the game. If you're using an xbox controller, it should be as simple as copying my Input.ini text into yours and saving it. Just make sure you have steam controller settings disabled.

The binding list is here, but rather than taking 15 minutes to copy individual bindings, copying the Input.ini file will get you the same results (the sensitivity settings are worth checking out though):

https://steamcommunity.com/app/16900/discussions/0/580551263528223962/

The real star of the show is the Input.ini. Save a copy of yours before proceeding if you want to be able to revert to what you had. Where to find it and how to copy mine is here:

https://steamcommunity.com/app/16900/discussions/0/580551263528245302/

Please try it out, and let me know if it works for you and any tweaks that you think may work better. The secondary weapon bug hits every time you attempt to lower your stance (B + Dpad Down) - it causes you to pull out your secondary - and there's no way around it other than rebinding for now.

If you're curious about the Secondary Weapon bug, here's my understanding of the likely cause:
https://steamcommunity.com/app/16900/discussions/1/580551263528283485/

This profile solves:
Start button not opening pause menu
Tablet binding not working (Y + Dpad Left)
Drop Item binding not working (Y + Dpad Down)
Raise/Lower Weapon not working (B + Dpad Right/Left)
Increase/Decrease Scope Zoom (LT + Dpad Up/Down)
Lean (LT + Left Stick/Right Stick Click)
Freelook (Right Bumper)
...and much more!

Happy gaming!

u/Old-Tangerine-4920 — 2 months ago

Subway Bomb Defusal (Can't Be Diffused

https://preview.redd.it/12hazapv14eh1.png?width=2233&format=png&auto=webp&s=89783d22273dded903998e8795fae99f1b221fed

PROBLEM: The wet floor sign blocks the player character from moving into position to diffuse the bomb. This is on the City map in the subway tunnel men's bathroom bomb location. Upon pressing the button to diffuse, the character attempts to slide into position but is blocked by the sign. They get stuck attempting to do this until releasing the button.

SOLUTION: Removing the wet floor sign or rotating the barrel 90 degrees so that it is facing the player would both solve the problem, though removing the sign would probably be ideal and at least give the player some warning if an enemy is coming from around the stall.

reddit.com
u/Old-Tangerine-4920 — 3 months ago

More like 1-point-NO

Do not be fooled by the sale, if you don't want to join sweaty multiplayer LARP groups, GB is gonna suck for you. The bots are terrible, the controller support is incomplete, and the game is on life support.

This is the most disappointed I have ever been in a 1.0 release. 2 prologue missions? This glorified tech demo should have stayed a multiplayer sandbox and maybe there wouldn't be so many disappointed people and broken promises. I bought the game 3 times (twice for friends) and I've never felt more scammed.​

reddit.com
u/Old-Tangerine-4920 — 3 months ago

Axial Deadzones on Controller

Having square (axial) deadzones on controller makes the camera feel very unintuitive. It magnetizes to vertical or horizontal axis instead of allowing smooth movement in any direction. This is a common issue in many games and seems to be the default setting for many game engines due to older consoles/controllers not being able to handle multidirectional input. Round (radial) deadzones fix this issue, along with having the option to tweak the deadzone size.

I would like to see round deadzones (it is a simple engine setting change). This would greatly improve the feel on controller for everyone who wants to play that way - including console players.

I bought the game, but ended up having to refund it, as it is present every time I go to look in any direction. I will gladly repurchase the game if this is fixed.

Thank you for your time!

EDIT: Having dug even deeper, apparently a lot of game engines actively promote axial deadzones to alleviate QA testing issues on cheap controllers - but this sacrifices diagonal camera movement precision for easier QA. Nowadays it is better to go​ with smooth radial deadzones and fine-tune the curve from the start. Unfortunately, it seems a lot of documentation has not caught up to reflect this yet.

reddit.com
u/Old-Tangerine-4920 — 3 months ago

Controller Has Square Deadzones Instead of Round

Having square (axial) deadzones on controller makes the camera feel very unintuitive. It magnetizes to vertical or horizontal axis instead of allowing smooth movement in any direction. This is a common issue in many games and seems to be the default setting for many game engines due to older consoles/controllers not being able to handle multidirectional input. Round (radial) deadzones fix this issue, along with having the option to tweak the deadzone size.

I would like to see round deadzones (it is a simple engine setting change) and ideally an option for an exponential sensitivity curve - which prevents the camera jumping aggressively when lightly turning the stick. These two changes would greatly improve the feel on controller for everyone who wants to play that way.

I played the demo, but this is frustrating enough to keep me from purchasing the game, as it is present every time I go to look in any direction. I will gladly purchase the game if this is fixed.

Thank you for your time!

EDIT: Clarified axial and radial deadzones and the reason engines default to axial.

EDIT II: Having dug even deeper, apparently a lot of game engines actively promote axial deadzones to alleviate QA testing issues on cheap controllers - but this sacrifices diagonal camera movement precision for easier QA. Nowadays it is better to go​ with smooth radial deadzones and fine-tune the curve from the start. Unfortunately, it seems a lot of documentation has not caught up to reflect this yet.

reddit.com
u/Old-Tangerine-4920 — 3 months ago
▲ 11 r/ss14

Unicorn MRP Server (Seems Not to Exist) - 18+, No ERP, No ID Verification/Discord Requirement

As an adult who has been recently enjoying SS14, likes to make adult jokes, but does not want to get involved in ERP, and does not feel comfortable giving my personal information to Discord (especially since the buyout and increase in ads), it is a real bummer that I seem to only be able to pick 2 out of these 3 options at any given time. Has anyone found a server that ticks all these boxes, or is it (as it seems based on searching) basically impossible? Thankfully, some servers allow MRP accounts without Discord authorization currently, but the hub launchers are starting to indicate that it may be required in the future.

Before you say "how else can we verify age", parents. Parents should be verifying age. Them being irresponsible is no defense for the extinction of online privacy. Parents have always been responsible for what they allow their children to play. If they buy GTA 5 for little Timmy and he overhears adults making adult jokes in chat (or gets a lap-dance from Destiny at the Purple Butterfly), that's 100% on the parents, not Rockstar Games. Is this part of the expanding online ID verification that's been spreading globally? (if so, not the servers' faults, but it really sucks), or an attempt to shelter them from a Roblox-type situation? (that is marketed as a kid's game, so to me it would be different).

You can literally walk around naked, paint the halls with blood, do countless drugs, drink yourself to death, go on a mass-shooting rampage, rip peoples guts out of their bodies and eat their hearts, take over peoples' minds, cuss all you want - SS14 as a movie (even a cartoon one) would be at minimum rated R - but if you make a dick or boob joke you risk administrative punishment? Would it not be better to have a few curated servers that are for anyone under 18 (perhaps with dialed down violence, nudity, drug use, and gore) and then the default vanilla servers which are all 18+ (or at least the same as a mature game - 17+)? As someone still fairly new to the game, it all seems somewhat of a confusing contradiction. It's like if GTA 6 came out rated E for Everyone with nothing removed. Why is this considered a kid's game?

reddit.com
u/Old-Tangerine-4920 — 4 months ago
▲ 2 r/ss14

What's stopping the community from creating a SS15 Steam Page?

I do not understand copyright law very well. I also do not understand the dynamics of having an open-sourced project on Steam.

What I do understand, however, is that I don't think there is going to be any making amends or mutual agreement between the two parties. Both sides hate each other with a burning fury. Escalating to court cases (especially when multiple countries are involved) seems like a logistical nightmare and cash-draining slog for both parties, and will possibly bring a result that makes no one happy.

This brings me to my question: why is the community so focused on trying to take control instead of just forking (or copying and starting a new core codebase) and creating a SS15 Steam page? I understand not wanting to divide the community, but at this point it seems inevitable. Are there legal hurdles? If it is open-sourced, why can't anyone create a SS15 steam page from their own fork? Wouldn't moving forward be both the smarter and least painful move if there will be no compromise? Help me understand, because I'm sure there's good reasons. Continuing to attack each other is bad for the game, period.

EDIT: Downvotes for this? Really? Ok.

reddit.com
u/Old-Tangerine-4920 — 4 months ago

RTX HDR/RTX VSR + Nvidia Game HDR Ever Coming to Bazzite?

I am new to Bazzite from Windows, and I am quite enjoying it. Three features that I can't seem to find, however, that I got a TON of use out of in Windows are the RTX VSR (Virtual Super Resolution), RTX HDR (adding HDR to SDR videos), and the Nvidia App converting SDR games to HDR. Am I missing settings to turn these on in Bazzite, or are none of them present currently? If they are not in Bazzite, will these features ever make it to Bazzite?

Thanks for your time!

reddit.com
u/Old-Tangerine-4920 — 5 months ago