[-] who@feddit.org 1 points 20 hours ago

Something built with Hyphanet, maybe?

[-] who@feddit.org 6 points 1 day ago* (last edited 1 day ago)

The signal to noise ratio on Stack Overflow has been low for a long time now, even before LLMs showed up. I was once a high-rep contributor there. Nowadays, I usually won't even bother clicking web search results that lead there, let alone share my knowledge with them. (And with Cloudflare, which is now a man-in-the-middle between the site and its users.)

IMHO, the community could use a distributed Q&A network, with no instance able to interfere with anyone's access to our accumulated knowledge.

[-] who@feddit.org 24 points 1 day ago

I would be interested in a project like this if it were a distributed network.

It's important to ensure that accumulated community knowledge will survive, and conversations can continue, when an instance dies or becomes intolerable. (Reddit and Stack Exchange have recently brought this into sharp focus.) It's so important that I no longer contribute to sites like this unless they provide those assurances.

So I hope this one develops into something that meets that need.

[-] who@feddit.org 3 points 1 day ago

I salute you for the informative responses here, and for bringing some variety to the community by talking about a topic that isn't carried by sensationalism.

Do you have a mason's mark?

[-] who@feddit.org 3 points 1 day ago

Has anyone had any luck replicating their Proton setup outside of Steam? Or simply just running a Proton game outside of Steam after getting it set up using Steam?

I have run many Windows games outside of Steam.

I prefer to set up each one manually: Create a Wine prefix, install the game (or copy it from an existing installation), install a few key libraries like DXVK and a Visual C++ runtime, make a launch script with game-specific environment settings or launch options. Tools like Lutris and Bottles can automate much of this, in case you need a little help or just find a GUI more convenient.

This is my usual approach to non-Steam games (especially GOG), but even Steam games can be convinced to work offline with the help of a Steam emulator. It wouldn't work with a game encumbered by DRM (e.g. Denuvo) unless a cracked version could be located, but in my experience, that's a minority of Steam games that I categorically avoid in the first place.

So, I'm not worried about my game library vanishing if I ever lose access to Steam for whatever reason. Most (if not all) of it could be recovered with a bit of effort.

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[-] who@feddit.org 2 points 2 days ago* (last edited 2 days ago)

I wonder if a personalized reputation system based on your votes of other people's comments, and influenced by votes from folks who have earned enough upvotes from you, could be developed without turning your feed into an echo chamber like Facebook.

Sort of like PageRank, but for fediverse users instead of web pages, and with each user keeping (and seeing) their own rankings of everyone else.

[-] who@feddit.org 2 points 2 days ago

Mitigation for TSA requires a combination of new microcode patches for affected systems as well as updates to OS and hypervisors.

So watch for OS and microcode updates addressing these:

  • CVE-2024-36350
  • CVE-2024-36357

https://www.amd.com/content/dam/amd/en/documents/resources/bulletin/technical-guidance-for-mitigating-transient-scheduler-attacks.pdf

https://www.amd.com/en/resources/product-security/bulletin/amd-sb-7029.html

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[-] who@feddit.org 2 points 3 days ago

I just checked that 32GiB system that runs zramswap at PERCENT=50, and free -h is reporting 27GiB available. I think that confirms my suspicion.

So, I don't think there's any significant down side to running zramswap even if your system never needs to swap. :)

[-] who@feddit.org 5 points 3 days ago* (last edited 3 days ago)

Geany is excellent. It's a lightweight programmer's editor with enough features and configurable hooks to provide the important parts of a full-blown IDE. It renders text clearly, never feels laggy, and doesn't get greedy with your RAM. I recommend it to people who can't stand the bloat that's often seen elsewhere these days, but would rather have a GUI than resort to vim.

A couple minor annoyances to me:

  • It doesn't yet support the Language Server Protocol, so any language that it doesn't understand will be left without syntax and context-sensitive features. (On the other hand, it does support a lot of languages.)
  • It inherits Scintilla's use of Gtk for its GUI, so it's an alien app on Qt-based desktops.

I use it anyway, because I find it easier / more comfortable to use than Kate.

[-] who@feddit.org 6 points 4 days ago* (last edited 4 days ago)

Sorry; I shouldn't have written Cloudflare specifically. Their CAPTCHA page now contains scripts from Google, not Cloudflare. I have corrected my comment.

How do you know this?

Because a couple months ago, archive.is/archive.today started showing me CAPTCHA pages instead of the archived articles when I use Firefox with scripts disabled. The current page contains scripts hosted by Google, which I won't enable, so I can't read the archived articles.

What about https://ghostarchive.org/?

I haven't used that site enough to have a consistent picture of what it's doing. When I tried it a few minutes ago, it directed me to a CAPTCHA wall when trying to submit an article, but not when searching for an archived article. I'll try to remember to look at it again periodically, to be able to answer this question in the future.

[-] who@feddit.org 16 points 4 days ago* (last edited 4 days ago)

She told me she’s [...] also thinking about a version that doesn’t require JavaScript, which some privacy-minded disable in their browsers.

As someone who is keenly aware of the privacy and security problems that come with allowing web scripts, I hope she prioritizes this soon. It's really disappointing to find sites that were formerly readable without javascript suddenly inaccessible since adopting Anubis. The more sites that do this, the more people are pushed toward enabling scripts by default, exposing them to a great many trackers and web exploits that would otherwise be blocked.

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Driver support

The Vulkan extension VK_KHR_maintenance5 is now required. DXVK has been relying on guarantees made by this extension since version 2.5, so in order to remove some maintenance burden, fallbacks that would allow older drivers to run were now removed.

Please check the driver support page on the Wiki for details.

Note: These changes will primarily affect Windows users on AMD Polaris and Vega GPUs, for which AMD has effectively discontinued driver support. On Linux, these older GPUs will keep working on RADV when using Mesa 25.0 or newer.

Due to a growing number of compatibility issues with the AMD Windows driver in general, supporting it is no longer a priority.

Binding model changes

Descriptor management was largely rewritten and modernized. On newer AMD and Nvidia cards, VK_EXT_descriptor_buffer is now used by default, which significantly reduces CPU overhead compared to the legacy binding model and may thus improve CPU-bound performance in games such as Final Fantasy XIV, God of War, Metaphor: ReFantazio, Watch Dogs 2 and others.

This feature remains disabled on older GPUs due to severe performance regressions in some cases, specifically on Nvidia Pascal or older, as well as AMD RDNA2 or older when using AMDVLK or the AMD Windows driver. RADV is unaffected by these issues.

Note: A small hit to GPU-bound performance is expected in some cases, in exchange for more consistent overall performance. Users can override the default behaviour with the dxvk.enableDescriptorBuffer option. Enabling Resizeable BAR on supported systems is strongly recommended.

Memory management

Memory defragmentation is now enabled by default on Intel Battlemage and Lunar Lake GPUs. On older Intel GPUs, this feature remains disabled as it may cause rendering issues for unknown reasons, see #4395.

On discrete GPUs, DXVK will now enforce the driver-reported VRAM budget as much as possible, and dynamically evict unused resources to system memory when under memory pressure. This should improve performance in many Unity Engine titles on VRAM-constrained systems, and may allow for higher texture quality settings to be used in some games. Temporary slowdowns and stutters are still expected when exceeding VRAM capacity.

Note: This feature currently does not work as intended on AMD GPUs due to kernel driver issues.

Legacy feature removal

The state cache was introduced in Version 0.80 to reduce shader compilation stutter, and has been largely unused since the introduction of VK_EXT_graphics_pipeline_library in DXVK 2.0. In order to reduce maintenance burden, particularly with pipeline-related changes in this release, this legacy feature was now removed.

Additionally, the d3d9.forceSwapchainMSAA option was removed. This feature was not really useful since most games either use additional render targets or provide a built-in MSAA option themselves anyway. For games that do not provide built-in MSAA, users are encouraged to use Gamescope to run these games with a higher render resolution instead.

Bug fixes and Improvements

  • Added support for planar video output views. (PR #4872). This is required for video playback in JR EAST Train Simulator.
  • D3D11 shaders will now zero-initialize all variables and groupshared memory by default in order to work around game bugs resulting in undefined behaviour. The d3d11.zeroWorkgroupMemory option was removed accordingly.
  • Optimized D3D9 StretchRect in certain multisample resolve cases encountered in Source Engine. (PR #5023)
  • Fixed an instance of invalid Vulkan usage in Modulus, and possibly other Unity Engine games that use the D3D11 video API.
  • Implemented support for the ID3DDestructionNotifier interface.
  • Vulkan devices that lack the required feature support to run DXVK will no longer be listed as DXGI / D3D9 adapters. This may fix crashes in case an outdated graphics driver or an unsupported integrated GPU are present on the system.
  • Trying to build DXVK in a MinGW environment with AVX enabled will now result in a compile-time error. We cannot support AVX builds due to toolchain issues, nor is it expected to be beneficial.
  • Astebreed: Fixed crash when changing graphics options. (PR #5034)
  • GTR - FIA GT Racing Game: Worked around a game issue that would cause it to not start. (PR #5072)
  • LEGO City Undercover: Worked around a game issue that would cause the intro video to be broken. (#4997, PR #5000)
  • Star Trek: Starfleet Command III: Worked around resource leak in GOG build. (PR #5056)
  • Test Drive Unlimited 2: Worked around alt-tab issue causing input loss. (PR #5057)
  • Wargame: European Escalation: Worked around gamma issue when the game detects an Nvidia GPU. (PR #5055)
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