There really should be a right to adequate human support that's not hidden behind multiple barriers. As you said, it can be a timesaver for the simple stuff, but there's nothing worse than the dread when you know that your case is going to need some explanation and an actual human that is able to do more than just following a flowchart.
nekusoul
Depends a bit on the clients.
- KeePass: Will ask you if you want to synchronize/overwrite/discard the database when saving.
- KeePassXC: Will autoreload the database in the background, so merge conflicts shouldn't happen in the first place. Otherwise there's 'Merge database' in the menu.
- KeePass2Android: So I mixed up the names and this is the client I actually use. This one does all changes to an internal copy of the database that is then synchronized on request.
- KeePassDX: As far as I can see it also has a mechanism similar too KeePass2Android.
Assuming you only have one desktop and mobile client you should never run into any issues. If you do have multiple KeePassXC clients it's all fine as well assuming Syncthing always has another client it can sync with.
Most amazingly, this setup is also unexpectedly resilient against merge conflicts and can sync even when two copies have changed. You wouldn't expect that from tools relying on 3rd party file syncing.
I still try to avoid it, but every time it accidentally happened, I could just merge the changes automatically without losing data.
Oh yeah, you're right. It's both degradation in some way, but through entirely different causes.
Same thing with Stable Diffusion if you've ever used a generated image as an input and repeated the same prompt. You basically get a deep-fried copy.
I've been trying to find some better/original sources [1] [2] [3] and from what I can gather it's even worse. It's not even an upscaler of any kind, it apparently uses an NPU just to control clocks and fan speeds to reduce power draw, dropping FPS by ~10% in the process.
So yeah, I'm not really sure why they needed an NPU to figure out that running a GPU at its limit has always been wildly inefficient. Outside of getting that investor money of course.
AI acceleration for 3d upscaling
Isn't that not only similar to, but exactly what DLSS already is? A neural network that upscales games?
Yup. I've never done anything besides installing NVIDIA drivers. Just switching the cable of the secondary monitor to the motherboard ports and it just worked. No reboot even, just making sure that adaptive sync is enabled in KDE or wherever.
VRR does not work if you have a NVIDIA card and more than one monitor enabled.
I recently learned that's not entirely correct for Wayland. The critical thing is that VRR stops working if more than one enabled monitor is connected to the NVIDIA GPU. Meaning that if you connect only one display to the NVIDIA GPU and the other monitors to the integrated GPU it should just work.
I felt pretty stupid when I realized that I could've just switched a single cable and be using VRR way earlier. Didn't even need a reboot to work. For reference, I'm using a NVIDIA GPU + AMD CPU with 1 G-Sync as my main monitor and one non-VRR as my secondary monitor.
Shout-out to the Dan Floyd and his PlayFrame channel, where he's been doing a condensed playthrough of the game with just the MSQ, the interesting side-content, and highly cut segments of the interim gameplay. It's only near the end of Shadowbringers right now, but it's what got me into the game (as someone who was never into and mostly still isn't into MMOs).
Great bundle, but seeing Penny and Arzette is a bit sad as they must've really bombed if they're already in a bundle. That's just 4 months from release to bundle.
Well, in the case of Silksong specifically, an early announcement was all but inevitable, as it was originally a stretch goal that got turned into its own game. Even with their apparent preference towards minimal communication, they had to explain what's happening if they didn't want to appear like fraudsters.
Generally, I wouldn't even be opposed to early announcements, as long as the devs were transparent about the status of the project and made it clear in which capacity the game is currently being worked on.