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Epic Games Store and Fortnite Arrive on EU iPhones

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Re: Epic Games Store and Fortnite Arrive on EU iPhones

#141
post #140

Earlier quoted context omitted.

Hmm mine is a Galaxy A21s. /dev/block/dm-4 3.4G 3.4G 22M 100% / /dev/fuse 23G 14G 8.2G 64% /storage/emulated I haven't worked with AOSP in ages, just normal apps. Is root supposed to be 100% full?

Honestly it's been a while for me too and I don't even know how to see the actual device partitions instead of just mounts (e.g. I think in this case your / is just a read-only ramdisk so it doesn't really matter what df says... mine is 100% too.) I don't even know how this works anymore since I think since Android 10 they use some sort of overlay FS for updates? I tried installing parted on Termux but it refuses to…

> I know it's cliché but... have you tried a factory reset?

I will when it starts to annoy me.

Or I may just get a new phone the next time I need to do Android. This one has 12, they're at 15 now. I may need to be on whatever's the latest on a new project, whenever that comes (not soon).

Re: Epic Games Store and Fortnite Arrive on EU iPhones

#142
post #105

Earlier quoted context omitted.

Facebook also uses the iOS Keychain to track you across app installs and deletions, AND even when restoring iCloud backups on a new phone! There's no way to see or delete that data without using Facebook apps, and no way to be sure that the data they show is all the data they've stored on your phone.

If I have a meta app, where can I see this stuff?

It's most visible in the "Saved Logins" where it shows you all the accounts you've ever used.

Re: Epic Games Store and Fortnite Arrive on EU iPhones

#143

Earlier quoted context omitted.

Well said! However, people are different. None of the things you mention matter to me, so I could be using Librem 5 if it wasn't for: - ability to run apps from a (well stocked) store

> - ability to run apps from a (well stocked) store You can run Android apps via Waydroid. F-Droid, for example, works fine for me.

Thank you, TIL!

Re: Epic Games Store and Fortnite Arrive on EU iPhones

#144
post #21

Earlier quoted context omitted.

There are more Steam gamers on Linux than there are on MacOS (2.08% Linux vs. 1.37% Mac)[0]. Gaming is pretty dead on Macs. [0] https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...

I’m impressed by how well semi-recent games run on my M3 Macbook using GPTK and Rosetta through Whisky. (30-60fps on high settings at the native ~2k resolution.) Apple could turn the Mac into a truly great gaming platform if they had a team dedicated to building and maintaining something akin to Proton. Alas…

They kind of do with the GPT, but it’s not as simple as just opening a Windows exe.

Need to go through the motions of configuring per game as it’s not meant to be end user software.

And I don’t think you can publish games using it directly. Still have to do the port itself.

Re: Epic Games Store and Fortnite Arrive on EU iPhones

#145

Earlier quoted context omitted.

I’m impressed by how well semi-recent games run on my M3 Macbook using GPTK and Rosetta through Whisky. (30-60fps on high settings at the native ~2k resolution.) Apple could turn the Mac into a truly great gaming platform if they had a team dedicated to building and maintaining something akin to Proton. Alas…

They kind of do with the GPT, but it’s not as simple as just opening a Windows exe. Need to go through the motions of configuring per game as it’s not meant to be end user software. And I don’t think you can publish games using it directly. Still have to do the port itself.

Well, that’s kind of my point. I can eventually run most games, but there’s a lot of hacky, manual work involved. The Steam Deck is a massive success, I think, because Valve puts in a ton of effort under the hood to ensure that most arbitrary games “just work” and that everything is wrapped up in a lovely and functional user interface.

Also, at least for now, I get the impression that the GPTK (and Rosetta, for that matter) are meant to be temporary shims that will go away in the future.

Re: Epic Games Store and Fortnite Arrive on EU iPhones

#146
post #42

Let's remember the other fact hidden behind this store of a free to play peddler: Due to governmental pressure, we have a chance to get a browser that can run uBlock Origin on iOS in the future...

for all intents and purposes, brave on ios provides plenty ad-block capabilities to do the job.

with altstore grant from epic (https://news.ycombinator.com/item?id=41250470), it should hopefully be easier to onboard more proper alternatives.

Re: Epic Games Store and Fortnite Arrive on EU iPhones

#147

Earlier quoted context omitted.

Well said! However, people are different. None of the things you mention matter to me, so I could be using Librem 5 if it wasn't for: - ability to run apps from a (well stocked) store

> - ability to run apps from a (well stocked) store You can run Android apps via Waydroid. F-Droid, for example, works fine for me.

I need to try Waydroid. So far, my Android emulation experience was done via KVM + Android x86, but unfortunately many apps need arm things, and the last release is like 4 years old now, which is ancient in smartphone terms. Thanks for the recommendation.

Re: Epic Games Store and Fortnite Arrive on EU iPhones

#148

Earlier quoted context omitted.

> Because the only competition is Android. It's not. Sent from my Librem 5.

I looked into what this is, and I don’t think I could use my mobile banking apps, my payment cards or software required for work on this. Otherwise I like the idea and I hope it will mature and become a real option one day.

For some banks, Waydroid allows to run the banking app. If your bank forces you into the duopoly without giving a choice, you should complain or switch.

Re: Epic Games Store and Fortnite Arrive on EU iPhones

#149
post #137
post #80

Earlier quoted context omitted.

You're comparing Android (an OS) with iPhone (a phone brand).

90% of people think of a phone as “an iPhone” (various versions) or “an android” (various versions)

Because the hardware isn't so relevant. You have exactly two gatekeepers.

Re: Epic Games Store and Fortnite Arrive on EU iPhones

#150
post #76

Earlier quoted context omitted.

A good start would be to support some existing API (Vulcan and OpenGL) instead of making their own (Metal). Or throw in the towel and do what Linux gaming did and just make a compatibility layer for Windows APIs and DirectX (wine/proton). Though this compatibility layer stuff has big issues with anti cheat software making it not really suitable for many online games.

Games written with Vulkan can run on MacOS with the help of the MoltenVK [1]. You don't need to rewrite the game, just recompile for MacOS. The game can use Vulkan API but loads the MoltenVK shared library at runtime. It acts as a translation layer for Metal which is very similar to Vulkan. There are some gotchas, such as you can not use geometry shaders because Metal does not support them. [1]: https://github.com/Kh…

> You don't need to rewrite the game, just recompile for MacOS.

The word "just" does a lot of heavy lifting in this sentence. First you need to get your game running on ARM64, which likely won't work out-of-the-box unless you already ported to smartphone/Nintendo Switch. Then you simply map all the functionality to MacOS syscalls, debug a second version of your game, polish it, and release it but without Metal support so you can use MoltenVK to run it. The number of video games that fall into this category of "released for 64-bit MacOS but doesn't support Metal" is minuscule. 99% of the video games released today are an x86 Windows binary, and if you can't run that you're boned. Developers will not build you a special MacOS version of their Vulkan game so you can mess around with translation layers.

You could also use Linux and get upstream Vulkan drivers that work out-of-the-box. Apple's obsession over Metal is part of the reason I left MacOS and I truly pity anyone that depends on MoltenVK to run their favorite software.

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