• Microsoft removes store-blocking feature
    14 replies, posted
[url]http://www.bbc.co.uk/news/technology-36226372#sa-ns_mchannel=rss&ns_source=PublicRSS20-sa[/url]
If there are other system admins like me, you can still block/remove the windows store with Powershell. 1. Start Powershell (with admin access) 2. Type in: Get-AppxPackage -allusers and look for [URL="http://i.imgur.com/TvFF6tZ.png"]WindowsStore[/URL] and copy PackgeFullName (currently Microsoft.WindowsStore_11602.1.26.0_x64__8wekyb3d8bbwe) 3. Type in: Remove-AppxPackage <app id> This will remove the store, deploy over all your PC's and done
I'm confused does the store run in the background or something? I still don't have a microsoft account anyway heh.
Isn't the enterprise edition cheaper in the end anyway because of bulk licenses?
[QUOTE=Map in a box;50272096]Isn't the enterprise edition cheaper in the end anyway because of bulk licenses?[/QUOTE] AFAIK only for bigger companies, not for some of the independent & small offices operating around the world.
cant wait to play spider solitaire at work now
[QUOTE=darth-veger;50268132]If there are other system admins like me, you can still block/remove the windows store with Powershell. 1. Start Powershell (with admin access) 2. Type in: Get-AppxPackage -allusers and look for [URL="http://i.imgur.com/TvFF6tZ.png"]WindowsStore[/URL] and copy PackgeFullName (currently Microsoft.WindowsStore_11602.1.26.0_x64__8wekyb3d8bbwe) 3. Type in: Remove-AppxPackage <app id> This will remove the store, deploy over all your PC's and done[/QUOTE] This is irreversible, right? I remember someone complaining about it online.
[QUOTE=Cock Boner;50273002]This is irreversible, right? I remember someone complaining about it online.[/QUOTE] Yep, if for some reason you want it back you need to reinstall Windows as far as i know
Does Microsoft even care about it's users anymore? :v: Can Valve push Linux already?
[QUOTE=RaTcHeT302;50274910]Does Microsoft even care about it's users anymore? :v: Can Valve push Linux already?[/QUOTE] Yeah, they tried and failed because relative to Windows, Linux had shit for game choice. And honestly, it still does.
Every few weeks, Valve's decision to back Linux seems to become even smarter. And hopefully Vulkan will lead to more games being made that will port easily to Linux, as well as providing possible performance increases on most systems.
[QUOTE=ace13;50281696]Every few weeks, Valve's decision to back Linux seems to become even smarter. And hopefully Vulkan will lead to more games being made that will port easily to Linux, as well as providing possible performance increases on most systems.[/QUOTE] There's two problems with that, one small-ish and one big The small one is library differences for the functions that the games use to interface with the OS, although game developers could pull a Directx and ship their games with compatible libraries that are "one size fits all" (since many games nowadays ship with the directx version they were developed for for compatibility reasons). Second big problem is how Linux is treated as a second-rate operating system GPU-wise by AMD and Nvidia, in fact it's so bad that Intel iGPU's are sometimes more efficient than any of the others' offerings. It's a huge fucking mess not made any better by the badly aged [I]X windows system[/I] + OpenGL combo, but it looks like it's one of the key points Vulkan attempts to address, along with Wayland. So the big issue IS being addressed, it's just gonna take some time.
[QUOTE=Van-man;50281831]There's two problems with that, one small-ish and one big The small one is library differences for the functions that the games use to interface with the OS, although game developers could pull a Directx and ship their games with compatible libraries that are "one size fits all" (since many games nowadays ship with the directx version they were developed for for compatibility reasons). Second big problem is how Linux is treated as a second-rate operating system GPU-wise by AMD and Nvidia, in fact it's so bad that Intel iGPU's are sometimes more efficient than any of the others' offerings. It's a huge fucking mess not made any better by the badly aged [I]X windows system[/I] + OpenGL combo, but it looks like it's one of the key points Vulkan attempts to address, along with Wayland. So the big issue IS being addressed, it's just gonna take some time.[/QUOTE] The interface libraries can be a bit of an issue indeed, though generally they can be easy to replace with more cross-platform things. Audio interfaces - for instance - tend to look and work in very similar manners, so moving between those can usually be done easily. Networking is also a very similar interface. Input can be a bit more work to actually port though, at least if the game's been written from the ground up using native APIs. Either way, SDL does solve most of those problems in a very effective way, and when you're building games on Steam you do get access to the steam runtime so you don't have to worry about shipping the correct libraries. The biggest problem in the porting tends to be graphics and rendering, since you build your memory layouts and loading routines depending on how and when the graphics API wants the data. Something which differs greatly between Direct3D and OpenGL. Direct3D 12.0 and Vulkan are a lot more alike in that area, so the rendering and loading pipeline can be reused much easier without running into state or synchronization issues. Something that does help in the entire porting business. Still waiting for Wayland to spread to more distributions as well, would love to be able to finally say goodnight to the huge mess that makes up the X server. Not that I have any major issues with it myself, just a few DRI3 teething things.
[QUOTE=ace13;50281935]The interface libraries can be a bit of an issue indeed, though generally they can be easy to replace with more cross-platform things. Audio interfaces - for instance - tend to look and work in very similar manners, so moving between those can usually be done easily. Networking is also a very similar interface. Input can be a bit more work to actually port though, at least if the game's been written from the ground up using native APIs. Either way, SDL does solve most of those problems in a very effective way, and when you're building games on Steam you do get access to the steam runtime so you don't have to worry about shipping the correct libraries.[/QUOTE] Even Steam is wonky about libraries and officially only supports few distros, and I prefer the focus on game development to be fully stand-alone instead of reliant on another program/service that it could do without. [QUOTE=ace13;50281935]The biggest problem in the porting tends to be graphics and rendering, since you build your memory layouts and loading routines depending on how and when the graphics API wants the data. Something which differs greatly between Direct3D and OpenGL. Direct3D 12.0 and Vulkan are a lot more alike in that area, so the rendering and loading pipeline can be reused much easier without running into state or synchronization issues. Something that does help in the entire porting business. Still waiting for Wayland to spread to more distributions as well, would love to be able to finally say goodnight to the huge mess that makes up the X server. Not that I have any major issues with it myself, just a few DRI3 teething things.[/QUOTE] I had plenty of X issues, but they were mostly caused by the equally awful AMD driver.
[QUOTE=Van-man;50272166]AFAIK only for bigger companies, not for some of the independent & small offices operating around the world.[/QUOTE] we have an open value subscription, and for all static computers we use enterprise, and for movables - pro. everything is available in that thing can't really find a huge difference except that there's no windows 10 update nag screen
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