That's not actually tiling, is it? To me that reads like fullscreen with workspaces.
If one uses a manual tiling window manager like i3 or sway and a large monitor one can divide the screen into separate work areas that each host multiple applications based on their role in one's workflow and use less workspaces.
Scrolling makes a similar but different workflow practical on small screens where flexibility matters.
Most workspaces are a fullscreen browser or some other app to the left, fullscreen editor in the center, tmux on the right.
I still use tiling within a monitor to view email side-by-side with browser, or a document or two side-by-side with code. Rarely feel the need to put 3+ apps in a complicated layout on one screen since I’m usually not gonna be cross-referencing at them all at once.
If I had one monitor I wouldn’t want to be taking up half of it showing the browser all the time when I could instead use that real estate for more vim splits.
Pixel perfect means it looks EXACTLY like the design comp.
It goes completely out of the window if the browser window isn't the exact size of the mockup.
You might charitably say that pixel perfect means that the implementation intersects with the design comp at some specific dimensions but where are the extra rules coming from, then?
It's an archaic term that conflates the artifact produced by an incomplete design process (an artist's rendering of what the web page might look like) with the actual inputs of the development process (values and constraints).
Mobile is completely hamstrung, all of the effort went into creating as much vendor lock-in as possible rather than into creating a useful pocket computer. There's all this cool tech on and adjacent to mobile that you can't actually use in any meaningful way because every aspect of it is someone's money patch and they don't want to work together.
Something that is "frivolous" to you is a passion or even a profession for others. Competitive gaming is a massive market worldwide, and it wouldn't exist without the ability to enforce a level playing field. Not everything has to be a holy FOSS war.
Do you use a separate user to play games? If not it's kinda useless as a user space process can read all your files and memory of running processes of the same user.
Gyro aiming being on all 3 console platforms would be such a huge boon, because then it could finally get implemented in every shooter. And they could start heavily nerfing the frankly ridiculous aim assist that controllers currently get.
Back buttons would be another nice one. Right now there's just 2-4 buttons too few on controllers, and it often leads to strange button mappings that either shift with context or require multi-button activations, which gets even more annoying if you have to do it during, say, a jump.
Is that something people are actually asking for? I don't think I've heard of anyone actually pushing for gyro aiming in major shooters like COD, Fortnite etc.
It's one of those things that people who haven't experienced simply wouldn't know to ask for. Wii had motion aiming but it was more of a gimmick, it wasn't until playing FPS games on the first Steam Controller that I, personally, realized how much more playable and comfortable gyro aiming made these games-- coming from mouse+keyboard, I found fine-aiming challenges on thumbsticks to be very uncomfortable.
Gyro aiming completely solves both fine aiming and tracking aim on a gamepad when paired with some kind of touch sensitive control for enabling the gyro (natural recentering).
In console FPSes they just automatically track the enemy if they're near your crosshair and call it a day-- giving everyone an aimbot instead of solving the UX issue.
It takes a bit of time to get used to, and games don't necessarily do a great job explaining it. At first I preferred the stick also but eventually grew to prefer it. I'm not sure how popular it is but a fair number of games like Fortnite[1] and CoD do support it.
For most people you're better having relatively high sensitivity on the gyro and using the stick for large movements. Using human pistol aim as a metaphor it's like the stick is your arm, and the gyro is fine tune aim in your wrist.
Personal experience. First: I'm not a gamer. I'm honestly bad at aiming with the mouse. (Even in my personal favourites, SC1/2, much more intensive on raw mechanics than AoE or BAR.)
I've first played Zelda BotW/TotK (which is very light on precise aiming), and I found the gyro both precise and intuitive. The game is nowhere near as fast-paced as a modern shooter, and the weakpoints are large enough to consistently crit. I enjoy the bow.
Then I've Switched to Warframe - a looter-shooter. NO auto-aim. My first attempts to aim with the thumbstick were painful and felt pointless. The default sensitivity was very low, which I imagine was supposed to help aiming, but it made many parkour moves near-impossible (the game heavily relies on both). You could always press a button to place the camera behind your back, but that was two-step, non-incremental, and wouldn't help turning up/down.
So I've cranked thumbstick sensitivity to the max - turning the camera whichever way was now easy; then committed 100% to the gyro for aiming. Honestly, I'm much more precise than I've ever been with the mouse. I can consistently land headshots (super important with incarnons), use bows / thrown / charged weapons, etc. My hit ratio is between 50-70% for most weapons.
I'd now be hesitant to aim with a mouse. Thumbstick - out. But that's just personal experience.
Well, that just goes to show that national level for bigger countries is even more overblown than for Finland.
You can generate your own examples, if that convinces you more. Eg there's no reason to forcible coordinate national minimum wages in the US, when that can be handled at city level. (Or at most at state level.)
If one uses a manual tiling window manager like i3 or sway and a large monitor one can divide the screen into separate work areas that each host multiple applications based on their role in one's workflow and use less workspaces.
Scrolling makes a similar but different workflow practical on small screens where flexibility matters.
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