> I rip to FLAC for archiving even though 320 or 250+ VBR is probably 'close enough' unless I'm scrutinizing.
MP3 is fundamentally flawed and has audible artifacts no matter what the bitrate is. If you use a newer codec (AAC or Opus) you'll probably not notice anything.
Some VNs have no real choices and could hardly be called games. Others are deeply branched.
By the 2010s many JRPGs such as the Hyperdimension Neptunia series and Danganronpa pretty much stole all the visual elements of visual novels and mashed them up with gameplay from other genres.
By now the term "visual novel" got re-imported back into Japan so even Japanese creators have started using it for what they otherwise call "novel games" and VN-like "adventure games".
> Consumer hardware (MacBook Pro, Mac Studio) ships with fast unified memory and NVMe storage, but limited capacity. A 32 GB M1 Max cannot naively load a 40 GB model — the OS will swap-thrash until the OOM killer intervenes.
macOS doesn't have an "OOM killer" in that sense. (It has an out of swap space killer but it's pretty weak.)
So what will happen is, either your memory wiring will fail, or else it will get really slow and panic.
This claim is a bit apples and oranges (no pun intended!). madvise is all about providing hints to the kernel to tune the page cache and readahead (including possibly disabling readahead altogether). it's not about performing reads into private memory buffers, which is actually where the options you mentioned fit in.
> Fumito Ueda was notably quite concerned with the technical/production feasibility of his designs for Shadow of the Colossus. [1]
And he didn't really achieve it - the game runs very slowly and has a good deal of cut content.
(I once got him in trouble because I found a GPL violation in ICO. I assume the developer didn't pursue it because I don't see the source code up anywhere.)
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