[–] 4 points 2 weeks ago

The issue with Shut Down might be a missing kernel module. I don't have a Steam Machine (still on the waitlist and no longer sure I want to buy one), so I can't say for sure, but my laptop needs such a module.

Might be worth checking the lsmod output on both systems, and see if SteamOS has anything that Fedora doesn't.

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  • [–] 9 points 3 months ago

    There can be many different reasons. As others have noted, the by far most likely cause is that the game is CPU bottlenecked. Ark is built with Unreal Engine, so that's a quite likely explanation, given that Unreal's architecture really likes to put all the game logic on a single CPU core.

    Ark exposes Unreal's stat unitgraph console command. Run that in the in-game console to see what part of the game takes how long for each frame. (See: https://ark.fandom.com/wiki/Console_commands#Stat) If either Game or Draw (or RHI, but I don't think Ark has an RHI thread, it's Unreal version is too old afaik) is taking longer than GPU, then you have your explanation, namely that the GPU is waiting for the CPU to catch up.

    There would also be other possible explanations, for instance CPU/GPU waiting for each other. This can for instance happen if the game uses scene captures. (I don't play Ark, so I don't know if they do - typical use-cases for scene captures would be mirrors, or rendered player portraits). The CPU might request a Scene Capture, is then waiting for the GPU to complete it, then does CPU stuff with its result while the GPU is waiting for work, and only later submits the next frame for rendering... I don't know how to diagnose this in Unreal without having access to a development build though.

    What I could also imagine is that the numbers shown by the program you are using aren't taking every kind of GPU activity into account. Might be that they only show load on Vector/Scalar units, and count stalls caused by (GPU-)memory access as "idle". But that's just a guess... With the radeontop command you can get a bit more information. (https://archlinux.org/packages/extra/x86_64/radeontop/). Just make sure to run it on a second screen, or to access it via ssh, such that the game has mouse/keyboard focus - otherwise Unreal might reduce framerate.

    And last, but not least: There is always the possibility of a driver bottleneck. I have faint memories (but no link any more...) that the AMD Linux drivers bottleneck at very high FPS. I might remember wrong, but iirc the FPS numbers at which that shows were extremely high - way above of what any display could process, and way above what any actual game could realistically deliver.

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  • [–] 6 points 4 months ago

    The same will probably apply to all other Smartphone operating systems that do not support Google Remote Device Attestation, including non-Android systems with Android compatibility like the European alternative Sailfish OS.

    Imho, mandatory Remote Device Attestation needs to be forbidden by (antitrust) law.

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  • [–] 2 points 4 months ago*

    Have you considered retro-gaming? If the laptop isn't much older than 20 years it should probably manage to run dosbox, and with it you can get a ton of old IPX multiplayer titles running, for instance Warcraft: Orcs and Humans, Transport Tycoon, or Command and Conquer: Red Alert.

    (Transport Tycoon also has an open source remake, OpenTTD, that can run on a potato. OpenTTD also runs in a browser, but afaik the browser-version is limited to single-player.)

    Edit: Of course there is another thing about dosbox: Back then hot-seat or split-screen multiplayer was much more common, so this might also be an option.

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  • [–] 3 points 4 months ago

    I'm currently using Sailfish as a daily driver, and Android compatibility is indeed a mixed bag. I don't know about Remote Device Attestation, as my banking app luckily does not require it. However, there are also other limitations. For instance, Android apps don't see that the device has a display PIN set, and cannot access a fingerprint reader (if present), so apps like the Austrian government ID (ID Austria) refuse to work, because they need one of those "security" measures.

    Play Services themselves do work, via MicroG.

    I would never willingly switch back to Android again though. Compared to Sailfish, Android is just unusable jank.

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  • [–] 4 points 4 months ago

    I am unsure about the "no browser" decision, while keeping Android compatibility.

    That pushes people towards the privacy nightmare of running apps instead of just using websites...

    On the other hand, the target audience of this is probably well aware of the issue and probably also has enough self-restraint to not install apps unless absolutely necessary.

    Also, I am pretty certain there are workarounds.

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  • [–] 3 points 4 months ago

    There are also non-open-hardware solutions available, which reach even bigger sizes at 33 Hz and 3 bit per pixel, for instance from Dasung.

    I have the "DASUNG Paperlike Color (Revolutionary)", and I use it for coding. I works really well for that purpose, but I would not recommend it for anything else. That's because it really only has 3 bits per pixel, meaning you get exactly 8 colours: black, white, red, green, blue, cyan, magenta and yellow. No shades of grey or anything, just those 8 colours in full saturation. For text (with disabled anti-aliasing - it makes the text fuzzy, but it is not needed, the resolution is great) that's fine, for anything else not so much. Also, the contrast of the colour display isn't too great. It either needs sunlight, its built-in front-light, or a desk lamp. It is also worth noting, that (at least the colour) Dasung screen does not have any display modes at higher bit-depth.

    I also have a Boox Mira (non-Pro), which (I think) has 15 Hz, but unlike the Dasung, it also a "presentation mode" with more bits per pixel (I don't know how many, I think it has 12) but much lower refresh rate (feels like 5 Hz). That mode is good for anything that doesn't move, like reading papers or non-animated webpages.

    I am using the Dasung for work, and the Boox for spare time stuff. Typing works better on the Dasung screen, because of its higher refresh rate. Reading works better on the Boox, because of its higher bit-depth.

    If I wouldn't already have the Boox Mira, I think I would buy the Modos screen for basically the same use-case. I am actually considering getting the Modos devkit, and modding my laptop with it, but will probably not do that because I barely use my laptop nowadays and can always just connect the Boox display via HDMI.

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  • [–] 9 points 5 months ago

    Disclaimer first: I haven't played docked ever since I moved to my current apartment, so for about 2 years.

    So, for me playing docked was a mixed bag. The main issue was that upscaling from 720p to 1080p (my TV's native resolution) never yielded a satisfactory image quality. This means, that I only played games docked, that were relatively light on the hardware.

    Things that worked well were 2D games, obviously, and light 3D games, like Cassette Beasts or the space-part of Elite: Dangerous (landing in Elite was, of course a no-go at native 1080p).

    I also had issues with my gamepad, a DualShock 4, interfering with the WLAN of the deck. If I remember correctly, that has been fixed by a Steam Deck update meanwhile.

    I also had severe issues trying to stream from my desktop to the Deck. It hadn't liked my desktop's 16:10 aspect ratio. From what I can tell from the current Steam Link Android app, it seems this also has been fixed meanwhile.

    For the games that worked fine, I have had a lot of fun playing docked though.

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  •  

    Hi!

    I'm hoping someone else has run into the same issue and can give me some hints what I might try to fix this.

    My problem is that over time, the z-axis positioning of my relatively new Elegoo Neptune 4 Max seems to become slightly unstable. That is, after I level the bed and adjust the z-offset, everything looks fine. However, if I move up and down by a couple of centimeters for a few times, the z-offset is wrong again.

    Due to this, I had to restart quite a few prints now, because wrong z-offset leads to a bad first layer.

    Now I wonder what I should attempt first in order to fix this?

     

    At work we are currently investigating how we could add a reasonably sane optional type for blueprint.

    We have modified the native TOptional type heavily, to make it more convenient, by adding Map()/Bind()/Flatten() methods.

    Now we would like to add a similarly convenient optional type for Blueprint use.

    We have already started working on a UBlueprintCompilerExtension to detect invalid pin connections, but we haven't started on the actual data type itself.

    Does anyone know about a plugin that offers this functionality?

    Or, alternatively some good resources on how one can write custom Blueprint graph nodes with wildcard pins?

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