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Comment Re:Go Apple! (Score 1) 338

Not just the program's source code... that's not even required. You have source code (and the legal right to mess with it provided you sharealike) for the platform itself.

Imagine how much better WINE would be if they didn't need to spend so much time trying to figure out how Windows worked... and could just read its source-code.

Comment Re:Go Apple! (Score 1) 338

Actually Linux (and similar copylefted OSes and libraries) doesn't qualify as part of this because you can legally uproot support provided you retain copyleft.

Theoretically, but not practically. If you buy a Linux program, you are "locked in" to Linux, at least as much as if you buy an iOS app or a Windows program it ties you to those systems. Even open source programs are locked in until they are ported, just like any other system. If you download VLC or Battle For Wesnoth for the iPhone, you are in the exact same boat.

Not true. You're allowed to view, modify, and port dependency code in open source OSes.

Many other platforms are becoming increasingly difficult to emulate or otherwise provide support to applications outside of the original platform. PS2 emulation is dead-in-the-water without an encrypted dump from a real PS2... Apple sues unauthorized vendors of Apple products. ... why? Because everyone who uses (read: turns on) a Mac violates the DMCA -- and Apple reserves the right to sue you if you piss them off for some reason.

That's a wholly nonsensical article. When you run software, you make a copy as affected by copyright law. Mac users get a license to run Mac OS X on a Mac. The notion that every Mac user is in violation of the DMCA is ludicrous. How you came to the conclusion you did is beyond me.

Tell that to the judge who ruled in Apple's favour or Apple's lawyers who posed that argument. Fact of the matter is, a program making a copy of itself from a hard-disk drive to RAM is in violation of the DMCA.

Comment Re:Go Apple! (Score 1) 338

Actually Linux (and similar copylefted OSes and libraries) doesn't qualify as part of this because you can legally uproot support provided you retain copyleft.

Many other platforms are becoming increasingly difficult to emulate or otherwise provide support to applications outside of the original platform. PS2 emulation is dead-in-the-water without an encrypted dump from a real PS2... Apple sues unauthorized vendors of Apple products.

... why? Because everyone who uses (read: turns on) a Mac violates the DMCA -- and Apple reserves the right to sue you if you piss them off for some reason.

Apple is the epitome of ridiculous when it comes to locking down and locking in their customers. But yes... videogame platforms are just as bad. That's what you get when you pay people to be middlemen between your digital hardware and your digital art... they exert the rights you gave them for being middlemen.

Comment Re:...and fees (Score 1) 362

Yeah it's because there's not enough RAM in the modern consoles to look good at split screen for the most part. We've also seen it last generation where the only thing separating many Xbox 1 games and PS2 games was that the Xbox had splitscreen multiplayer and the PS2 did not.

Comment Re:ok .. (Score 1) 195

Well that is a decent solution actually... use the PC -- do what you want with it -- pay less for it -- not have tonnes of redundant hardware and accessories -- don't have a platform developer to pull the plug and deprecate every piece of art in its catalog (Poor Oddworld: Stranger's Wrath) -- use whatever control mechanism the game developer wishes to support (rather than the platform developer) -- not pay license fees to said platform owner.

If only an open platform like Linux actually had enough marketing to stretch its wings.

Comment Re:It is all about resolution (Score 1) 422

He's (now) still talking about using videocard hardware... just not the Direct3D/OpenGL libraries to interface with them.

So it's not a memory bandwidth issue -- because the component that's used for the massively-parallel processing would essentially still be a videocard.

Don't confuse "Software Rendering" with "CPU-Only" rendering. The videocard will still be there... along with its memory and massively parallel many-simple-core structure. The difference is instead of making Direct3D and OpenGL function calls, you'll be making code that looks sort-of like a very very very multithreaded software renderer.

Comment Re:It is all about resolution (Score 1) 422

Framerate locking IS common... because on the console with set hardware you can optimize to hit one specific framerate... ... and then when you port to the PC you need to keep the framerate locked (or have a REALLY painful porting process) because of all the assumptions you made making the console version assuming the framerate will always be 30 fps (like with Gametime, etc)

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