This post is so full of inaccuracies that I don't know where to begin. I'll just mention the first thing I noticed: just because drivers are compiled with the kernel doesn't mean they're all loaded at runtime. modprobe
exists for a reason.
Try putting a laptop running Windows to sleep for a week and see if it has any battery left.
Nature is healing.
Pop OS too.
The Switch is 7 years old this month.
PinePower is another good option that's not very expensive. 65W with 2 C ports and 1 A port for $25.
I wish people would stop parroting this. For the vast, vast majority of games it isn't true.
It's much faster.
The suggestion here is that the type of game that can thrive on a subscription service is either a small one that benefits from better curation and visibility or a live-service one that can make up revenue on the backend by charging all the new players microtransactions (the new store shelves are inside the games themselves).
I've been saying this since Game Pass launched: it encourages scummy monetization. The kind of games that come to it are going to have more and more content locked away behind microtransactions to make up the money lost by not selling copies. It's going to gradually become full of "free" to play garbage, and people will accept it because they didn't pay for an individual game outright.
I use OnShape and it works great. There is also Plasticity, a newer CAD application that has a Linux version and looks promising.
https://partner.steamgames.com/ says there are 132 million monthly active Steam users, so that's more like 2.5 million Linux users on Steam.