Pillars of Eternity


Recommended Posts

I'm a bit surprised there isn't already a topic on this.  Is no one here playing it?

 

I'm a kickstarter backer but I don't have loads of time right now so I haven't had much of a chance to play it yet.  It's been getting great reviews though and I've overall enjoyed what I have managed to play so far but I'm not too far in.  I'm still at the first town and currently working on the Raedrics Hold quest.  I don't even have a Keep yet (there as UI button for it so I guess it's a big deal)

 

Having played D&D in it's various forms since the early 80s (pen and paper) as well as tons of various cRPG adaptions I'm having a hard time wrapping my mind around this ones games mechanics.  My mind wants it to work like Baldurs Gate and D&D in general but it clearly doesn't.  For example I don't get what weapons and such I should equip on my people.  Is there an advantage to having a single weapon in one hand and leaving the other empty? Are there penalties for dual wielding?  Is it better to dual wield two smaller weapons (daggers for example) or a large and a small (sword + dagger) or is it fine to dual wield two large (two swords)?  Is this all explained somewhere I totally missed?

 

The weapon groups they have make no sense to me.  For example Rod and Scepter are in the "Noble" weapon group but Wand is in "Adventurer"... these are all "wizardy" weapons to me.  Maybe I'm just supposed to throw out those preconcieved notions though... so should my Wizard be running around with a hunters bow instead?

 

The priest NPC I got comes with a special Quarterstaff which is in the "Peasant" group but his faith talent gives him a bonus to swords which is in the "Knight" group.  The fighter I got comes with the "Ruffian" weapon skill that covers Sabre, Stiletto, Club, Pistol, and Blunderbuss.  All the melee weapons in that list are all one handed so I gave him a shield in the other hand since he's my "tank" but I really have no idea if that's actually a good idea in this system or not.  I could go on but hopefully this illustrates my issue.  Again I just feel like this should be explained more clearly than it has been or perhaps it was but I just totally missed where that was.

 

The difficulty seems to be all over the place too.  I breezed through everything until the first town.  Once there I got slaughtered attempting the ruins in town so I went and did more side quests (which is fine) and then went back once I had another level and gained another party member (so far so good).  Now I'm doing Raedrics Hold and I've breezed through most of it until the end which I don't even seem to stand a chance at... if I wasn't high enough level for this it would have been nice to clue me in with some difficulty in the other battles (I even found secrets, unlocked doors, etc. making me think I'm in the right level range) but the final battle is one an entirely different difficulty scale.  So I'm hoping I just missed something and I'm going to look around the keep some more but if that's not the case then it's going to suck if I have to backtrack after pretty much clearing the entire place but the final room and then come back later after I've leveled some more... (not even sure how I'd do that though since this was my last side quest left anyway... the game doesn't give XP for battles)

 

I'm not looking for spoilers here I'm mainly just wondering of other peoples experience is in any way similar and hoping that maybe I just missed something that explains how some of this stuff (game mechanics) works.  Most of the stuff on the net I see just seems to be endless praise (which again, I do like the game) and I could of course get spoilers for where I'm stuck by just watching youtube videos and such but I don't want specific solutions spoon fed to me I'm just wondering if there is some general game concept I missed or some misunderstanding of the games systems I'm falling victim to or something.

 

Link to comment
https://www.neowin.net/forum/topic/1254310-pillars-of-eternity/
Share on other sites

I just finished DAI and I decided to take a look at Pillars of Eternity. It is similar to The Incredible Adventures of Van Helsing and so far I am enjoying it! Yes, there are issues, and one needs to get the latest patch to fix the still prevalent bugs. I am working on the missions in Defiance Bay. One major issue I do find with the game is that game balance is still not right. One can get killed with minor level enemies. There is a steep learning curve and you definitely need to learn to enchant and suit up your players correctly. Also, the game direction can use some work and repeating old areas can get very tedious (the Endless Paths of Ol Nua). Another thing is the way inventory is setup. I have 9 pages of junk that I collected during the game and still more to go! It is a very fun game despite its limitations!

I just finished DAI and I decided to take a look at Pillars of Eternity.

That was the last game I finished as well, rofl. I played DAI on the PS4 though and I have PoE on PC (from GoG).

It is similar to The Incredible Adventures of Van Helsing and so far I am enjoying it!

I'm enjoying it overall as well but again I'm not very far in. I've never even heard of The Incredible Adventures of Van Helsing.

Yes, there are issues, and one needs to get the latest patch to fix the still prevalent bugs.

I don't believe I've ran into any bugs and I think I do have the latest patch. I didn't even start playing the game until the after the patch that fixed the double click item passive ability loss bug so I luckily missed out on that fun.

I am working on the missions in Defiance Bay.

Haven't even been there yet.

There is a steep learning curve and you definitely need to learn to enchant and suit up your players correctly.

THIS is my problem. Where am I supposed to do this learning? How do I know if I'm suiting up my players "correctly"? Do they seriously expect you to scour the internet and watch youtube videos to figure out how to play the game? Is there tutorial information that I missed?

Also, the game direction can use some work and repeating old areas can get very tedious (the Endless Paths of Ol Nua).

No idea what this is. Probably just haven't gotten to it yet. Again I'm still in the first town.

Another thing is the way inventory is setup. I have 9 pages of junk that I collected during the game and still more to go!

I think you're supposed to sell that, rofl. I had the opposite issue in that I didn't get that you had basically limitless storage at first so I was dropping a lot of junk so I was hard pressed for money.

I knew the stash existed but I thought it was for crafting and quest items only until eventually I actually clicked on it and realized that you could put weapons and armor and other things in there as well.

I don't really MIND this, once you understand how it works it's fine it just would have been nice for them to explain it more clearly from the start. You probably be selling your junk every time you get to a store instead of letting it build up so much.

Now I just try to keep the best weapon of each type I have and for armor I keep the best of each type with a different graphic and sell everything else. They give you A TON of the same weapons, armor, etc. and selling it all is my primary source of income.

It is a very fun game despite its limitations!

I agree! Again I don't want to make it seem like the games not fun. I'm not mad or disappointed in it. I just have this nagging feeling of confusion despite the fun, a feeling that I'm just not quite grasping something about how the games systems work.

I also backed them on Kickstarter. Haven't had time yet, but planning on taking a look soon. I still have Wasteland 2 to play too, so lots to keep me busy.

 

I too have Wasteland 2 yet to play (backed on Kickstarter, delivered through gog.com).  I was actually going to play that first but I was finishing up DAI and they announced the upcoming move to Unity 5 and Game of the Year version so I figured I'd just wait for that to get started.  I also backed Torment: Tides of Numenera which will probably be out before I finish both PoE and Wastelands 2 so I've got a nice selection of PC RPGs queued up. (Not to mention Witcher 3 coming out soon)

I too have Wasteland 2 yet to play (backed on Kickstarter, delivered through gog.com).  I was actually going to play that first but I was finishing up DAI and they announced the upcoming move to Unity 5 and Game of the Year version so I figured I'd just wait for that to get started.  I also backed Torment: Tides of Numenera which will probably be out before I finish both PoE and Wastelands 2 so I've got a nice selection of PC RPGs queued up. (Not to mention Witcher 3 coming out soon)

 

Yup, backed Tides of Numenera too. Lots to keep me busy  :)

I liked the world design but the gameplay....  Wasteland 2 doesn't even have that going for it.  I guess this old remake stuff is just not for me.

 

I'm curious as to what specifically about the gameplay you don't like if you don't mind elaborating.

Very fun game, think I got over 30 hours from it my play through. 

 

The game isn't 100% polished and certainly some things that could be improved but very enjoyable story, characters and combat none the less.

 

Its a shame they didn't split the priest or pally into defence/offence classes, would like to play an evil priest or pally but too supporty not enough attack - cypher was my main and one of the more fun classes due to the lesser restrictions, the resting bonus for wizards was painful.

 

Eitherway if you like old school rpg's or games like Divinity Original Sin, this is right up there.

I'm curious as to what specifically about the gameplay you don't like if you don't mind elaborating.

 

I'm only going from what I've been told here, but from what I know there's basically a complete lack of combat AI for anything but the party members basic attack.  Sure, that might have made sense in the period this game was modelled after but now?  I expect capable party members to heal when people need healing, at the very least.  That should never be something I have to micromanage.

 

With that and having to roll your own party members just to get through one of the first dungeons the game just feels a bit too awkward.  I'm sure I'll get back to it someday (as I said I enjoy the world design so far,) but I have plenty of other things to play at the moment.

I'm only going from what I've been told here, but from what I know there's basically a complete lack of combat AI for anything but the party members basic attack.  Sure, that might have made sense in the period this game was modelled after but now?  I expect capable party members to heal when people need healing, at the very least.  That should never be something I have to micromanage.

You're right then, this type game is apparently not your thing. That is true but it's not a flaw in the game it's how it's designed to be. It's a party based game where you can make your entire party if you like and you control everyone not just your main character. The whole pause thing is so you can give orders to everyone. It's not like they implemented party AI and it just stinks so bad that you are forced to "micromanage" them anyway. The game is designed specifically for you to "micromanage" your party and some people (myself included) actually enjoy that. If you don't that's fine but you're right... it's probably not your type of game then.

With that and having to roll your own party members just to get through one of the first dungeons the game just feels a bit too awkward.

I don't think this is true. I'm still early in the game so maybe I'm mistaking what you're referring to but I haven't rolled any party members other than my main character and I've been doing ok up until the boss fight Raedrics hold.

If you're talking about the ruined temple in the first town you can't just plow through it when you first get through town but you're mistaken if you think you have to fill out your party by rolling up NPCs. The game doesn't scale difficulty so in this instance and throughout the game you will run into tasks that are just too hard for you at the current level. What you're supposed to do when that happens is leave and come back later when you've got more experneice, better gear, and yeah possibly more followers but you shouldn't HAVE to roll any up. I and a lot of others don't like everything scaling so nothing is ever too hard and it's refreshing to find something that kicks your butt but then come back later and crush it. It gives a sense of accomplishment and growth instead of just rolling through everything in the game as it scales to whatever you are at the moment. I tried the first ruin in the town, got beaten pretty bad, did other side quests (along the way found another NPC that I didn't have to roll up) and then went back and didn't have any issues with it. That's GREAT IMHO and how it should work.

My issue with Raedrics Hold is that unlike that temple ruin which advertised it's difficulty right away (I had some trouble with the mobs right away, couldn't detect or disarm the traps, didn't find the secrets, etc. so it was clear I wasn't high enough level) Raedrics Hold seems to mislead you into thinking you're of the right level (I've found secrets, found all the traps and disarmed most of them, and haven't had any major issue with the mob fights) then all of a sudden you get all the way to the end and realize you've got no chance against the final fight... I don't mind coming back after I level some but if I'm not high enough level they should clue me in before the very last fight in a rather long mission (the keep isn't tiny and it takes a while to sneak all around it). But again, I may not even be playing it right myself and maybe if my people were set up properly (whatever that means... I'm having trouble grasping the systems) the last fight wouldn't be to hard either.

 I tried the first ruin in the town, got beaten pretty bad, did other side quests (along the way found another NPC that I didn't have to roll up) and then went back and didn't have any issues with it.

Me too.  Those other quests just happened to be in other games. :D 

I am working on the missions in Defiance Bay.

I got to Defiance Bay this weekend and am currently running side missions through it. I prefer the more dungeon/outdoors missions to the city ones but that's just a personal preference and not anything wrong with the game.

There is a steep learning curve and you definitely need to learn to enchant and suit up your players correctly.

I'm still having trouble with this. Despite being farther in the game I still don't feel like I have any sense at all as to what "correctly" is. I have no feel what so ever as to what is a good balance between speed and protection for the various character classes.

How heavy of armor should a wizard wear? Well my NPC Wizard came with special armor with his name on it that is heavier than I would have thought a Wizard would use based on D&D and such so I just leave that on him... (and enchant it to make it better)

My priest I don't know if I should throw on heavy armor or not either (in D&D priests where heavy armor but this isn't D&D so I'm not sure what's good here).

The priest NPC I have came with a special Quarterstaff which is from the "Peasant" weapon focus but his faith (Magran) gets the "Inspired Flame" talent that buffs Sword ("Knight" focus) and Arquebus ("Soldier" focus) so his weapon selection seems like a train wreck.

It's also odd to me because of all people my Priest has the highest mechanics skill so my priest is the one who detects and disarms traps as well as finding secrets. (doesn't seem very priestly to me but the NPC came with high mechanics and I figured I should embrace it instead of trying to backfill)

I have no idea what is good for armor or weapons for a Chanter. I'm not even super clear what that is but in my mind I try to equate it to a D&D Bard.

I finally noticed the "Blast" ability on my wizard that gives them a bonus when using a Scepter, Wand, or Rod but I still find it odd that Wand is in the "Adventurer" weapon focus while Rod and Scepter are in the "Noble" one.

Also, the game direction can use some work and repeating old areas can get very tedious (the Endless Paths of Ol Nua).

Finally got here as well and I think that Endless Paths thing is just the stretch goal dungeon that they kept adding levels to at various milestones. As such the whole thing can probably be skipped as it's just an "extra" but since you don't get xp for fighting and you do for new maps (dungeon levels) as such it's a good place to go "grind" if you find yourself to weak to go on in the main quest.

I've only done like the first level of it then left for Defiance Bay but I may go back later.

* poorly worded.

 

Lesser restrictions in the sense that wizards can only use x number of spells per (spell) level, cyphers spells/abilities in contrast are limited only by the "mana" they generate over the course of encounters.  Resting penalty for wizards (not bonus), eg to get back to their full use of x number of spells, wizards need to rest - in contrast to the cypher which only needs to rest due to fatigue, like all classes.

  • 3 months later...

So I never got out of Defiance Bay... my whole uncertainty on how things worked left me open for distraction and when Witcher III came out my gf took over the computer and I moved to the PS4 and started working on Arkham Knight.   Now she's moved back to yet another run through of Dragon Age: Inquisition on the PS4 and I've been playing Shadowrun: Hong Kong but it looks like today they've released the first expansion for PoE: The White March - Part 1.  Seeing as I haven't even finished the main game I'm not sure if I should go ahead and buy the expansion or not.  My understanding is that it adds a lot of new stuff to even the main game but there seems to be some confusion on what ONLY comes with the expansion and what will come even to the main game without the expansion via the latest patch.  Anyone else still following this game?

Bit disappointed at the implementation of the new expansion/DLC.  Wish it continued on or was implemented differently, as many reviewers have said its not motivating to load a mid game save of a game you've finished already. 

Great news for people who haven't finished or haven't played the game yet, a lot of the updates in general look solid. 

Since DoS2 isn't out till late next year might revisit this at some point after WM part 2 is also released.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • AMD RX 9070 GRE AI, Blender benchmarks vs 9070 XT, 7800XT, Nvidia RTX 5070, 4070 by Sayan Sen Earlier this week, we shared the first part of our review of AMD's new RX 9070 GRE. It was about the gaming performance of the GPU, and we gave it an 8 out of 10. As a follow-up, similar to how we did with the 9070 XT and non-XT, we are doing a dedicated productivity review for the RX 9070 GRE as well, where we compare it against the 9070 XT, 9070, 7800 XT, as well as Nvidia's 5070 and 4070. This will include AI, rendering, compute, and more benchmarks. AI performance, especially, is a very important metric in today's world, and AMD also promised big improvements thanks to its underlying architectural improvements. We will be pitching it against the data we already have for the RX 9070, and RX 9070 XT, but also the Nvidia 5070 FE, MSI GeForce RTX 4070 VENTUS 2X 12G, and Gigabyte Radeon RX 7800 XT GAMING OC 16G as they are in a similar price class, but also because we do not have a comparable 5060 Ti card lying around here that we can compare it against. Before we get underway, this is a collaboration between Sayan Sen and Steven Parker, who lent me his test bed. Also, there was no editorial input from AMD. First up, the specs of the RX 9070, 9070 XT, and 9070 GRE, which were given to us by AMD: Radeon RX 9070 GRE Radeon RX 9070 Radeon RX 9070 XT Boost Clock: Game Clock: up to 2.79GHz up to 2.20GHz up to 2.52GHz up to 2.07GHz up to 2.97GHz up to 2.40GHz Stream Processors 3,072 (48 CU) 3,584 (56 CU) 4,096 (64 CU) Ray Accelerator 48 56 64 AI Accelerator 96 112 128 ROPs 96 128 Texture Mapping Units 192 224 256 Memory 12 GB GDDR6, 18Gbps Clock, 192-bit Bus 432 GB/s 16 GB GDDR6, 20Gbps Clock, 256-bit Bus Effective Memory Bandwidth: 640 GB/s Infinity Cache 48 MB (3rd Gen) 64 MB (3rd Gen) Card Bus PCI-E 5.0 X16 Output 2x HDMI 2.1b 2x DisplayPort 2.1a Power consumption 220W 304W Recommended PSU 650W 750W Slot width 2x 3x Price (SEP) $549 $599 As you can see from the specs above, it is less than the standard RX 9070 in every way that counts, except for slightly higher Boost and Game clock speed. Design Moving on, the RX 9070 GRE we were given is an XFX Swift triple-fan, dual-slot design with two 8-pin connectors. At 30cm (self-measured), it will fit in most systems easily. There is no RGB either. The AMD Radeon RX 9070 GRE by XFX from all angles. Test system Our test system consists of the following: Lian Li O11 Dynamic Mini V2 Flow (Amazon|Newegg) ASUS Z890 ProArt Creator WiFi (Amazon|Newegg) Intel Core Ultra 7 270K Plus (Amazon|Newegg) Thermal Grizzly KryoSheet - 44x37 (Amazon|Newegg) 2x 16GB G.Skill Trident Z5 RGB (7200 MT/s in XMP) (Amazon|Newegg) Sabrent Rocket4 Plus 2TB SSD (Amazon) Windows 11 25H2 (Build 26200.8246) AMD shared a press driver based on the recently released Adrenaline 26.5.2 that we were required to use. We now move on to our benchmarks. First up, we have Geekbench AI running on ONNX. For some reason, the 9070 GRE does exceptionally well here in both half-precision (FP16) and single-precision (FP32). It manages to beat the RTX 5070 and RX 9070 non-XT, and is only behind the 9070 XT. Since Geekbench runs in short bursts instead of continuously hammering the graphics card, it seems the GRE's faster boost clocks are helping here. Next up, we move to the UL Procyon AI test suite, starting with the image generation benchmark. We chose the Stable Diffusion XL FP16 test since it is the most intense workload available on Procyon. The Nvidia cards do very well here, as even the 4070 out-muscles AMD's best fairy easily. The positive thing about the GRE is that it gets quite close to the 9070 non-XT in this test; this indicates that the VRAM does not play a very big role here, as SD XL relies on float16 (FP16). So this is something to keep in mind again. If you wish to work with float32 AI workloads, graphics cards with larger than 12 GB buffers would likely emerge as victors. Regardless, the gains are still massive on AMD's 9000 series compared to the 7000 series. Following image generation, we move to the text generation benchmark. This is one test where the 9070 GRE struggled, quite a lot. It seems that the 12 GB VRAM and lower memory bandwidth of the new Radeon 9070 GRE are hurting it quite a bit; the split is massive, especially in a test like Llama2, which packs 13 billion parameters. As such, in all the tests, the 9070 GRE is the slowest of the lot. Next, we tried Blender, and here the AMD GPUs were beaten by Nvidia. Rendering is something the Green team has always had a lead over the Red side, and it has not changed so far. On the positive side, though, the 9070 GRE shows significantly better results than the 7800 XT, which means AMD is on the right path. Catching up to Nvidia, though, will require a lot more effort. And we hope HIP and ROCm can keep improving. Wrapping up AI testing, we measured OpenCL throughput in the Geekbench compute benchmark. The RX 9070 GRE alongside the 9070 did not fare well here at all, even falling behind the 7800 XT. Interestingly, even the RTX 5070 could not beat the 4070 on OpenCL, so perhaps this suggests that OpenCL optimization may not have been a priority for either AMD or Nvidia in the modern era. Conclusion We reached the end of our productivity performance review of the 9070 GRE, and we have to say it's a mixed bag. Unlike the 9070 and 9070 XT, the GRE excels in some areas while losing ground fairly easily in others. Similar to how it happened in gaming, any time the card's memory subsystem gets hammered, it tends to fall behind the others. This was the case with text generation, wherein we saw the VRAM sometimes hit its maximum available 12 GB of usage with larger model sizes. So what do we make of the RX 9070 as a productivity hardware? It can certainly be used, but you have to know it has its limitations. For those looking for a GPU that can deal with more, AMD recently unveiled the Radeon AI PRO R9700, which is essentially a 32 GB refresh of the 9070 XT with some additional workstation-based optimizations. On a similar note, the new Ryzen AI Halo platform is something you can consider if you want to set up a local AI processing station. Considering everything, we rate AMD's Radeon RX 9070 GRE a 7.5 out of 10 for its productivity performance. Price is less of a factor for those looking at productivity cases compared to those considering the GPU for gaming, and as such, we felt it did quite decently on many occasions and can be handy if you need a 12 GB GPU and, for some reason, don't want to get Nvidia. Purchase links: RX 9070 / XT / GRE (Amazon US) As an Amazon Associate, we earn from qualifying purchases.
    • Does anyone here know if these updates are integrated into the UUP dump isos?
    • Motrix Next 3.9.4 by Razvan Serea Motrix Next is a modern, open-source cross-platform download manager built as the official next-generation successor to the original Motrix project. It has been completely rewritten using Tauri 2, Vue 3, TypeScript, and Rust, while still relying on the powerful Aria2 download engine for high-speed multi-protocol transfers. The app supports HTTP, HTTPS, FTP, BitTorrent, ED2K and magnet links, offering advanced features like multi-connection acceleration, task scheduling, bandwidth control, and batch download management. With a significantly reduced install size (around 20MB), it focuses on being lightweight, fast, and resource-efficient compared to traditional Electron-based download tools. Designed for Windows, macOS, and Linux, Motrix Next delivers a clean, modern UI inspired by Material Design 3 principles, with smooth animations and a minimal workflow. It improves usability through better download organization, system tray integration, and enhanced torrent handling including selective file downloads and tracker management. Motrix Next features: Multi-protocol downloads — HTTP, FTP, BitTorrent, Magnet, .torrent, ED2K, and Metalink tasks BitTorrent — Selective file download, DHT, peer exchange, encryption controls, metadata caching, GeoIP peer flags, and tracker probing Browser extension integration — Embedded Extension API with independent authentication, download confirmation, smart auto-submit, filename hints, referer/cookie forwarding, and real-time controls (Chrome Web Store · Edge Add-ons) Safe filename handling — Content-Disposition, RFC 2047, non-UTF-8, percent-encoded, and extensionless URL resolution with path traversal sanitization Download organization — Favorite and recent folders, optional file-type categorization, stale-record cleanup, and completed history backed by SQLite Concurrent downloads — Independent controls for active tasks, HTTP connections per server, segments per file, and BT peer limits Speed control — Global and per-task upload/download limits with day-of-week and time-of-day scheduling System integration — Tray operation, optional tray speed display, macOS Dock badge/progress, protocol handlers for magnet://, thunder://, and motrixnext:// Lightweight mode — Destroys the WebView on minimize-to-tray while Rust keeps the engine, task monitor, notifications, history, and extension routing alive Notifications and power options — Native task start/complete/failure notifications, keep-awake during downloads, and optional shutdown after completion Network controls — Scoped proxy support for downloads, app updates, and tracker updates, plus system proxy detection Auto-update channels — Stable, Beta, and Latest Across Channels policies with separate download and install phases Diagnostics — Structured logs, exportable diagnostic ZIPs, database integrity checks, automatic DB rebuild, and Linux GPU rendering fallback Personalization — Light/dark/system theme, 10 color schemes, 26 languages, and first-launch system language detection Motrix Next 3.9.4 changelog: Motrix Next 3.9.4 promotes the 3.9.4 beta cycle to stable. This release refreshes bundled engine binaries, improves task detail readability and copy actions, expands link handling for magnet and ED2K workflows, polishes responsive navigation and text wrapping, updates browser extension documentation, and refines network preference controls. New Features Task Detail copy actions — Added copyable values for task metadata and reusable render functions for long text fields. Magnet and ED2K lifecycle support — Added task lifecycle handling for magnet and ED2K links. History cleanup for deleted tasks — Deleted tasks can now remove matching history records. User-Agent management — Added user-agent management and improved related network preference controls. Browser extension documentation — Added the Firefox Add-ons link for the Motrix Next extension. Improvements Engine binaries — Updated bundled binaries for supported architectures. Task Detail readability — Long task names, URLs, tracker values, and copyable metadata now render more clearly. Deletion messaging — Refined localized task deletion text for clarity and consistency. Text wrapping — Improved URI input wrapping and task name multiline display. Navigation layout — Improved sub-navigation responsiveness. Disk allocation default — Changed the default file allocation method to trunc. Proxy controls — Improved proxy button styling in network preferences. Download: Motrix Next 64-bit | ARM64 | macOS ~20.0 MB (Open Source) Links: Website | macOS / Linux | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • NVIDIA officially supports Ubuntu, as linked above with the GeForce NOW Hands on I did in collaboration with Paul Hill.
    • TO be clear I am not running linux today, however I keep thinking about it. And I want to make sure there are minimal obstacles if I decide to make that switch in the coming months.
  • Recent Achievements

    • Proficient
      Eric Biran went up a rank
      Proficient
    • Dedicated
      Conjor earned a badge
      Dedicated
    • Week One Done
      Windows Guy earned a badge
      Week One Done
    • Dedicated
      Mark Spruce earned a badge
      Dedicated
    • Collaborator
      conkir earned a badge
      Collaborator
  • Popular Contributors

    1. 1
      +primortal
      479
    2. 2
      PsYcHoKiLLa
      244
    3. 3
      Steven P.
      72
    4. 4
      FloatingFatMan
      66
    5. 5
      +Edouard
      66
  • Tell a friend

    Love Neowin? Tell a friend!