![]() ![]() ![]() These wouldn't prevent cross-platform gameplay though, just prevent console players from entering 64 player servers (for example). are another thing, mostly due to hardware power and framerate issues I guess. The differences you mention in number of players etc. Similar considerations might have existed for Diablo III, although it's no real PvP game (besides duelling). The game is played on a different pace and precision when comparing mouse/keyboard and gamepad controls and since there's PvP involved, this would get PC/Mac players a clear advantage (let's ignore the fact that consoles might support mouse and keyboard, it's not the preferred input schema there).īut even besides that, couldn't PS4 and Xbox One players play with or against each other? Sure they can, but I guess neither Microsoft nor Sony really want this ( Want to play with your friend? Buy him one of our consoles!). PS4 players won't be able to play with non-PS4 players and XBOne players won't be able to play with non-XBOne players (and the same for PC/Mac). However, both console versions they're releasing next month (PS4 and Xbox One) will be limited to their own platforms, i.e. Both platforms play on the same servers, so are able to play against each other or together. The game has been released on PC/Mac last year. If a game is released on multiple consoles and/or as a PC game in parallel, non-cross-platform multiplayer is most likely a design decision either due to contractual reasons or for fairness.Ī very recent example for both would be The Elder Scrolls Online: Tamriel Unlimited. Final Fantasy XIV - A Realm Reborn is a perfect example, featuring cross-play between consoles and PC. Cross-platform gameplay is possible, if implemented. Over the years, many significant contributions have come from the community, and we hope to see them increase over time.įor details on who has contributed what and how much to ActivityWatch, check out the contributor statistics.It's no real hardware or software limitation. We want to build an as useful tool as possible for as many people as possible. But we think that ActivityWatch is important software (if you agree, donate!), and we're building for the long term. We don't work on ActivityWatch full-time, so development may slow at times. You can read the History page in the docs for more about the project's origins. We started building ActivityWatch because we thought something like it should exist (it didn't), so we decided to build it ourselves. About the maintainersĪctivityWatch was founded by brothers and current maintainers Erik Bjäreholt and Johan Bjäreholt. You can also subscribe to our very low-traffic newsletter to get very rare updates about the project. You can chat with us in our Discord server, or discuss with us on the forum. You can follow the project on social media, like Twitter, LinkedIn, Reddit, and Facebook. If you've built something cool that you've want to share with us, post about it on the forum! Our users are diverse and we keep being surprised by what people use ActivityWatch for. Track who creates the things you use, so you can incentivize them to continue.Research attention, productivity, and behavior (researchers: contact us!). ![]() Keep a log of your digital life ( lifelogging).Gain "self-knowledge through numbers" ( Quantified Self).Find behavioral trends in how you use your devices.Get an overview of time spent on apps, games, videos, and music.Track how much time you spend on different projects.Synchronization: Sync your activity between your devices.Cross-platform: Runs on Windows, macOS, Linux, and Android.Privacy: Data is stored locally and doesn't leave your device, we put local and privacy first.Editor plugins: Track how you spend time writing code with editor watchers.Browser extensions: Track the active tab using the extensions for Chrome and Firefox.Categories: Get a better overview of your usage by breaking it down into categories.Tracking: Tracks active application and window title out of the box, more with watchers. ![]()
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