No. Previously if you used unreal but didn't ship any engine code to end users you didn't have to pay anything (games obviously ship engine code, so they're already paying once they pass a certain revenue threshold or upfront if they want a support contract, and the announced pricing changes explicitly don't effect games)
Unreal has been pushing hard into film and virtual production workloads, but they weren't getting paid anything due to the existing license terms.
Now if eg. you're using a virtual set (like the Mandalorian) or doing in camera previs (basically previewing approximately what a scene will look like with CGI, either between takes or even viewing it live on a second monitor attached to the camera as you film) with unreal you'll have to actually pay.
Steamworks doesn't support crossplatform or crosslauncher multiplayer, period. Every game that has cross-launcher play between steam and eg. gamepass, gog, epic, etc. has it because they either didn't use steamworks for multiplayer, or they replaced steamworks multiplayer for either EOS, GoG Galaxy, or their own custom multiplayer backend. This is not up for debate, this is something anyone even somewhat familiar with steamworks or gog would already know.
Homeworld Remastered only recently got cross-launcher multiplayer when they replaced steamworks with their shift backend. Same for Homeworld Deserts of Kharak.
Deep Rock Galactic doesn't support cross-launcher play or crossplay between the gamepass (xbox or pc) and steam versions because the steam version uses steamworks multiplayer. DRG support crossplay between the MS store and xbox console versions.
Brutal Legend straight up doesn't have multiplayer on GoG because it relied on steamworks and they didn't bother implementing anything for gog, so they just removed it.
Dying light 1 only got cross launcher play in 2022 when they replaced steamworks with EOS. Previously multiplayer didn't work between GoG and Steam versions.
Off the top of my head, No Man's Sky, Stellaris, Grim Dawn, and Darktide all had to write their own multiplayer backends to replace steamworks to get cross launcher play.
Literally every multiplayer game that was steam exclusive and then releases on epic removes steamworks and replaces it with EOS because steamworks doesn't support cross-launcher play (eg. Rising Storm 2, Mordhau)
edit: GOG docs that specifically point out that steamworks doesn't support crossplay.
In the future you should do literally any research to avoid making an ass of yourself.
I don't even know wtf you mean by "cross launcher." Every source of the game on a PC has always been able to connect with other players who got the game on different stores.
Incorrect. Games that use steamworks for multiplayer can only play with other steam users. This has been an issue for people buying games on gog for over a decade. Big AAA devs use their own multiplayer backends, but most AA and indie use steamworks (or eos these days).
I agree that the epic launcher sucks, but Steamworks has also refused crossplay forever (both cross platform between PC and consoles, and cross launcher on PC, which is why a lot of the not ancient games on gog didn't have multiplayer), meanwhile EOS gets you cross platform and cross launcher crossplay support. Pretty much anyone who wasn't a huge AAA dev used steamworks for multiplayer until epic launched eos.
Sanctuary will hopefully be good. I think the main developers are/were part of the Supreme Commander Forged Alliance Forever community.
https://store.steampowered.com/app/1699050/Sanctuary_Shattered_Sun/
The problem with the Galaxy Tab A series is that Samsung cheaps out on their SOCs, to the point where they're unusably slow for even simple web browsing and watching YouTube.
The average person buys one because they're cheap, then thinks all Android tablets suck because of how awful Samsung's A series tablets have been for years and goes and buys an iPad.
Someone on github has a decent comparison of a bunch of different backup solutions. Afaik Kopia generally uses more memory but is the faster, and restic is pretty fast and doesn't use as much RAM as kopia (for awhile people recommended against restic as it lacked compression, but they added it in 0.14 last year).
https://github.com/deajan/backup-bench#in-depth-comparison-of-backup-solutions
I personally prefer kopia (has a gui to help configure it), but restic is also good. I'm not a fan of Borg because you can't backup directly to object storage (eg. Backblaze B2/Amazon S3/Wasabi/etc), you have to backup to a local or mounted drive, then upload the backup.
I'm also waiting on https://github.com/rustic-rs/rustic to get better windows support, as it should use less memory than restic while being as fast, or maybe even faster.
OLED TVs and desktop monitors don't use pwm, though they do have very slight brightness dips every refresh.
Afaik laptop and phone OLEDs do use (low frequency) pwm.