This sounds pretty much like the opposite of what the GDPR aims for.
IANAL, but as I understand Article 5(1)(e), shipping companies need to give good reasons why they would be storing data after they have delivered the package:
Personal data shall be kept in a form which permits identification of data subjects for no longer than is necessary for the purposes for which the personal data are processed; personal data may be stored for longer periods insofar as the personal data will be processed solely for archiving purposes in the public interest, scientific or historical research purposes or statistical purposes in accordance with Article 89(1) subject to implementation of the appropriate technical and organisational measures required by this Regulation in order to safeguard the rights and freedoms of the data subject (‘storage limitation’)
My best guess is for handling of complaints. Like, people receive the package, but only open it some time later, just to realize that the contents have been damaged during transport.
There can be many different reasons. As others have noted, the by far most likely cause is that the game is CPU bottlenecked. Ark is built with Unreal Engine, so that's a quite likely explanation, given that Unreal's architecture really likes to put all the game logic on a single CPU core.
Ark exposes Unreal's stat unitgraph console command. Run that in the in-game console to see what part of the game takes how long for each frame. (See: https://ark.fandom.com/wiki/Console_commands#Stat) If either Game or Draw (or RHI, but I don't think Ark has an RHI thread, it's Unreal version is too old afaik) is taking longer than GPU, then you have your explanation, namely that the GPU is waiting for the CPU to catch up.
There would also be other possible explanations, for instance CPU/GPU waiting for each other. This can for instance happen if the game uses scene captures. (I don't play Ark, so I don't know if they do - typical use-cases for scene captures would be mirrors, or rendered player portraits). The CPU might request a Scene Capture, is then waiting for the GPU to complete it, then does CPU stuff with its result while the GPU is waiting for work, and only later submits the next frame for rendering... I don't know how to diagnose this in Unreal without having access to a development build though.
What I could also imagine is that the numbers shown by the program you are using aren't taking every kind of GPU activity into account. Might be that they only show load on Vector/Scalar units, and count stalls caused by (GPU-)memory access as "idle". But that's just a guess... With the radeontop command you can get a bit more information. (https://archlinux.org/packages/extra/x86_64/radeontop/). Just make sure to run it on a second screen, or to access it via ssh, such that the game has mouse/keyboard focus - otherwise Unreal might reduce framerate.
And last, but not least: There is always the possibility of a driver bottleneck. I have faint memories (but no link any more...) that the AMD Linux drivers bottleneck at very high FPS. I might remember wrong, but iirc the FPS numbers at which that shows were extremely high - way above of what any display could process, and way above what any actual game could realistically deliver.
It is really crazy what some people believe. Things like that the earth is flat, that vaccines cause autism, or that Google does not scrape Docs for training data.
The same will probably apply to all other Smartphone operating systems that do not support Google Remote Device Attestation, including non-Android systems with Android compatibility like the European alternative Sailfish OS.
Imho, mandatory Remote Device Attestation needs to be forbidden by (antitrust) law.
I'm currently using Sailfish as a daily driver, and Android compatibility is indeed a mixed bag. I don't know about Remote Device Attestation, as my banking app luckily does not require it. However, there are also other limitations. For instance, Android apps don't see that the device has a display PIN set, and cannot access a fingerprint reader (if present), so apps like the Austrian government ID (ID Austria) refuse to work, because they need one of those "security" measures.
Play Services themselves do work, via MicroG.
I would never willingly switch back to Android again though. Compared to Sailfish, Android is just unusable jank.
I am unsure about the "no browser" decision, while keeping Android compatibility.
That pushes people towards the privacy nightmare of running apps instead of just using websites...
On the other hand, the target audience of this is probably well aware of the issue and probably also has enough self-restraint to not install apps unless absolutely necessary.
There are also non-open-hardware solutions available, which reach even bigger sizes at 33 Hz and 3 bit per pixel, for instance from Dasung.
I have the "DASUNG Paperlike Color (Revolutionary)", and I use it for coding. I works really well for that purpose, but I would not recommend it for anything else. That's because it really only has 3 bits per pixel, meaning you get exactly 8 colours: black, white, red, green, blue, cyan, magenta and yellow. No shades of grey or anything, just those 8 colours in full saturation. For text (with disabled anti-aliasing - it makes the text fuzzy, but it is not needed, the resolution is great) that's fine, for anything else not so much. Also, the contrast of the colour display isn't too great. It either needs sunlight, its built-in front-light, or a desk lamp. It is also worth noting, that (at least the colour) Dasung screen does not have any display modes at higher bit-depth.
I also have a Boox Mira (non-Pro), which (I think) has 15 Hz, but unlike the Dasung, it also a "presentation mode" with more bits per pixel (I don't know how many, I think it has 12) but much lower refresh rate (feels like 5 Hz). That mode is good for anything that doesn't move, like reading papers or non-animated webpages.
I am using the Dasung for work, and the Boox for spare time stuff. Typing works better on the Dasung screen, because of its higher refresh rate. Reading works better on the Boox, because of its higher bit-depth.
If I wouldn't already have the Boox Mira, I think I would buy the Modos screen for basically the same use-case. I am actually considering getting the Modos devkit, and modding my laptop with it, but will probably not do that because I barely use my laptop nowadays and can always just connect the Boox display via HDMI.
My first thought after reading about Euro Office was "they act as if this were the first European office suite, but if that were the case, what the hell have I been using since the 1990s?".
Disclaimer first: I haven't played docked ever since I moved to my current apartment, so for about 2 years.
So, for me playing docked was a mixed bag. The main issue was that upscaling from 720p to 1080p (my TV's native resolution) never yielded a satisfactory image quality. This means, that I only played games docked, that were relatively light on the hardware.
Things that worked well were 2D games, obviously, and light 3D games, like Cassette Beasts or the space-part of Elite: Dangerous (landing in Elite was, of course a no-go at native 1080p).
I also had issues with my gamepad, a DualShock 4, interfering with the WLAN of the deck. If I remember correctly, that has been fixed by a Steam Deck update meanwhile.
I also had severe issues trying to stream from my desktop to the Deck. It hadn't liked my desktop's 16:10 aspect ratio. From what I can tell from the current Steam Link Android app, it seems this also has been fixed meanwhile.
For the games that worked fine, I have had a lot of fun playing docked though.
The cool thing about Kagi is, that, while it also offers a ton of really good LLM features, those are all optional, and the user can configure them for their account.
If one just wants web search, one can set all LLM features to disabled by default - such that they are hidden behind buttons.
If one wants to have certain LLM features enabled by default, that's possible too.
In other words, you get exactly the experience you want.
Die Entdecker haben die Lücke auch öffentlich gemacht, bevor Distributionen Zeit zum Patchen hatten.
Debian Stable, das bei Servern nicht gerade selten eingesetzt wird, bekam den Patch zum Beispiel erst einen Tag nachdem der verlinkte Heise-Artikel online ging, weil der Patch erst auf die von Debian Stable eingesetzte Long-Term-Support Kernel-Version zurückportiert werden musste.
Aber Hauptsache die Lücke hat ihre eigene Website. 🤦
Do yourself a favour and don't buy the TP-Link ones though.
I have TP-Link powerline adapters too, and they kept losing the connection over time. I later switched to FRITZ! and those have been working perfectly fine for years.
That said, the powerline solution only works well if both devices are on the same phase.
Nein!
Doch!
Oh!
This sounds pretty much like the opposite of what the GDPR aims for.
IANAL, but as I understand Article 5(1)(e), shipping companies need to give good reasons why they would be storing data after they have delivered the package:
My best guess is for handling of complaints. Like, people receive the package, but only open it some time later, just to realize that the contents have been damaged during transport.
There can be many different reasons. As others have noted, the by far most likely cause is that the game is CPU bottlenecked. Ark is built with Unreal Engine, so that's a quite likely explanation, given that Unreal's architecture really likes to put all the game logic on a single CPU core.
Ark exposes Unreal's
stat unitgraphconsole command. Run that in the in-game console to see what part of the game takes how long for each frame. (See: https://ark.fandom.com/wiki/Console_commands#Stat) If either Game or Draw (or RHI, but I don't think Ark has an RHI thread, it's Unreal version is too old afaik) is taking longer than GPU, then you have your explanation, namely that the GPU is waiting for the CPU to catch up.There would also be other possible explanations, for instance CPU/GPU waiting for each other. This can for instance happen if the game uses scene captures. (I don't play Ark, so I don't know if they do - typical use-cases for scene captures would be mirrors, or rendered player portraits). The CPU might request a Scene Capture, is then waiting for the GPU to complete it, then does CPU stuff with its result while the GPU is waiting for work, and only later submits the next frame for rendering... I don't know how to diagnose this in Unreal without having access to a development build though.
What I could also imagine is that the numbers shown by the program you are using aren't taking every kind of GPU activity into account. Might be that they only show load on Vector/Scalar units, and count stalls caused by (GPU-)memory access as "idle". But that's just a guess... With the
radeontopcommand you can get a bit more information. (https://archlinux.org/packages/extra/x86_64/radeontop/). Just make sure to run it on a second screen, or to access it via ssh, such that the game has mouse/keyboard focus - otherwise Unreal might reduce framerate.And last, but not least: There is always the possibility of a driver bottleneck. I have faint memories (but no link any more...) that the AMD Linux drivers bottleneck at very high FPS. I might remember wrong, but iirc the FPS numbers at which that shows were extremely high - way above of what any display could process, and way above what any actual game could realistically deliver.
It is really crazy what some people believe. Things like that the earth is flat, that vaccines cause autism, or that Google does not scrape Docs for training data.
The same will probably apply to all other Smartphone operating systems that do not support Google Remote Device Attestation, including non-Android systems with Android compatibility like the European alternative Sailfish OS.
Imho, mandatory Remote Device Attestation needs to be forbidden by (antitrust) law.
I'm currently using Sailfish as a daily driver, and Android compatibility is indeed a mixed bag. I don't know about Remote Device Attestation, as my banking app luckily does not require it. However, there are also other limitations. For instance, Android apps don't see that the device has a display PIN set, and cannot access a fingerprint reader (if present), so apps like the Austrian government ID (ID Austria) refuse to work, because they need one of those "security" measures.
Play Services themselves do work, via MicroG.
I would never willingly switch back to Android again though. Compared to Sailfish, Android is just unusable jank.
I am unsure about the "no browser" decision, while keeping Android compatibility.
That pushes people towards the privacy nightmare of running apps instead of just using websites...
On the other hand, the target audience of this is probably well aware of the issue and probably also has enough self-restraint to not install apps unless absolutely necessary.
Also, I am pretty certain there are workarounds.
There are also non-open-hardware solutions available, which reach even bigger sizes at 33 Hz and 3 bit per pixel, for instance from Dasung.
I have the "DASUNG Paperlike Color (Revolutionary)", and I use it for coding. I works really well for that purpose, but I would not recommend it for anything else. That's because it really only has 3 bits per pixel, meaning you get exactly 8 colours: black, white, red, green, blue, cyan, magenta and yellow. No shades of grey or anything, just those 8 colours in full saturation. For text (with disabled anti-aliasing - it makes the text fuzzy, but it is not needed, the resolution is great) that's fine, for anything else not so much. Also, the contrast of the colour display isn't too great. It either needs sunlight, its built-in front-light, or a desk lamp. It is also worth noting, that (at least the colour) Dasung screen does not have any display modes at higher bit-depth.
I also have a Boox Mira (non-Pro), which (I think) has 15 Hz, but unlike the Dasung, it also a "presentation mode" with more bits per pixel (I don't know how many, I think it has 12) but much lower refresh rate (feels like 5 Hz). That mode is good for anything that doesn't move, like reading papers or non-animated webpages.
I am using the Dasung for work, and the Boox for spare time stuff. Typing works better on the Dasung screen, because of its higher refresh rate. Reading works better on the Boox, because of its higher bit-depth.
If I wouldn't already have the Boox Mira, I think I would buy the Modos screen for basically the same use-case. I am actually considering getting the Modos devkit, and modding my laptop with it, but will probably not do that because I barely use my laptop nowadays and can always just connect the Boox display via HDMI.
My first thought after reading about Euro Office was "they act as if this were the first European office suite, but if that were the case, what the hell have I been using since the 1990s?".
Euro-Office is based on OnlyOffice, and therefore not a LibreOffice fork.
Disclaimer first: I haven't played docked ever since I moved to my current apartment, so for about 2 years.
So, for me playing docked was a mixed bag. The main issue was that upscaling from 720p to 1080p (my TV's native resolution) never yielded a satisfactory image quality. This means, that I only played games docked, that were relatively light on the hardware.
Things that worked well were 2D games, obviously, and light 3D games, like Cassette Beasts or the space-part of Elite: Dangerous (landing in Elite was, of course a no-go at native 1080p).
I also had issues with my gamepad, a DualShock 4, interfering with the WLAN of the deck. If I remember correctly, that has been fixed by a Steam Deck update meanwhile.
I also had severe issues trying to stream from my desktop to the Deck. It hadn't liked my desktop's 16:10 aspect ratio. From what I can tell from the current Steam Link Android app, it seems this also has been fixed meanwhile.
For the games that worked fine, I have had a lot of fun playing docked though.
The cool thing about Kagi is, that, while it also offers a ton of really good LLM features, those are all optional, and the user can configure them for their account.
If one just wants web search, one can set all LLM features to disabled by default - such that they are hidden behind buttons. If one wants to have certain LLM features enabled by default, that's possible too.
In other words, you get exactly the experience you want.
This LLM tech must be amazing, given companies have to shove it down people's throats to even get users for it.
Die Entdecker haben die Lücke auch öffentlich gemacht, bevor Distributionen Zeit zum Patchen hatten.
Debian Stable, das bei Servern nicht gerade selten eingesetzt wird, bekam den Patch zum Beispiel erst einen Tag nachdem der verlinkte Heise-Artikel online ging, weil der Patch erst auf die von Debian Stable eingesetzte Long-Term-Support Kernel-Version zurückportiert werden musste.
Aber Hauptsache die Lücke hat ihre eigene Website. 🤦
Prediction Markets are quite literally breaking the news. As in, making them kaput.
https://pluralistic.net/2026/03/24/degenerated-gambling/
Do yourself a favour and don't buy the TP-Link ones though. I have TP-Link powerline adapters too, and they kept losing the connection over time. I later switched to FRITZ! and those have been working perfectly fine for years.
That said, the powerline solution only works well if both devices are on the same phase.
Depends on the game.
It is LLM slop: https://www.reddit.com/r/rust/comments/1rz15t3/comment/obiwu24/
Oh, I wasn't aware of that! Seems the GoG version (which I bought) doesn't have it though :-(
Isn't Sailfish OS already pretty much "a Linux phone that works"?