[-] Atemu@lemmy.ml 9 points 7 hours ago

could be due to some bad block or read failure from the hdd (it is supposedly brand new, but i guess it could be busted)

I'd suspect the controller or cable first.

shit like this never happens to me on extfs, even if the hdd is literally dying

You say that as if it's a good thing. If you HDD is "literally dying", you want the filesystem to fail safe to make you (and applications) aware and not continue as if nothing happened. extfs doesn't fail here because it cannot even detect that something is wrong.

btrfs has its own share of bugs but, in theory, this is actually a feature.

i have an ext4 and an ufs partition in the same hdd without any issues.

Not any issue that you know of. For all extfs (and, by extension, you) knows, the disk/cable/controller/whatever could have mangled your most precious files and it would be none the wiser; happily passing mangled data to applications.

You have backups of course (right?), so that's not an issue you might say but if the filesystem isn't integer, that can permeate to your backups because the backup tool reading those files is none the wiser too; it relies on the filesystem to return the correct data. If you don't manually verify each and every file on a higher level (e.g. manual inspection or hashing) and prune old backups, this has potential for actual data loss.

If your hardware isn't handling the storage of data as it should, you want to know.

even if we suppose this is the hardware's fault and not btrfs's, should a file system be a little bit more resilient than that? at this rate, i feel like a cosmic ray could set off a btrfs corruption.

While the behaviour upon encountering an issue is in theory correct, btrfs is quite fragile. Hardware issues shouldn't happen but when they happen, you're quite doomed because btrfs doesn't have the option to continue despite the integrity of a part of it being compromised.
btrfs-restore disables btrfs' integrity; emulating extfs's failure mode but it's only for extracting files from the raw disks, not for continuing to use it as a filesystem.

I don't know enough about btrfs to know whether this is feasible but perhaps it could be made a bit more log-structured such that old data is overwritten first which would allow you to simply roll back the filesystem state to a wide range of previous generations, of which some are hopefully not corrupted. You'd then discard the newer generations which would allow you to keep using the filesystem.
You'd risk losing data that was written since that generation of course but that's often a much lesser evil. This isn't applicable to all kinds of corruption because older generations can become corrupted retroactively of course but at least a good amount of them I suspect.

[-] Atemu@lemmy.ml 4 points 1 day ago* (last edited 1 day ago)

Linus didn't only call out people posting flame replies, but also folks interested in a serious discussion on that topic, who also contributed to the kernel before (see PeterCxy's blog: https://typeblog.net/55833/getting-called-paid-actor-by-linus-torvalds).

Here's what he actually said:

I'm also not going to start discussing legal issues with random internet people who I seriously suspect are paid actors and/or have been riled up by them.

That's ambiguous at best.

I find it more likely that it's targetted at the greater crowd replying to that thread rather than this person specifically due to it's general tone. If Linus thinks you are full of shit, you can be that he will call you out specifically rather than wording it like this.

AFAIK we still don’t know the exact reasons for the removal, which is just intransparent.

We do: https://www.phoronix.com/news/Linux-Compliance-Requirements.

[-] Atemu@lemmy.ml 8 points 1 day ago

where he called several kernel developers paid actors

He didn't. He (rightly) called out people who have never contributed to the kernel and posted flame replies to the initial announcement on the mailing list.

This isn't some wild conspiracy theory either, this is a thing Russia actually does: cause disarray and split "western" communities; divide and conquer. It's an their explicit goal of the Kremlin to do this; there's credible accounts of that.

If you want a community that's resistant to such influences, you ought to call this sort of thing out whenever you see it.

[-] Atemu@lemmy.ml 1 points 2 days ago

The best part of it is that it's not just graphical: It's a headless daemon that you can configure via config file, CLI or GUI.

That's in stark contrast to i.e. CoreCtl which only operates while its window is open in a graphical desktop session.

[-] Atemu@lemmy.ml 24 points 2 days ago

AND have backups.

1
submitted 1 week ago by Atemu@lemmy.ml to c/linux_gaming@lemmy.world

This is a big release, adding several new major features:

  • Nvidia support! LACT now works with Nvidia GPUs for all of the core functionality (monitoring, clocks configuration, power limits and fan control). It uses the NVML library, so unlike the Nvidia control panel it doesn't rely on X11 extensions and works under Wayland.
  • Multiple profiles for configuration. Currently it is not possible to switch them automatically, but they are configurable through the UI or the unix socket.
  • Clocks configuration now works on AMD IGPUs (at least RDNA2). Previously it was not parsed properly due to lack of VRAM settings.
  • Zero RPM mode settings on RDNA3. Currently this needs a linux-next to be used, and the functionality is expected to land in kernel 6.13. But this resolves a long-standing issue with RDNA3 that made the fan always disabled below a certain temperature, even if using a custom curve.

There are many other improvements as well, such as better looking and more efficient plots rendering in the historical charts window (thanks to @In-line ) and a Fedora COPR repository providing LACT packages (currently in testing).

Nvidia showcase:

image image

Full list of changes:

πŸš€ Features

  • Add support for multiple settings profiles (#327)
  • Show dialog when attempting to reconnect to daemon
  • Include device info and stats responses in debug snapshot
  • Improve plot rendering, use supersampling and do it in a background thread
  • [breaking] Add initial Nvidia support (#388)
  • Implement clocks control on Nvidia (#398)
  • Add special case for invalid throttle mask
  • Add snapshot command to CLI
  • Add RDNA3 zero RPM setting (#393)

πŸ› Bug Fixes

  • Getting pci info in snapshot
  • Retry reading p-states if the value is nonsensical
  • Increase retry intervals when evaluating GPUs at start
  • Make throttling flags ellipsized to avoid massively oversized window (#402)
  • Deduplicate throttle status bits
  • Update amdgpu-sysfs with iGPU fixes, add steam deck quirk (#407)
  • Fedora spec non-default builds (#410)

🚜 Refactor

  • Make info page a relm component (#404)
  • Drop redundant ClockSettings structure in the ui

πŸ“š Documentation

  • Update issue template to mention common RDNA3 problems
  • Fix issue template yaml
  • Move description to label in issue template

βš™οΈ Miscellaneous Tasks

  • Bump version
  • Update docs, enforce minimum rust version
  • Set codegen-units=1 to decrease binary size in release (#390)
  • Include service log in debug snapshot
  • Drop old bench feature
  • Bump dependencies
  • Bump version
  • Remove unused Cargo features (#405)

Developer

  • Automatically create release on tag push
  • Trigger workflow on tag push
  • Bump workflow rust version
  • Add debug builds to makefile
  • Skip building signed packages if signing secret is not found
  • Don't run rust checks on master pushes, only PRs

Packaging

  • Add libdrm to debian dependencies
  • Add fedora 41 package (#399)
  • Generate Spec Files for COPR on Release Publish (#406)
  • Drop invalid copr trigger check
19
submitted 1 week ago by Atemu@lemmy.ml to c/linux_gaming@lemmy.ml

This is a big release, adding several new major features:

  • Nvidia support! LACT now works with Nvidia GPUs for all of the core functionality (monitoring, clocks configuration, power limits and fan control). It uses the NVML library, so unlike the Nvidia control panel it doesn't rely on X11 extensions and works under Wayland.
  • Multiple profiles for configuration. Currently it is not possible to switch them automatically, but they are configurable through the UI or the unix socket.
  • Clocks configuration now works on AMD IGPUs (at least RDNA2). Previously it was not parsed properly due to lack of VRAM settings.
  • Zero RPM mode settings on RDNA3. Currently this needs a linux-next to be used, and the functionality is expected to land in kernel 6.13. But this resolves a long-standing issue with RDNA3 that made the fan always disabled below a certain temperature, even if using a custom curve.

There are many other improvements as well, such as better looking and more efficient plots rendering in the historical charts window (thanks to @In-line ) and a Fedora COPR repository providing LACT packages (currently in testing).

Nvidia showcase:

image image

Full list of changes:

πŸš€ Features

  • Add support for multiple settings profiles (#327)
  • Show dialog when attempting to reconnect to daemon
  • Include device info and stats responses in debug snapshot
  • Improve plot rendering, use supersampling and do it in a background thread
  • [breaking] Add initial Nvidia support (#388)
  • Implement clocks control on Nvidia (#398)
  • Add special case for invalid throttle mask
  • Add snapshot command to CLI
  • Add RDNA3 zero RPM setting (#393)

πŸ› Bug Fixes

  • Getting pci info in snapshot
  • Retry reading p-states if the value is nonsensical
  • Increase retry intervals when evaluating GPUs at start
  • Make throttling flags ellipsized to avoid massively oversized window (#402)
  • Deduplicate throttle status bits
  • Update amdgpu-sysfs with iGPU fixes, add steam deck quirk (#407)
  • Fedora spec non-default builds (#410)

🚜 Refactor

  • Make info page a relm component (#404)
  • Drop redundant ClockSettings structure in the ui

πŸ“š Documentation

  • Update issue template to mention common RDNA3 problems
  • Fix issue template yaml
  • Move description to label in issue template

βš™οΈ Miscellaneous Tasks

  • Bump version
  • Update docs, enforce minimum rust version
  • Set codegen-units=1 to decrease binary size in release (#390)
  • Include service log in debug snapshot
  • Drop old bench feature
  • Bump dependencies
  • Bump version
  • Remove unused Cargo features (#405)

Developer

  • Automatically create release on tag push
  • Trigger workflow on tag push
  • Bump workflow rust version
  • Add debug builds to makefile
  • Skip building signed packages if signing secret is not found
  • Don't run rust checks on master pushes, only PRs

Packaging

  • Add libdrm to debian dependencies
  • Add fedora 41 package (#399)
  • Generate Spec Files for COPR on Release Publish (#406)
  • Drop invalid copr trigger check
35
DXVK Version 2.5 (github.com)
submitted 1 week ago by Atemu@lemmy.ml to c/linux_gaming@lemmy.ml

Memory managment

Resource and memory management were completely rewritten in order to use allocated video memory more efficiently:

  • Reduced fragmentation may reduce peak memory usage in games such as God of War by up to 1 GiB in extreme cases.
  • Memory defragmentation is now performed periodically to return some unused memory back to the system. The goal is not to reduce VRAM usage at all costs; instead this is done conservatively if the system is under memory pressure, or if a significant amount of allocated memory is unused. Keeping some unused memory is useful to quickly service subsequent allocations.

Note: Defragmentation is currently disabled on Intel's ANV driver, see #4434. The dxvk.enableMemoryDefrag config option can be set to enable or disable this feature via the the Configuration file.

Driver support

While technically not required, the new memory management works best on drivers that support both VK_EXT_memory_budget and VK_KHR_maintenance5. The Driver Support page was updated accordingly.

D3D8 / D3D9

Software cursor

Support for emulated cursors was implemented for the D3D9 cursor API, which allows games to set an arbitrary image as the mouse cursor. This fixes an issue in Dungeon Siege 2 (#3020) and makes the cursor appear correctly in Act of War and various older D3D8 games. (PR #4302)

Bildschirmfoto-693

Sampler pool

Unreal Engine 3 games using D3D9 have a quirk in that they pass a seemingly uninitialized value as the mipmap LOD bias. In order to avoid creating more Vulkan sampler objects than the driver supports, previous versions of DXVK would round the LOD bias to a multiple of 0.5, which could introduce visual inaccuracies. As a more correct soluition, DXVK will now destroy unused Vulkan samplers on the fly and use the correct LOD bias.

Note: The aforementioned workaround was never needed or used in the D3D11 implementation, it only affected D3D9.

Bug fixes and Improvements

  • On Nvidia driver version 565.57.01 and newer, strict float emulation is enabled by default for improved correctness. Games for which this option was already enabled may see a small performance uplift on this driver.
  • Made various changes to potentially improve performace on certain mobile GPUs. (includes PR #4358)
  • Display modes are now ordered by refresh rate to be more consistent with wined3d and fix issues with some games picking the wrong display mode.
  • Fixed a large number of wine test failures.
  • Ascension to the Throne: Fixed old regression that would cause parts of the ground to render black. (#4338, PR #4341)
  • Command & Conquer: Generals: Fixed performance issue caused by a missing D3D8 entry point. (PR #4342)
  • King's Bounty: Warriors of the North: Fixed water rendering issue. (#4344, PR #4350)
  • Tomb Raider: Legend: Fixed flickering geometry with strict float emulation. (#4319, PR #4442)
  • Rayman 3: Fixed a regression that caused rendering issues. (#4422, PR #4423)

D3D11 / DXGI

Resource management changes

In order to reduce system memory pressure and improve stability in 32-bit games, creating, uploading and discarding resources is now throttled if the amount of temporary staging memory allocations exceed a certain threshold. This fixes crashes in Total War: Rome II and a number of other games. Additionally, large DYNAMIC textures commonly used for video playback will no longer use a staging buffer.

The d3d11.maxDynamicImageBufferSize and d3d11.maxImplicitDiscardSize options were removed accordingly; affected games such as Total War: Warhammer III and Ryse: Son of Rome should now perform well by default, without excessive memory usage.

Note: These changes negatively affect CPU-bound performance in a number of games, including Shadow Warrior 2.

Bug fixes and Improvements

  • SEQUENTIAL swap effects are now implemented for DXGI swap chains, which allows games to read previously presented backbuffers. This fixes an issue wherein savegame thumbnails would appear black in certain visual novels. (https://github.com/ValveSoftware/Proton/issues/7017)
  • Devirtualized some D3D11 method calls to improve compatibility with Special K.
  • Fixed incorrect shader code generation for EvaluateAttributeSnapped.
  • Lock contention is reduced in certain games that use Deferred Contexts for rendering. This may improve performance on older CPUs in Sekiro: Shadows Die Twice and some other games.
  • Call of Duty: Modern Warfare 2 Campaign Remastered: Fixed a possible GPU hang. (#3884)
  • Diablo 4: Work around an issue where the game does not start if an integrated GPU is exposed.
  • The Sims 4: Work around a use-after-free bug in the game's D3D11 renderer for real this time. (#4360)
  • Vindictus: Work around potential rendering issues caused by uninitialized constant buffer data. (#4405, #4406)
  • Yakuza 0 and Yakuza Kiwami: Fixed a regression introduced in DXVK 2.4.1 that would cause these games to lock up on start. (PR #4297)

Miscellaneous changes

  • An SDL3 backend was added for dxvk-native. (PR #4326, #4404)
  • Fixed an issue introduced in DXVK 2.4.1 which would lead to error messages about failed buffer creation.
  • Fixed a long-standing issue where overlapping occlusion queries would lead to incorrect Vulkan usage. (#2698)
  • Fixed a rare issue wherein timestamp queries would not be tracked correctly and could read incorrect data.
  • Fixed various other issues that led to Vulkan validation errors in games such as Dishonored 2, Tales of Arise and The Sims 4.
  • Fixed various issues with MSVC builds. (PR #4444)
  • Disabled a workaround for boken render target clears on Nvidia drivers prior to version 560.28.03 on unaffected drivers.
  • If supported, VK_EXT_pageable_device_local_memory is now used to enable better driver-side memory management.
[-] Atemu@lemmy.ml 60 points 2 weeks ago

the idea of putting people before profit feels increasingly radical

What. The. Fuck.

67
submitted 3 weeks ago by Atemu@lemmy.ml to c/linux@lemmy.ml
245
submitted 4 weeks ago by Atemu@lemmy.ml to c/linux@lemmy.ml

@brjsp thanks again for submitting the concern here. We have made some adjustments to how the SDK code is organized and packaged to allow you to build and run the app with only GPL/OSI licenses included. The sdk-internal package references in the clients now come from a new sdk-internal repository, which follows the licensing model we have historically used for all of our clients (see LICENSE_FAQ.md for more info). The sdk-internal reference only uses GPL licenses at this time. If the reference were to include Bitwarden License code in the future, we will provide a way to produce multiple build variants of the client, similar to what we do with web vault client builds.

The original sdk repository will be renamed to sdk-secrets, and retains its existing Bitwarden SDK License structure for our Secrets Manager business products. The sdk-secrets repository and packages will no longer be referenced from the client apps, since that code is not used there.

This appears at least okay on the surface. The clients' dependency on sdk-internal didn't change but that's okay now because they have licensed sdk-internal as GPL.

The sdk-secrets will remain proprietary but that's a separate product (Secrets Manager) and will apparently not be used in the regular clients. Who knows for how long though because, if you read carefully, they didn't promise that it will not be used in the future.

The fact that they had ever intended to make parts of the client proprietary without telling anyone and attempted to subvert the GPL while doing so still remains utterly unacceptable. They didn't even attempt to apologise for that.

Bitwarden has now landed itself in the category of software that I would rather move away from and cannot wholeheartedly recommend anymore. That's pretty sad.

220
submitted 4 weeks ago by Atemu@lemmy.ml to c/opensource@lemmy.ml

@brjsp thanks again for submitting the concern here. We have made some adjustments to how the SDK code is organized and packaged to allow you to build and run the app with only GPL/OSI licenses included. The sdk-internal package references in the clients now come from a new sdk-internal repository, which follows the licensing model we have historically used for all of our clients (see LICENSE_FAQ.md for more info). The sdk-internal reference only uses GPL licenses at this time. If the reference were to include Bitwarden License code in the future, we will provide a way to produce multiple build variants of the client, similar to what we do with web vault client builds.

The original sdk repository will be renamed to sdk-secrets, and retains its existing Bitwarden SDK License structure for our Secrets Manager business products. The sdk-secrets repository and packages will no longer be referenced from the client apps, since that code is not used there.

This appears at least okay on the surface. The clients' dependency on sdk-internal didn't change but that's okay now because they have licensed sdk-internal as GPL.

The sdk-secret will remain proprietary but that's a separate product (Secrets Manager) and will apparently not be used in the regular clients. Who knows for how long though because, if you read carefully, they didn't promise that it will not be used in the future.

The fact that they had ever intended to make parts of the client proprietary without telling anyone and attempted to subvert the GPL while doing so still remains utterly unacceptable. They didn't even attempt to apologise for that.

Bitwarden has now landed itself in the category of software that I would rather move away from and cannot wholeheartedly recommend anymore. That's pretty sad.

40
submitted 1 month ago by Atemu@lemmy.ml to c/linux@lemmy.ml

cross-posted from: https://lemmy.ml/post/21519137

I recently switched from a MBP to a Framework 16 as my primary laptop and one thing I immediately noticed was that I was unable to stop kinetic scrolls in Firefox by laying my fingers onto the touchpad. It'd just slide by unimpeded. You could work around this by counter-scrolling a little rather than holding still which is how I've been coping with it but it's suboptimal to say the least.
(As are many things in the Linux touchpad experience. Linux desktop developers really ought to use a macbook for a little to get a sense for how to do this properly.)

This was caused by Firefox' use of GDK3 to implement its windowing and input needs which does not support hold gestures.

GDK4 does support them but, as I understand it, a port of Firefox to GDK4 would be a ton of work and there isn't really much desire for it as GDK4 doesn't offer many real advantages over GDK3 as Firefox doesn't use classical GTK widgets or anything and only really uses it for basic input/output primitives.

A backport to handle hold gestures in GDK3 too was attempted but, in classic GNOME fashion, it was rejected.

The implementation now somehow gets events from the touchpad directly via wayland somehow from what I could gather but if it works, it works.

You can try this out in the latest nightly builds.

30
submitted 1 month ago by Atemu@lemmy.ml to c/firefox@lemmy.ml

I recently switched from a MBP to a Framework 16 as my primary laptop and one thing I immediately noticed was that I was unable to stop kinetic scrolls in Firefox by laying my fingers onto the touchpad. It'd just slide by unimpeded. You could work around this by counter-scrolling a little rather than holding still which is how I've been coping with it but it's suboptimal to say the least.
(As are many things in the Linux touchpad experience. Linux desktop developers really ought to use a macbook for a little to get a sense for how to do this properly.)

This was caused by Firefox' use of GDK3 to implement its windowing and input needs which does not support hold gestures.

GDK4 does support them but, as I understand it, a port of Firefox to GDK4 would be a ton of work and there isn't really much desire for it as GDK4 doesn't offer many real advantages over GDK3 as Firefox doesn't use classical GTK widgets or anything and only really uses it for basic input/output primitives.

A backport to handle hold gestures in GDK3 too was attempted but, in classic GNOME fashion, it was rejected.

The implementation now somehow gets events from the touchpad directly via wayland somehow from what I could gather but if it works, it works.

You can try this out in the latest nightly builds.

54
submitted 1 month ago by Atemu@lemmy.ml to c/opensource@lemmy.ml

cross-posted from: https://lemmy.ml/post/21154325

Write is a handwriting app that works on a lot of platforms including Linux which cannot be said about most handwritten note-taking applications.

More information and demo: https://github.com/styluslabs/Write/

I've used it for uni on a Linux tablet/convertible and it worked really quite well and has some nice convenient features for note-taking.

The UI looks like it's from android 4.something though ^^'

What I really appreciate about it is that its storage format are plain SVG(Z) which are extremely compatible. All you need to view your scribbles is an SVG viewer (i.e. a web browser) which basically every computer with a GUI has. Their website is in fact mostly just the output of their own app.

102
submitted 1 month ago by Atemu@lemmy.ml to c/linux@lemmy.ml

Write is a handwriting app that works on a lot of platforms including Linux which cannot be said about most handwritten note-taking applications.

More information and demo: https://github.com/styluslabs/Write/

I've used it for uni on a Linux tablet/convertible and it worked really quite well and has some nice convenient features for note-taking.

The UI looks like it's from android 4.something though ^^'

What I really appreciate about it is that its storage format are plain SVG(Z) which are extremely compatible. All you need to view your scribbles is an SVG viewer (i.e. a web browser) which basically every computer with a GUI has. Their website is in fact mostly just the output of their own app.

296
submitted 5 months ago by Atemu@lemmy.ml to c/linux@lemmy.ml
57
submitted 5 months ago by Atemu@lemmy.ml to c/linux@lemmy.ml
[-] Atemu@lemmy.ml 74 points 8 months ago

I am ashamed of GitLab.

Don't be. Gitlab has to comply with the law.

It's the law that's broken, not Gitlab.

It’s absolutely ridiculous they took it down even though Nintendo didn’t DMCA the Suyu project directly.

Um, no. If shitty corpo X (ab)uses the DMCA to send you a takedown notice for some project and you also host a fork of the same project, you must take down the fork too.

"You see, while this might be the exact same code, the name is totally different, so we don't have to take it down!" will not hold up in court.

Whether the DMCA request is valid or not is an entirely separate question. You must still comply or open yourself up to legal liabilities.

The process to object to the validity of the request is included in the screenshot.

[-] Atemu@lemmy.ml 79 points 8 months ago

At least they now allow passwords over 8 characters (yes, serious).

Are you 100% certain they don't just truncate your password to 8 characters?

[-] Atemu@lemmy.ml 60 points 9 months ago

Distro doesn't really matter here. Choose any that you like.

[-] Atemu@lemmy.ml 76 points 1 year ago

What a terrible graph. That "huge" spike is a mere 0.5% increase. That might as well be noise.

Don't believe any graph whose y-axis starts at any value but 0 people.

[-] Atemu@lemmy.ml 60 points 1 year ago

I was wondering what Twitter had to do with gaming...

[-] Atemu@lemmy.ml 87 points 1 year ago

The cause is a 502 from lemmy.

Jerboa's handling of that error is also terrible but that's another issue.

view more: next β€Ί

Atemu

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