Coming from the business side of gaming - this Valve Linux VRAM fix story is genuinely interesting to me, but not for the technical reason.
A Valve engineer quietly drops a kernel patch, and suddenly a 4GB GPU that was practically unusable in modern games goes from 14 to 41 FPS in Alan Wake II.
No press release. No marketing. Just a fix that triples performance for budget GPU users.
From a growth perspective, that's a massive retained audience - people who were about to give up on PC gaming because their hardware couldn't keep up.
Question for the devs here: how much do you think about low-VRAM users when optimizing your games? Is it even feasible at an indie level, or is that something only studios with Valve-level resources can realistically address?
Half these "sold out" stories don't tell you if it was 500 units or 50. Supply was already a mess before the price hike ... AI ate the RAM market and now everything downstream pays for it. The device is great, the timing is just bad.