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I bought the regular mouse and had a fun time assembling it. It works fine.

However the "ergonomic" design is extremely uncomfortable for me and caused hand pain. I let it ride for a few weeks hoping I'd get accustomed, the pain got better but didn't go away. Also the far-left and far-right mouse buttons are superfluous and detract from the core experience.

Please do a symmetrical version and maybe throw in a scroll wheel with steps/clicks, I'd happily buy another.


One thing I've found that purports to address (some of) these risks: https://mail.cock.li/cock-mail/

Haven't tried it yet though, done some reading but don't know enough to be sure their proposed paradigm is valid.


I refuse to go running with a phone - too heavy, and too distracting, running outside is one of the few places I _escape_ the phone for a bit. So I made sure to get a fitness tracker with onboard GPS. It syncs to the phone later, when I return, which then uploads workout data to the vendor's cloud.

I look at the results on my PC with a web browser, phone is a passive middleman and is never touched directly for fitness tracking.


> and too distracting

Wait, you have notifications on? Why?


Maybe he said it as in you feel you have it with you when you run. I've tried many things (arm bands, phone belts), but I still can't find a good place for it. There's always something too tight, too loose etc.

You may have tried this, but I run with my phone in an elasticated belt that's just tight enough to keep the phone stable without being uncomfortable. I really don't want to fork out for another device just for running. (I also find a watch on my wrist annoying when I don't wear one normally).

Not the OP but I used to do that - problem is phones are becoming so damn large even the elasticated belt doesnt work that great anymore. Too much bounce.

I found a "belt" thats much wider and doesnt have a clip (has to be sized just right) that does work better. But a bit of a pain to wear sometimes.

For years I just literally ran with the phone in my hand (got used to switching hands and positions for comfort) so I could still do music and tracking. Not that bad when you get used to it. Eventually got a Garmin watch (cheapest with maps and music) which works great.


9/10 runs I leave my phone at home, but when I do bring it for some reason, I'm very happy with my "Flipbelt(tm)". It carries a 250g phone with no slipping, sliding or bounce.

My Flipbelt has lost some tightness after three years and many laundry cycles, but it still manages a Pixel 10a with no problems.

The belt rests over the hip and I usually have the phone flat on my backside. I don't really notice it after a few steps.


Fair - I have an iPhone 13 mini, which works well, but I can imagine anything bigger getting quite annoying.

question is _why_ are you bringing it on your run?

the OP says they want their run to be time away from the phone. Not just because it is too difficult to carry physically.

Ok, you don't want to fork out for another device just for running, but why do you need a device at all? And what if it is those "needs" that the OP is trying to get away from.

To have a small window of time when you are free from all the damn devices.


I wear leggings that have elastic pockets down the sides for my phone. Perfectly comfy. Not sure what the men's equivalent would be.

Do please link to leggings with pockets, I'll pass the info to some ladies I know...

For men, part of my "hiking pants" have zipped pockets that are big enough and placed well enough that the phone doesn't bother you when running or climbing or whatever. (Don't get me started on women's hiking pants, the missus buys hers from the men's section.)


I got a couple pairs at target - I think they're these https://www.target.com/p/women-s-everyday-soft-ultra-high-ri...

For shorts: https://www.uniqlo.com/us/en/products/E483295-000/01?colorDi...

They're overall a pretty common product category, though the highest end brands (lululemon) don't have pockets.


leggings.

I go running for hours in remote locations by myself and carry a phone, watch and a satellite communicator amongst other things. It all depends.

A phone is heavy while running?

He might be running at relativistic speeds

It's also heavy before running

My cats rarely chew, either dry or wet food, even treats they inhale and swallow without chewing. If I want them to chew, I have to give them meat trimmings or something large enough that they can't swallow it without chewing.

They seem smart enough not to choke on larger pieces of meat but it's still weird to me that they don't chew dry food.


And I just bought a Garmin Forerunner 55, too. I'm still within the return period, will have to consider this...


I got Robert Fitzgerald, wish it would tell me which passages were by which authors after I finished though

ah, it does, to an extent at least - about 2/3rds down the front page, ctrl+f for "opening"


hello fellow Robert Fitzgerald-ian

I think it's fitting that a story that was originally an ancient poem, should sound ancient and poetic.


Robert Fitzgerald also here. Was drawn to the more poetic verses.


This is a nice idea but I think practically the shift will come not from instituting gender-affirming nomenclature but rather redefining male biases.

The idea of being involved in an important (and historically female) profession dedicated to compassionate care should be received as honorable by men irrespective of the job title's femininity. I disagree that it's demeaning.


I think what would help a lot would be a strong male nurse as a lead in a medical television drama. We've had strong male nurses in secondary characters, but not as leads or co-leads.

A sexy male nurse should appeal quite strongly to the traditional medical drama audience; it'd let a studio follow the traditional formula but be enough of a change that it's not a rehash.


My thoughts were along this line too. Being laid off is unfortunate, but being laid off after making $500k/yr for a mid-level managerial position is a karmic self-correction.

The opening sentence of the article even tacitly admits this - "Susan Smith considered herself a winner in the American economic lottery" - the operative word here is "lottery" and I am not altogether surprised the type of person to coast on Facebook money for decades found themselves hard up after it got cut off.


For me this falls apart on the consumer side of things.

UE5 games are manifestly lower quality than games built on custom engines. Optimization is especially worse. UE5's performance baseline _requires_ the use of upscalers (DLSS/FSR, fake/AI frames) in order to hit basic targets like 1080p@30fps.

I won't buy games built on Unreal Engine. Homogeneity of this type is horrible for customers of the gaming sector.


> I won't buy games built on Unreal Engine.

You're in an extreme minority. Also, unfortunately, Unreal is popular with indies who probably have (in general, relatively) more ethical staffing practices.


>I won't buy games built on Unreal Engine.

I don't really understand making hard and fast rules like this. Clair Obscur is one of the best and most beautiful games I've ever played. The Witcher 4 has the best graphics I've seen come from a video game. Satisfactory is nuts to look at when you see an eloquent end game build.

I also don't understand why people knee-jerk hate upscaling/fake frames so much. I can understand for fast-paced competitive multiplayer games, but for something like Clair Obscur where the ideal way to play is on the couch on a 4k TV give me all the upscaling and fake frames you can muster.


For me, the hard-and-fast ruleset is implemented from an ideological perspective rather than a technical one. Stipulated, UE5 games can be fun and certain genres suffer less from upscaling than others.

Fact remains though, that homogeneity and monoculture in tech is bad. The inability to properly render all the frames of the product I paid for, without burning thousands of dollars on hardware and emitting hundreds of watts of waste heat (and sometimes not even then!) is worse.

I refuse to believe that upscaling/framegen is a solution to any existing problem, because I remember when we didn't have to do that. I want to render ALL the frames at actual resolution. Hardware is so powerful now, there should be no excuse.

The only reason I will accept upscaling is as a power-management strategy to be employed while on battery. For upscaling to be required for any other reason represents a failure somewhere in the game development process. I won't pay for failures, especially when it costs me yet more money in hardware to run the failure-enabling technology.

I'm not talking about playing 4k@60fps native and I'm not railing against system requirements. I get modern games require modern hardware, but the ratio of what's required to run UE titles now is skewed by an order of magnitude. Simultaneously, it feels like lowend (or even midrange) optimization has been completely forgotten.

I also think that by using software like UE or Unity, you're necessarily deprioritizing a decent chunk of the "game development" process. Instead you are choosing first & foremost to participate in cottage-industry dynamics as a business strategy, with all gamedev-related decisions relegated as subordinate to your chosen business partner(s).

Additionally - and I'm getting into conspiracy theorist territory here a little bit - I believe (to an extent) that a lot of these games are made with "cutting-edge" technologies mostly as fodder to propel the industry "forward" by whatever means necessary.

By this I mean: producing the "Next Great Photorealistic Game" (which looks/plays mostly the same as the previous year's photorealistic game but requires NVIDIA's new $2,000 graphics card to run) props up AMD and NVIDIA by requiring their latest generation of hardware. It enriches Epic Games by requiring their latest engine with new features. It encourages studio consolidation because now you need an entity like Microsoft to bankroll development if you want any hope of competing in the AAA space.

Despite how bloated and ridiculous this has become, the industry continues to grind forward as these companies perpetuate and profit from the model, because there's a decent contingent of consumers who can be relied upon to purchase whatever comes out, no questions asked. And that's fair! If it's fun, then it's fun right?

But that consumer is ever-more taxed by the state of AAA gaming. And it only gets grimmer every year (as evidenced by TFA and recent happenings at Xbox).

I'm willing to believe some of this comes off as arrogant or elitist (not a gamedev, no real perspective), but these are my honest thoughts, and are how I inform the purchasing decisions I make as a consumer. Looking at where we're at and where we're going versus where we came from clashes with my ideology and makes it unfun to me personally.


So I read a lot of ideological takes like this about video games. My take: gamers take their hobby way too seriously. Maybe I'm just out of the loop but I never hear this kind of talk about music, movies, books, or really anything else. You listen to the music you think sound good, watch movies that look interesting. I'm of the same mindset with video games.

EA being bought by the Saudis and people taking a hard "moral stance" to not purchase any further EA games is another example. I've got a bridge to sell you if you think you're boycotting everything (even every video game) that's making the Saudis money. I dislike EA for other reasons and their products tend to be bland but if they make a good game I'm going to reward the developers of that game so they hopefully make further good games.

And in terms of the conspiracy theory the engine is an engine. Developers choose what to implement and can tone down all the crazy new tech as much as they want. They can also write custom stacks to do things no other Unreal Engine game would do. Unreal actually scales pretty well in that regard. Current minimum specs for Satisfactory is an i5-3570K and 1650 GTX. Recommended video card is a 2070 RTX. I have a 15 year old computer sitting in a closet that can play the game fairly well. There's so many great indie titles out there that if I only had that 15 year old computer I'd be spoiled for choice. But IMO we also need bleeding edge games to move the needle forward and keep the industry exciting. I want crazy tech in my video game that makes my jaw drop like the trailers for Witcher 4 do right now. That keeps 100s of millions of people watching things like The Video Game Awards.

In terms of homogenization I see the exact opposite happening. You probably have a slew of games to play right now that all use different engines. I myself have a backlog I don't think I can get through in my lifetime that's going to grow immensely this September. There's so many games being released and they're made in so many different ways that saying there's homogenization seems strange. Right now I'm hopping between Death Stranding 2, Baldur's Gate 3, Terratech Legion, and Resident Evil Requiem. Where is the monoculture? The idea of not giving TerraTech Legion a chance simply because the devs used unreal seems wrong.

The music sounds good? I listen to the music. The book is well written? I buy the book. The game is fun? I buy the game. You could spend your whole life nit-picking reasons why X publisher is bad, X record label is the worst (and in both cases most ARE) but in the end these companies will still make ungodly amounts of money and you're just making life less enjoyable for yourself.


> UE5's performance baseline _requires_ the use of upscalers (DLSS/FSR, fake/AI frames) in order to hit basic targets like 1080p@30fps.

I don't know exactly what you mean by "baseline", but the most recent UE5 game I've played that pretty consistently gets better than your "basic target" is The Last Caretaker (TLC). For me, it always did better than your target in the starting area, through to the point where you embark on your main quest. Prior to that, I played a whole lot of Satisfactory, which ran much, much better than TLC.

I run without AA, "upscaling", or frame hallucination. I'm using a Radeon RX 9070 on Linux, and spent most of my Satisfactory playtime with a Radeon 5700 XT.


I am not a graphics engineer so I hope someone corrects me, but my understanding is that Unreal uses a deferred rendering pipeline to handle complex lighting, and deferred renderers only work with temporal anti-aliasing.

The FSR/DLSS upscalers are typically superior to TSAA and are a reasonable replacement.


Deferred rendering requires a post process type antialiasing, can be TAA but also FXAA etc. It doesn't work with traditional MSAA.

A lot of the UE tech is built around the assumption of TAA though.


That's a ridiculously biased and short sighted opinion.

UE5 is just an evolution of UE4 and the early adopters suffer from being early adopters. Beyond that there is a skill issue in studios shipping less than ideal performances on time constraints.

UE5 is a marvel of modern technology from all angles.


There was probably a case to be made for this stance when systemd was very new and getting shoehorned everywhere but increasingly I don't see the point

I think the issue people took with it was less on technical merit and more about the principle of resisting a change which was occurring too quickly for comfort

it was kneejerk reactionary to begin with and hasn't made any more sense as systemd has improved and received better integration with other software

I do mourn the loss of Upstart though, I thought that was one of Canonical's cooler projects

I also use Void/runit primarily and enjoy it because of its simplicity, it's a nice _exercise_ to run systemd-free but I don't pretend it comes anywhere near the level of capability that systemd provides


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