jrgd

joined 7 months ago
[–] [email protected] 3 points 4 hours ago

Alongside many others, I agree that using QEMU through GUI frontends like virt-manager or GNOME Boxes, or even server-focused solutions like Cockpit+VM plugin or Proxmox layered on top of your installation.

I just want to note a decent point against other solutions like VirtualBox or the VMWare products that work on Linux: these solutions that don't rely on QEMU almost certainly need the user to install out-of-tree kernel modules (that in some cases may also be proprietary). QEMU and its frontends don't need out-of-tree modules in a majority of distros and can work out of the box with all features (given BIOS configuration of the host and hardware supports them).

[–] [email protected] 3 points 2 days ago

I started dual booting Linux after an upgrade to an insider preview of Windows 10 soft-bricked my Windows 7 install. I later stopped booting into Windows and eventually reclaimed the partitions to extend whatever distro was installed at that point when the actual release of Windows 10 decided to attempt automatically upgrading my Windows 7 system, soft-bricking it a second time. 2016 onwards, I haven't used Windows on my systems outside of occasionally booting LTSC in a VM.

[–] [email protected] 3 points 3 days ago* (last edited 3 days ago) (1 children)

Running the same memory constraints on a 1.18 vanilla instance, most of the stack memory allocation largely comes from ramping the render distance from 12 chunks to 32 chunks. The game only uses ~0.7 GiB memory non-heap at a sane render distance in vanilla whereas ~2.0 GiB at 32 chunks. I did forget the the render distance no longer caps out in vanilla at 16 chunks. Far render distances like 32 chunks will naturally balloon the stack memory size.

[–] [email protected] 2 points 3 days ago* (last edited 3 days ago) (3 children)

For clarification, this is Vanilla, a performance mod Fabric pack, a Fabric content modpack, Forge modpack, etc. that you are launching? If it's the modpack that you describe needing 8gb of heap memory allocated, I wouldn't be surprised the java stack memory taking ~2.7 GiB. If it's plain vanilla, that memory usage does seem excessive.

[–] [email protected] 13 points 3 days ago (7 children)

Depending on version and if modded with content mods, you can easily expect Minecraft to utilize a significant portion memory more than what you give for its heap. Java processes have a statically / dynamically (with bounds) allocated heap from system memory as well as memory used in the stack of the process. Additionally Minecraft might show using more memory in some process monitors due to any external shared libraries being utilized by the application.

My recommendation: don't allocate more memory to the game than you need to run it without noticeable stutters from garbage collection. If you are running modded Minecraft, one or more mods might be causing stack-related memory leaks (or just being large and complex enough to genuinely require large amounts of memory. We might be able to get a better picture if you shared your launch arguments, game version, total system memory, memory used by the game in the process monitor you are using (and modlist if applicable).

In general, it's also a good idea to setup and enable ZRAM and disable Swap if in use.

[–] [email protected] 3 points 6 days ago

The VRR problems are specifically related to either monitors not supporting Freesync over HDMI or the user running a monitor expecting HDMI VRR to work on HDMI 2.1 specs (>4k@60hz or equivalent bandwidth negotiation requirements). I would concur a small subset of users is correct for the use-cases where this becomes a problem.

[–] [email protected] 7 points 1 week ago (1 children)

The specific patent links seem to be broken. All return 403. Here are functional alternatives.

[–] [email protected] 1 points 1 week ago* (last edited 1 week ago) (1 children)

I think the fact that RCT Classic is only worth getting on mobile because there are better options on PC doesn't help make the case that RCT Classic should be a shining example of 'mobile gaming'. RCT Classic is bit above the bare minimum for an acceptable rerelease of older games.

[–] [email protected] 2 points 2 weeks ago (1 children)

Some additional reasons:

  • The native packages are broken or otherwise missing functionality
  • The app you're using is quite volatile and needs upstream updates faster than the native packages are pushed

Flatpak specific:

  • You want the app to be sandboxed
[–] [email protected] 10 points 2 weeks ago* (last edited 2 weeks ago) (6 children)

Largely things look good. It might be a good idea looking for a motherboard that has Intel ethernet rather Realtek. I'm also a bit curious if the barebones VRM design on the board is adequate as well.

[–] [email protected] 2 points 2 weeks ago

Generally, yes. It's not nearly as bad as say 2015 but NVidia has a long standing history of being difficult to deal with, and users having to make constant compromises. For instance, NVidia hasn't had properly working Wayland support on most environments until recently due to the awful flickering that many users experienced. Things like power saving, dual GPU handoff, general OpenGL performance, frame stability and tearing (X.Org), etc. have been either historical and/or current pain points for using NVidia GPUs vs AMD or Intel GPUs.

[–] [email protected] 12 points 2 weeks ago (1 children)

It doesn't currently allow for concurrent execution of EXE files, but that's a good idea. I'll see about implementing it.

 

cross-posted from: https://lemm.ee/post/38676431

A while back I ended up getting tired of making hacks to get custom binaries to launch in Steam for Windows titles. Primarily for modding, I would find a way to simply launch custom EXE files through Steam to ensure the modding tools and the game were contained neatly in the same prefix. My first ventures with this were Skyrim and Fallout: New Vegas. With these titles, I overrode the gamebryo/creation engine launcher EXE with Mod Organizer 2 (renamed to be the launcher). While this worked, the solution doesn't work for other games without a secondary launcher that is targeted through Steam.

I eventually came to the conclusion that one can override launch targets entirely in Steam, and that tools like SteamTinkerLaunch could take advantage of this. However, STL certainly does a lot and honestly, that is way more than I really desired just to launch games with a custom EXE. Thus I made a shell script that essentially allows for the user to write in their own custom target and have it launch right through Steam.

The usage for this is simple. Just copy the 'shim' file into the game directory, override the Steam launch arguments to include "./shim %command%", and all is good. Furthermore, environment variables (such as DRI_PRIME=1), additional launch wrappers (gamemoderun), and game launch arguments (-novid for Source Engine titles) all work. If one needed a combination of all of this, it would look something like "DRI_PRIME=1 gamemoderun ./shim %command% -novid".

The way target editing currently works is on first launch the shim file grabs the default game target and writes it as the contents of 'target', another file in the game directory. From there, one can simply edit the target location in the file and shim will launch the custom executable.

So far, I have used this to get things like RaftModLoader and BeamMP working (mod loader for Raft and multiplayer for BeamNG.Drive respectively). I see no issue with this being able to also work for Bethesda titles and others that need custom executables. As I understand as well, the actual game install directories on a Steam Deck with SteamOS are mutable, and with a bit of tinkering through desktop mode should help get a seamless experience for launching modded Steam games for Deck users as well.

I hope someone finds as much use and utility that I have for getting a lot of modding tools for Windows games working without needing to mangle the prefix using protontricks in some cases or install the absolute multi-tool that is SteamTinkerLaunch.

 

A while back I ended up getting tired of making hacks to get custom binaries to launch in Steam for Windows titles. Primarily for modding, I would find a way to simply launch custom EXE files through Steam to ensure the modding tools and the game were contained neatly in the same prefix. My first ventures with this were Skyrim and Fallout: New Vegas. With these titles, I overrode the gamebryo/creation engine launcher EXE with Mod Organizer 2 (renamed to be the launcher). While this worked, the solution doesn't work for other games without a secondary launcher that is targeted through Steam.

I eventually came to the conclusion that one can override launch targets entirely in Steam, and that tools like SteamTinkerLaunch could take advantage of this. However, STL certainly does a lot and honestly, that is way more than I really desired just to launch games with a custom EXE. Thus I made a shell script that essentially allows for the user to write in their own custom target and have it launch right through Steam.

The usage for this is simple. Just copy the 'shim' file into the game directory, override the Steam launch arguments to include "./shim %command%", and all is good. Furthermore, environment variables (such as DRI_PRIME=1), additional launch wrappers (gamemoderun), and game launch arguments (-novid for Source Engine titles) all work. If one needed a combination of all of this, it would look something like "DRI_PRIME=1 gamemoderun ./shim %command% -novid".

The way target editing currently works is on first launch the shim file grabs the default game target and writes it as the contents of 'target', another file in the game directory. From there, one can simply edit the target location in the file and shim will launch the custom executable.

So far, I have used this to get things like RaftModLoader and BeamMP working (mod loader for Raft and multiplayer for BeamNG.Drive respectively). I see no issue with this being able to also work for Bethesda titles and others that need custom executables. As I understand as well, the actual game install directories on a Steam Deck with SteamOS are mutable, and with a bit of tinkering through desktop mode should help get a seamless experience for launching modded Steam games for Deck users as well.

I hope someone finds as much use and utility that I have for getting a lot of modding tools for Windows games working without needing to mangle the prefix using protontricks in some cases or install the absolute multi-tool that is SteamTinkerLaunch.

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