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Joined 3 months ago
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Cake day: January 7th, 2025

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  • Intuitively finding basics everybody starting out needs in the ui takes a backseat to the pro who is using all the shortcuts and custom workspace layouts going to adapt to the changes anyway. Especially as basically no one uses gimp professionally all day and the people who would use it are not using gimp cause it’s not intuitive.

    I can’t wait for freecad to stop being just an poweful near peer and actually become an usable near peer.











  • Realizing how often I need to unfuck windows bullshit with regedit, commandline, installing more programs like putty for more command lines and 20 poorly made control panels drove me to linux finally cause I thought I might as well do everything consistently from one place: terminal.

    Now I realize I haven’t had to use terminal for anything except tunneling to schools remote server to run a webpage as part of my studies, run npm or to start a local database, things no normal user would ever do. Things I will never do again once I finish my school.


  • thing with gui is you don’t need to memorize button locations and menus. If you do it’s poor layout. Good gui lets you find things you didn’t know you were looking for intuitively, without external resources or manual. CLI requires you to know what exactly you are doing and is impossible to use without external resources. Nothing against terminal but unless you know what you are doing and every command required to complete that action, it’s ass. If gui was so bad and cli was so good, guis would not be used by anyone.


  • Yes it is bad ux/ui but its better than windows regedit or its 20 control panels that don’t do the thing you want, or windows terminal that you use constantly and don’t notice.

    T. I did not understand how anyone would like terminal for software and now i swear by my drop down console. But i agree, the few areas of terminal people mostly use should be covered by a gui, eg gnome having “open terminal in folder location” and gnome having ability to add repos to software center like kde.



  • I’ve mostly been told to use one 512 map max for lighting maps while textures I ship have a casual working file size of 5 gigs and above for substance painter. Idunno how well they get packaged up as since I haven’t played any of the games I’ve worked on for a while. I can see vertice data taking up a lot but other than some AAA games I don’t see why anyone would need to make super poly dense models.



  • Smaller textures, more assets, and worse audio mainly. Textures used to be like 512 for hero props. Now even random objects you see a few times get a texture 16 times larger. And they get up to 4 of those for each object/group of objects. Thanks to pbr and normals and whatever other masks and lightmaps may be required.

    Im sure there are more reasons for size bloat but this is from us artists at least.