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I have a desktop + laptop + phone.
When I want to sync a directory with a lot of files I wrote a little shell script that uses rsync to do it. This does require running SSH on my laptop but I can invoke the shell script from my desktop.
Likewise with my phone I want to backup my camera photos, using rsync is nice here to avoid sending thousands of them over every time. I run SSH on my phone with Termux, it was really painless to set up and is only on when I run it. Likewise, I invoke the shell script from my desktop to do the transfer.
What you're looking for is something more like SyncThing: https://syncthing.net
Some popular examples of this;
1. Baldur's Gate 3: It has Verified status, but the community unanimously agrees that the performance is very poor around Act 3, and makes the game nearly impossible to finish on Deck.
2. Spider-Man 2: It had Verified status at launch, but performed poorly in terms of graphics and visuals. It was recently downgraded to Playable status, meaning you have to change the graphics settings to comfortably play the game.
Personally, I think Valve's definition of Verified [1] is too vague. The 4 criteria don't actually mention anything about graphics or performance - it only says it should have "good default settings". What does that actually look like when you play it? Additionally, how much of the game is tested when evaluating those settings?
Valve doesn't actually advertise the process of how the badge is assigned, that I'm aware. Is the game 100% completed in evaluation? What percentage of input is there between Valve and the developer? Are certain publishers or developers given any bias or leeway? That part is still opaque to the end-user.
I think the Verification process is a good first cut at standardizing PC specs, where before there weren't any. But it can definitely be improved.
Developers are unable to opt out of the system and Valve will just put a "verified" tag on a game with zero input from a developer.
Valve needs to set proper expectations of who to be mad at when a game breaks on the Steam Deck if the developer themselves never pledged support.
Most users don't understand what an OS really is or how a game works on the Steam Deck (SteamOS) instead of Windows.
This is a big claim, is there evidence for this? I'm an end-user, not a developer, but there are plenty of games in Unknown status. I would assume that should be the default, not Verified.
I can see an argument that Valve has incentive to have flagship games get that Verified badge, but there is also precedence for them downgrading popular games after launch. For example, Spider-Man 2 recently went from Verified to Playable (rightfully so, in my opinion).
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It's open source, I can host it myself it I want to but the reference hosted version on omnivore.app is free and quite reliable. Dark mode, progressive webapp, native apps, full text search, Obsidian integration, Pocket migration.
Compare that with instapaper: Terrible Android app that looks like Android apps from 2015, okayish iPad/iOS apps, quite expensive now, every interesting feature behind a paywall. I guess if you're into the minimalist aesthetic or if you've grown accustomed to it, sure, keep on using it. But it feels as if this product has been somewhat on extended life support and people would care a lot less if it wasn't run by Marco Arment.
I've never used Omnivore, but the feature-set mentioned in this price change announcement aligns very closely with Readwise Reader, which plans to _increase_ pricing over its current $95/yr, after it leaves beta.
I think the expectations of read-it-later apps are increasing, and with that comes cost.
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As I remember it (tried it last year I think), the application needs to be in the foreground in order to do anything at all, because of Apple's (purposeful) limitations of doing things in the background.
So if you were hoping to be able to install this and sync stuff without effort and having to leave the app open all the time, Apple seems to be vehemently against anything like that, probably because they have their own solutions for this...
Edit: The GitHub repository actually goes through the Apple-induced problem:
> iOS is very much designed around foreground interactions. Therefore, background “daemon-style” applications don’t really exist under conventional means, so the behavior where KDE Connect iOS is unresponsive in the background is more or less intended. There are technically some special categories and "hacky" methods to try to get it to run in the background, but in general, there is no intended/by-design method of keeping a "daemon-style" app running forever in the background. For more information, see this post on the Apple Dev Forums
https://github.com/KDE/kdeconnect-ios
Perhaps my usage is basic in this way - I've never had an issue with using the iOS app as it is.