ono

joined 2 years ago
[–] ono@lemmy.ca 18 points 2 years ago (1 children)

"I think he would tidy my wife away if I left her in there."

Not being a Wales resident, I'm uncertain how to take that comment.

[–] ono@lemmy.ca 10 points 2 years ago

I meant that I ought to use it for its intended purpose after all.

(But yes, I would still like the option of replacing the OS.)

[–] ono@lemmy.ca 4 points 2 years ago (1 children)

Next step: Submit your first patch. :)

[–] ono@lemmy.ca 98 points 2 years ago (5 children)

I bought one during the clearance sale for the price of shipping, assuming that it would be abandoned but maybe still useful as a low-power linux server. I guess I ought to set it up and take advantage of it.

Thanks, Valve, for not letting these things become instant e-waste.

[–] ono@lemmy.ca 23 points 2 years ago (1 children)

Any reason why I shouldn’t just go with Debian + KDE and install Steam?

No reason to avoid Debian unless you have hardware so very new that it requires the very latest kernel to operate.

If you go with Debian Stable, you can enable Backports for a fairly recent kernel, currently 6.5.10. You could go with Testing or even Unstable if you're addicted to upgrading as often as possible, but chances are you won't need to.

I'm gaming on Debian Stable with Steam in a flatpak. It works great, and is blissfully low maintenance.

At some point, you'll probably run into people claiming that Debian is bad for gaming performance because of "outdated" packages. In most cases, those people don't know what they're talking about. I suggest ignoring them unless they identify a specific performance issue that actually affects you.

[–] ono@lemmy.ca 13 points 2 years ago

"Systems that break email already exist, so let's add more to the world."

Please, no.

[–] ono@lemmy.ca 32 points 2 years ago* (last edited 2 years ago) (4 children)

My (least) favorite in this category is email addresses. It's astonishing how many developers screw this up by trying to validate an email address by some means other than sending a message to it.

[–] ono@lemmy.ca 2 points 2 years ago

Seems like someone with foreknowledge of the reversal could have made some money there, doesn't it?

[–] ono@lemmy.ca 2 points 2 years ago

if other people aren’t posting it seems silly to penalize the ones who are

I suppose that's an easy statement to agree with. However, a sensible rate limit is not a penalty.

[–] ono@lemmy.ca 16 points 2 years ago

Joke's on them. Google locked me out of my account when I refused to give them my phone number.

[–] ono@lemmy.ca 5 points 2 years ago

My understanding is that it got a big surge of users at a time when it wasn't really intended for the public, and is now having growing pains.

[–] ono@lemmy.ca 10 points 2 years ago

awwwwwwwwwwwww

116
submitted 2 years ago* (last edited 2 years ago) by ono@lemmy.ca to c/baldurs_gate_3@lemmy.world
 

Is your party outnumbered? Low on armour? Confined to a narrow passage? No worries, mate! Just roll out this camouflaged welcome mat, and let your foes take care of themselves!

Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 piercing damage for every 1.5 m / 5 ft it moves.

The diminutive die in that description might look laughable at first glance, but consider how large the spiked area is: 40 ft diameter, meaning 16d4 or an average of 40 damage to anything that crosses its full width. All those tetra-dice sure are pointy!

The area is wider than a typical humanoid's movement per turn, so most things without wings won't have time to do much after crossing it.

On top of that:

The spikes are difficult terrain, halving a creature's movement speed.

So, while waiting for the baddies to slog through the brambles, you can pass the time with target practice on their ranged-attack buddies.

What's that you say? Your visitors somehow made it across, and are now breathing down your neck and twice as pissed off? Perfect! Now's the time to practice your thunderwave, or favorite knock-back ability, or turn undead if the neighbours are necrotic, or just give them a good old fashioned shove, and let them enjoy your garden tour all over again.

Wait a minute! You're facing a threat of higher intelligence and refined poise, and they stopped before stepping on your grass? What a great time for your druid to yoink them out of their comfort zone with a thorn whip, or (if you earned it as a reward) try out Sorrow's similar spell.

Did your barbarian charge in before you could seed the field? Ask her to toss a body or two onto the flower bed while they're still standing. They make great compost!

In short, wizards and sorcerers might love to talk about their fireballs, but with this horticultural marvel, my bard has more fun. All natural, certified organic, and (as a level 2 spell) cheap and easy.

Happy plowing!

338
submitted 2 years ago* (last edited 2 years ago) by ono@lemmy.ca to c/technology@beehaw.org
 

...and the related Mozilla report

 

Presentation improvements

If VK_KHR_present_wait is supported, and if vertical synchronization is enabled, frame latency events will now be signaled when an image is actually being presented, rather than when rendering work prior to the present request has completed on the GPU. This may reduce input latency in some games, also affects the dxgi.maxFrameLatency and d3d9.maxFrameLatency options.

This functionality is also used to more accurately report the number of frames actually presented via DXGI frame statistics.

Note: On some platforms and compositors, Vulkan present events may not correspond to the image actually being presented on screen, in which case frame latency is going to remain higher than expected.

Additionally, if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical synchronization may no longe require recreating the Vulkan swap chain, which works around severe performance issues in games which change their present interval on a per-frame basis.

Note: On Linux, this is currently only supported when running Gamescope with ENABLE_GAMESCOPE_WSI=1 set.

Configuration changes

The dxgi.nvapiHack config option was deprecated, and a new option dxgi.hideNvidiaGpu with a slight change in behaviour was added instead, alongside similar options for AMD and Intel GPUs. This allows implementing more targeted application workarounds for issues with e.g. XESS libraries in the future if necessary. Refer to the example configuration for more details.

Note: The old dxgi.nvapiHack option still works if dxgi.hideNvidiaGpu is not set, but will be removed in a future release.

Additionally, the dxgi.tearFree and d3d9.tearFree options were consolidated into a new dxvk.tearFree option, due to changes in the presentation logic. The old options were removed.

Bug fixes and Improvements

  • Configuration options can now be specified via an environment variable, DXVK_CONFIG. See the README for details (PR #3581).
  • If VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations. This fixes shadow rendering artifacts in various D3D9 games and is especially important on GPUs that do not support 24-bit depth formats. This affects games such as F.E.A.R. (#1461), Far Cry 2 (#2941) and Assassin's Creed Brotherhood (#2642).
  • If VK_EXT_line_rasterization and its relevant features are supported, smooth or rectangular lines will now be used if requested by the application. This functionality is generally not used by games, but may be useful for applications such as level editors.
  • If VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use the corresponding Vulkan format.
  • D3D9 command submission now works the same way as it does for D3D11, which will lead to more submissions but generally reduces resource readback latency. This may improve performance in games that frequently synchronize with the GPU.
  • Fixed a minor issue with D3D9 feedback loop tracking.
  • Fixed a minor issue with D3D11 stream output (#3634).
  • Fixed a bug and performance issues with the implementation of D3D11 tiled resources.
  • Fixed various issues with reporting HDR metadata.
  • Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler. (PR #3616)
  • Implemented keyed mutex synchronization on top of newly added winevulkan functionality (PR #3601, PR #3635). Note: This will only work with recent Proton builds.
  • Added stubs for various D3D9On12 interop interfaces. This is needed for Train Simulator Classic (#3445).
  • Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games as well as Elden Ring (PR #3625). Note: This will only work in combination with https://github.com/jp7677/dxvk-nvapi/commit/c3a1c48eebdef1d0f9f030ebd57e2c40625dc542 or newer. This will not work on Windows.
  • A Total War Saga: TROY: Fixed trees not rendering when MSAA is enabled.
  • Far Cry 2: Fixed crash when using D3D10.
  • Halo Online: Fixed water rendering. (#3594, PR: #3627)
  • Lara Croft and the Temple of Osiris: Fixed deadlock when using Exclusive Fullscreen (#3458).
  • RaceRoom Racing Experience: Fixed a crash when starting a race. (#3386, PR: #3389)
  • Spider Man: Shattered Dimensions: Fixed a regression that caused blocky shadows. (#3593, PR: #3624)
  • Test Drive Unlimited 2: Fixed shadows on grass. (#3469, PR: #3471)
  • The Sims 2: Fixed a regression in DXVK 2.2 that affected terrain rendering. (#3474, PR: #3476)
  • Titanfall: Fixed a crash caused by a miscompiled shader.
  • Tomb Raider Anniversary: Improved performance. (#3438, PR: #3439)
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