[-] ono@lemmy.ca 42 points 8 months ago

My guess: The kids who used Discord for gaming grew up, and just went with the familiar thing when starting new communities and projects.

Also, Discord did heavy marketing early on, until it carved out a network effect. So here we are.

[-] ono@lemmy.ca 48 points 9 months ago

In most places, there's money in enforcement, and power in disenfranchisement.

I don't know what Thailand-specific motives might be in play here, if any.

93
PipeWire 1.0.0 released (gitlab.freedesktop.org)
submitted 10 months ago by ono@lemmy.ca to c/linux@lemmy.world

The PipeWire project is immensely proud to announce the 1.0 release of PipeWire.

It is API and ABI compatible with previous 0.3.x releases.

[...snip...]

Happy Holidays!

Highlights

  • Fix a memfd/dmabuf leak when uploading buffers while shutting down.
  • Handle concurrent jack_port_get_buffer() calls because ardour seems to be doing this.
  • Improve time reporting (less jitter) in ALSA when using IRQ.
  • Many doc improvements.

PipeWire

  • Respect PIPEWIRE_DLCLOSE everywhere, remove pw_in_valgrind().
  • Remove a warning when a client tries to change ignored properties.

Modules

  • Fix a memfd/dmabuf leak when uploading buffers while shutting down.
  • Fix a potential segfault when copying mix structures. (#3658)
  • Avoid races in setrlimit in module-rt.
  • Fix a memory leak in filter-chain.
  • Set rtp.ptime on senders, not receivers.
  • The ROC modules were ported to ROC 0.3

SPA

  • Improve time reporting (less jitter) in ALSA when using IRQ. (#3657)
  • Add latency param query in libcamera.
  • Fix some compiler warnings.
  • The EVL plugin was updated.

Bluetooth

  • LC3 codec and compatibility improvements.

Pulse server

  • Fix emission of events when a sink/source state changes. (#3660)

JACK

  • Improve transport and time handling. Use unique ids to make consistent snapshots of the current time and transport.
  • Avoid enumerating port params that we are not going to use.
  • Optimize buffer reuse.
  • Handle concurrent jack_port_get_buffer() calls because ardour seems to be doing this. (#3632)

Docs

  • Many doc improvements.
  • Add man pages for pw-dump, pw-loopback, modules, pipewire-pulse.
  • Manpages are now made with Doxygen.
  • Add docs for pulse-modules
37
submitted 11 months ago by ono@lemmy.ca to c/linux_gaming@lemmy.world

This release rolls up a bunch of features, perf improvements and bug fixes / workarounds as usual.

Features

DXR enabled by default

VKD3D_CONFIG=dxr is default now, and no longer needed. There are some special cases where DXR is not enabled by default. The only such current example is "Hellblade: Senua's Sacrifice" on Deck which force-enables DXR if it is supported, even on Deck. New semantics are:

  • dxr: Force-enable DXR, even when it is considered unsafe
  • nodxr: Disable DXR
  • dxr11: Removed. dxr already implied DXR 1.1 anyway

Sampler feedback

This feature was the last feature required for FL 12.2 and is implemented through emulation. As demonstrated in the implementation docs, all native implementations of this feature are fundamentally broken in some way. There's also no known game that ships requiring this feature, so we just consider this a checkbox feature.

DX Ultimate (FL 12.2) now exposed by default

On RDNA2+ and Turing+ we can finally expose the DX Ultimate feature set!

Misc

  • Implement a bunch of missing "Vulkan-on-D3D12" features
    • IndependentFrontAndBackStencilRefMaskSupported
    • TriangleFanSupported
    • DynamicIndexBufferStripCutSupported
    • DynamicDepthBiasSupported
    • NonNormalizedCoordinateSamplersSupported
    • MismatchingOutputDimensionsSupported
    • PointSamplingAddressesNeverRoundUp
    • RasterizerDesc2Supported
      • Explicit line rasterization mode
    • NarrowQuadrilateralLinesSupported
    • AnisoFilterWithPointMipSupported
  • Implement missing MSAD instruction in DXIL, allowing FSR3 to run
  • Implement some esoteric DXR features
    • Implement support for multiple mismatching global root signatures in DXR
      • Fixes crash in Battlefield V
    • Implement support for LOCAL_ON_EXTERNAL dependencies in DXR
      • Fixes DXR in Warhammer: Darktide
  • Implement support for ExecuteIndirect + Mesh shaders with state changes
    • Currently unused by games

Performance

  • Improve performance of NV_device_generated_commands and NV_device_generated_commands_compute by reordering and batching command preprocessing
    • We have observed 15% FPS gains in Halo Infinite on RADV
    • 1-2% in Starfield in some test locations
    • Needs pending Mesa work to land to take advantage of this improvement
  • Tune memory allocation patterns for DGC preprocess buffers
    • Avoids a lot of allocation churn
    • Greatly reduces CPU overhead on NV

Workarounds

  • Work around RADV bug causing GPU hang in RE4: Separate Ways DLC
  • Work around RADV bug causing GPU hang in Lords of the Fallen
  • Work around Witcher 3 bug causing broken shadows and GPU hangs when enabling DXR
  • Work around Cyberpunk 2077 bug when RT is enabled, where game would cause spurious GPU hangs due to accessing descriptor heap out of bounds
  • Work around Windjammers 2 bug causing random crashes on startup
  • Add support for VK_EXT_image_compression_control to allow for more fine-grained workarounds for broken games running on RADV
  • Enable NV_device_generated_commands_compute on latest NV beta drivers
    • 545.x drivers are still disabled until a fix can be confirmed on shipping drivers
  • Remove CURB_MEMORY_PSO_CACHE workaround on Mesa 23.2+
    • Should reduce overhead in PSO creation

Fixes

  • Misc dxil-spirv changes to fix various bugs in game shaders as usual
  • Fix Jurassic World Evolution 2 crashing when enabling DXR
  • Fix some deprecation warnings in Meson build system
    • Some submodule locations moved, which may cause minor disruption
76
submitted 11 months ago by ono@lemmy.ca to c/foss@beehaw.org
29
submitted 11 months ago by ono@lemmy.ca to c/baldurs_gate_3@lemmy.world

Hello everyone,

We’ve got a new hotfix for you today, addressing several bugs, visual issues and blockers.

Have you ever had a romance so intense, that everything melts away? Well, sometimes that isn’t intentional. We’ve fixed an issue where Gale’s romance scene was playing in what looked like some kind of black void. Consider the ambience restored.

We are aware of an issue with kissing animations for Astarion, and are currently working on a fix. We expect this to be released in a future update. Thank you for all your reports and messages, and thank you for playing Baldur’s Gate 3! If you have any bugs to report, please reach out to our support team.

FIXES

  • You can now use soaps encountered in savegames before Patch 4.
  • Fixed the game sometimes freezing indefinitely after a reaction to a spell that hits you with multiple projectiles.
  • Fixed a crash after using a reaction that causes an attack against a dead creature.
  • Fixed an issue causing you to get stuck in certain dialogues unable to continue.
  • Fixed a blocker that could occur when trying to Long Rest.
  • Dominated followers will now follow the party as expected after loading a savegame.
  • Fixed Gale's romance scene playing in what looks like a black void.
  • Fixed a Dark Urge flashback accidentally teleporting you to the Lower City.
  • The Cursed Skulls in Jannath's Estate are now vulnerable to Force and Radiant damage.
  • Fixed an issue that prevented certain characters from executing their behaviours.
  • Fixed citizens and refugees in Baldur's Gate sometimes jittering about the place or not using their proper animations.
  • Fixed some visual artefacts appearing at camp in relation to Dark Urge and Karlach dialogues. This also solved the bloodstain under [SPOILER]* suddenly becoming larger after loading a savegame.
  • Wyll and Minthara should now properly kiss a second time without the need to retrigger the dialogue.
  • Fixed an issue where a companion's camp night dialogue could be replaced by a different dialogue that couldn't trigger during a previous night.

*SPOILERAlfira

57
submitted 11 months ago by ono@lemmy.ca to c/gaming@beehaw.org
27
submitted 11 months ago by ono@lemmy.ca to c/linux_gaming@lemmy.world
11
submitted 11 months ago* (last edited 11 months ago) by ono@lemmy.ca to c/linux_gaming@lemmy.world

In GloriousEggroll's wine-ge-custom builds, enabling Emulate Virtual Desktop in winecfg breaks the wine prefix, so that nothing (not even wineconfig) runs in that prefix any more. Anyone know more about this?

I would report it, but I'm not on Discord and that seems to be the only place where he accepts reports. Maybe someone can copy this post to him there?

Here's the output when trying to launch winecfg after enabling that setting on Wine-GE-Proton8-22:

wineserver: using server-side synchronization.
wine: RLIMIT_NICE is <= 20, unable to use setpriority safely
002c:fixme:winediag:LdrInitializeThunk wine-staging 8.0 is a testing version containing experimental patches.
002c:fixme:winediag:LdrInitializeThunk Please mention your exact version when filing bug reports on winehq.org.
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
0084:err:hid:udev_bus_init UDEV monitor creation failed
00ec:err:winediag:nodrv_CreateWindow Application tried to create a window, but no driver could be loaded.
00ec:err:winediag:nodrv_CreateWindow L"The explorer process failed to start."
23
submitted 11 months ago by ono@lemmy.ca to c/linux_gaming@lemmy.world
91
submitted 11 months ago by ono@lemmy.ca to c/technology@beehaw.org
31
submitted 11 months ago by ono@lemmy.ca to c/linux@lemmy.world
22
submitted 11 months ago by ono@lemmy.ca to c/linux@lemmy.world
73
submitted 11 months ago by ono@lemmy.ca to c/news@lemmy.world
[-] ono@lemmy.ca 44 points 1 year ago

Federated is a form of decentralized.

[-] ono@lemmy.ca 48 points 1 year ago

DM quietly raises encounter difficulty in response to metagaming

[-] ono@lemmy.ca 41 points 1 year ago

The fact that not accepting health insurance helps keep prices low says volumes about the US healthcare system.

[-] ono@lemmy.ca 44 points 1 year ago* (last edited 1 year ago)

It doesn't surprise me at all that people have become less willing to contribute to wikis, now that the likes of Fandom/Wikia and Fextralife are the dominant wiki hosts. Who wants to give away their free labour and time to profit corporations, and have their work mired in cesspools of obnoxious advertising, awkward javascript interfaces, and web tracking?

I think what we need are independent wiki hosts. For example, have a look at https://bg3.wiki/

[-] ono@lemmy.ca 41 points 1 year ago* (last edited 1 year ago)

Most of us over at !baldurs_gate_3@lemmy.world seem to agree that the author is either trolling or picked the wrong dump stat for an aspiring game critic.

I wrote a more detailed response over there.

[-] ono@lemmy.ca 42 points 1 year ago* (last edited 1 year ago)

Looks like Hans implemented a workaround in vkd3d-proton 2.10, using the open-source AMD vulkan driver on linux (RADV).

Device generated commands for compute

With NV_device_generated_commands_compute we can efficiently implement Starfield's use of ExecuteIndirect which hammers multi-dispatch COMPUTE + root parameter changes. Previously, we would rely on a very slow workaround.

NOTE: This feature is currently only enabled on RADV due to driver issues.

I don't imagine it will take long for this to make its way into a Proton experimental release. Folks with AMD graphics who are comfortable with linux might want to give it a try.

[-] ono@lemmy.ca 45 points 1 year ago* (last edited 1 year ago)

He focuses on the visual aspects of the game, which are indeed wonderful and contribute a lot to immersion, but to me, a host of other elements contribute at least as much to making this game stand above the rest. The writing, acting, world richness, player agency, variety of story possibilities, battle mechanics, and sound design, for example. There's so much to love that even with all the bugs, it's still a lot fun.

[-] ono@lemmy.ca 43 points 1 year ago* (last edited 1 year ago)

https://lkml.org/lkml/2014/11/24/407

Date	Mon, 24 Nov 2014 07:42:06 -0700
From	Jonathan Corbet <>
Subject	Re: [PATCH] Documentation: fix formatting to make 's' happy

On Mon, 24 Nov 2014 09:54:17 +0200 (EET)
Tero Roponen  wrote:

> From: Maisa Roponen 
> 
> "That letter [the last s] is sad because all the others
> have those things [=] below them and it does not."
> 
> This patch fixes the tragedy so all the letters can
> be happy again.
> 
> Signed-off-by: Maisa Roponen 
> [The author being 4 years old needed some assistance]
> Signed-off-by: Tero Roponen 
>

> When I was reading the documentation, my 4-year-old
> niece wanted to see what I was doing. After telling her,
> she noticed that something was very wrong and asked
> me to fix it. Instead, I helped her fix it herself.

Please inform your niece that the patch has been applied and that the
lonely "s" need pine away no longer.

Thanks,

jon
[-] ono@lemmy.ca 51 points 1 year ago

I suspect Valve is truly refurbishing these, rather than blindly reselling returned units with a refurb label (as we sometimes see from certain retailers). Good for them!

Portable, Windows-free gaming just got more affordable. I love it.

[-] ono@lemmy.ca 46 points 1 year ago

Buying it with your money.

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ono

joined 1 year ago