Ah, I didn’t know more modern versions of the VST standard specified a Linux interface. I thought, they were still just basically EXEs with some metadata attached.
VST is native and actually better for the CPU in the SurgeXT case. I also use it in LV2, and now I’ve all my projects that needs a conversion from that, maybe I could compile the 1.2 version from source; I don’t know but it’s annoying ¢_¢ [edit] Oh yeah, I’ve found it here so I can save my presets! archive.archlinux.org/packages/s/
There’s also a CLAP version available, if you use a daw that supports CLAP (like REAPER (which you should totally use btw (it’s like the emacs of daws if emacs actually ran faster than everything else)))
unrelated but does Ableton work with Linux yet? I did a quick search and someone says it works “flawlessly” but the comments indicate this is not true.
Bitwig was created by some of the people that built Abelton Live. Bitwig is considered by many to be the best of them all and easier to pick up by beginners. I plan to try it on Linux before I decide if I make the jump from Abelton.
The original Pokemon universe is limited because it’s “family friendly all ages”, and there’s so much depth to be had that fans want but can’t get. This is why Palworld is exceeding; it’s embracing themes that the original Pokemon universe can’t.
Scarlet and Violet did build on Arceus quite a bit as far as the open world and catching elements went, but they did not adopt a lot of the turn based combat changes.
S and V were somewhat hamstrung by poor optimization and performance at launch, and I believe this is the reason much of the landscape looks so sparse. I would love to see a breakdown on why Zelda’s two most recent entries can look so grand at such a large scale and still get solid frame rates on the Switch while S and V cannot. Is it because of the game engines being used or some other rendering process that is less optimal?
I am a huge Pokémon fan, and I’ll be the first to admit that TPC needs to get their crap together. They need to hire the best software engineers and developers they can get that are cohesive with their team, embrace new gameplay ideas, rework their combat system in a way that is innovative and fresh (turn based is nice for younger kids who are playing games for the first time, but there are many other turn based approaches that could offer a larger variety in tactics), and overall step up the grand scale and quality of their games. I would love to see a compelling story with voice acting that can be disabled, game systems that are easy to use but offer masterful depth, improved multiplayer experiences, and difficulty scaling in some fashion so I don’t feel like the game gets to a medium difficulty 5 times in the entire playthrough.
Making games that can be enjoyed by all ages is very tough at times, but TPC has the resources to revitalize Pokémon and see insane record sales. I love what they have done to transition to an open world game that can be played alongside a friend, but it’s time they take the quality of the game up to 11 and stop peddling us low quality, under-baked attempts at something that could be so grand. You can have the soap box back now. 😅
Pokemon fans were so desperate for any kind of innovation instead of the same game over and over and over with worse pokemon designs. At this point the ai ripoffs feel more like pokemon than actual pokemon. An ice cream cone? Ice cube head penguin? Really gamefreak?
It is crazy. Not to mention all of the other attempts at the Pokémon “formula” have mostly just rehashed it. Cassette Beasts is the first I saw that really made some changes… And even they were slight. Digimon and Shin Megami Tensei are quite different but they’ve also been around for yonks.
Getting plugins to install is often a big hurdle, if they are working, they work. However I think performance suffers alot. Didn’t try it on any bigger synths yet tho.
In my experience yabridge is fantastic. With a bit of initial setup, it's the closest thing to a native experience that I've come across.
You do control it with a CLI interface, so you need to be comfortable with that.
You also need to have already installed the Windows VSTs manually using WINE or whatever, and so there's a bit of a typical "how well does this work under wine" crapshoot and a bit of a learning curve there.
I use it for spitfire labs, ott, and delay lama (very important) and all work great. There are occasional crashes when messing with parameters, but usually those don’t happen more then once. I haven’t noticed any performance issues.
Might depend on what DAW you use but I found it abit tedious to setup with Ardour, but after that it worked perfectly with the VSTs I was running on Windows, mainly Amplitube 5.
Could you please provide a brief description of Vital? I’m in the process of rebuilding my musicmaking setup after a 15 years long hiatus, so I need to update myself on what’s out there.
On that note, it looks like I’m gonna go for bitwig over Ardour. Any thoughts/opinions on that?
Vital is a vst similar to Serum, a pretty popular paid vst. It has a bunch of preset sounds but offers a lot of options for effects and automation to design your own sounds. I use it a ton personally and get a lot of range from it.
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