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This tool will clean and remove all the tracking from Windows 10,11 and it will de-bloat them also. Enjoy and support the project.

This tool will clean and remove all the tracking from Windows 10,11 and it will de-bloat them also. Enjoy and support the project.

(post is archived)

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We did not take the easy path of writing our app in Java or a web-based Java-script heavy framework. Using C# and .NET allows us to craft an experience that minimizes resource use and is very fast.

We didn't take the easy path. We took the easiest path...

It doesn't get any easier than C#. The whole app was probably written by visual studio auto suggestion.

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I know what it does. Nice app, but it's redundant. To use this you have to have it installed on a running windows system. Meaning, you have already booted your system at least once with stock Windows. Gotcha. Device noted...

This isn't a problem with NLite. Everything can be removed before the OS is installed. I'm not saying the app is bad, but from a telemetry standpoint, you already gave them your data setting up the stock OS.

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Don't plug it into the internet then first.

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No DX12

Unfortunately a dealbreaker for me as I definitely need DX12. Unreal Engine uses it heavily.

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Sure it has.

Install it first then run the tool.

"As DirectX 12 is primarily updated by Windows Update, certain games potentially could make API calls that aren't available on AME, resulting in crashes. This has not yet been observed in AME, however.

It is worth noting however, that due to DX12's proprietary nature, and Windows exclusivity, not to mention the fact that games, which make use of it, generally see no benefit at this point what so ever, it is advisable to avoid supporting the use of this API. There are promising open alternatives, such as Vulkan, as used by DOOM. Vulkan is fully supported by AME."

Also checkout the Atlas Playbook if you need more gaming performance. The beauty of the project is it's not a one size fits all situation now.

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Can't really stop supporting it, it's integral to my day job. And Epic isn't going to be moving away from it any time soon given they just implemented the most advanced geometry and lighting systems in any game engine ever (look up Unreal 5 "Nanite" and "Lumen") which heavily leverage DX12.

I'm sure they will support it in Vulkan but I doubt they will drop DX simply because it's also necessary for Xbox support and having things render relatively "the same" between PC and Xbox is not something they'd want to give up (even if they made Vulkan the main renderer).

That said the more I thought about it and looked into what they've done with Atlas it seems like I'd inevitably be re-enabling a ton of stuff just to set up my development machine.

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Idk man. Seems like your use case is rather specific. The playbooks are just xml files zipped. You could probably jack around and make a specific build that's for you. I'd checkout Criss Titus Debloat script it's also super good. I use that for certain clients. This is a much deeper heavy handed solution.