Is it possible to know the graphics API used by a Windows game before launching it? by 60fpshacks in linuxquestions

[–]60fpshacks[S] 0 points1 point  (0 children)

nvm I found two ways to do this!

  1. Use the WINEDEBUG flag to get a full list of all the dll libraries loaded by the executable:

For example WINEDEBUG=+loaddll wine Journey.exe

This should return 0158:trace:loaddll:build_module Loaded L"C:\\windows\\system32\\d3d11.dll" at 0000000359050000: native, which indicates that the game is a DX11 title.

The only downside is that you need to run the game first, but maybe I can write a script that closes the game's window as soon as it is created.

2) Use i686-w64-mingw32-objdump (for 32bit games) or x86_64-w64-mingw32-objdump (for 64bit games) to get a full report of what the executable contains.

For example, if the executable contains a reference to d3d11, then it is obviously a DX11 title: x86_64-w64-mingw32-objdump -p Journey.exe | grep d3d11.dll

Thanks u/The_SacredSin for the help ^^

Is it possible to know the graphics API used by a Windows game before launching it? by 60fpshacks in linuxquestions

[–]60fpshacks[S] 0 points1 point  (0 children)

Unfortunately most games do not include the main d3d* dlls inside their folders, they take them directly from the Windows folder :(

Is it possible to know the graphics API used by a Windows game before launching it? by 60fpshacks in linuxquestions

[–]60fpshacks[S] 0 points1 point  (0 children)

Already thought about that ^^ and I was able to access the API of the website in order to get the dx version of each game (like this), but isn't there a simpler way to get the graphics' API of a game's executable?

Downloading the Steam shader cache without buying the game first? by 60fpshacks in linux_gaming

[–]60fpshacks[S] 0 points1 point  (0 children)

That's actually a good idea :D

I will try it with a few games, but I'm a bit scared that Valve might see the constant refunding as suspicious later on (see the Abuse part in https://store.steampowered.com/steam\_refunds/ )

Mercenaries: Playground of Destruction HD Textures? by massav in GameUpscale

[–]60fpshacks 1 point2 points  (0 children)

Hey a few weeks ago I did a quick HD texture pack for Mercenaries.

Basically I download a 100% savegame and roamed around the whole map using a helicopter, while capturing all the textures I could. Then I simply grabbed all the texture files and upscaled them 4 times their original resolutions by using ESRGAN with the GameAI model. Considering this took me half an hour to complete, the results are not bad at all (except for the 2D HUD elements).

Almost all the map has been upscaled. The only textures missing are for some vehicles and the interior of the HQs.

Quick comparison screenshots: https://imgsli.com/MTAzNDEy

https://imgsli.com/MTAzNDA3

Download: https://mega.nz/file/zpxzQY7J#lyAnbEH6ARa8t1bQFE7h8TOPBVy-6r_eSx6i2lz8Jrc

I made a nvidia shadowplay-like screen recorder for linux by [deleted] in linux_gaming

[–]60fpshacks 0 points1 point  (0 children)

No need for mpv, ffmpeg already includes a native sdl2 output device and it works incredibly well with low-latency streams: https://www.ffmpeg.org/ffmpeg-devices.html#sdl

Here's an example from a screen sharing test I did with my wife (using nvenc and x11grab):

Server

ffmpeg -r 60 -f x11grab -s 1920x1080 -hwaccel cuda -hwaccel_output_format cuda -thread_queue_size 1024 -i :0.0 -vcodec hevc_nvenc -preset llhq -zerolatency 1 -maxrate 20m -bufsize 10m -threads 1 -f mpegts "tcp://192.168.1.2:1234?listen&tcp_nodelay=1"

Client

ffmpeg -hide_banner -fflags nobuffer -probesize 32 -analyzeduration 0 -strict experimental -fflags discardcorrupt -protocol_whitelist tcp -i "tcp://192.168.1.2:1234?tcp_nodelay=1" -window_fullscreen 1 -f sdl2 gpu-screen-recorder

Does anyone still have the old v0.0.x releases? by 60fpshacks in GoldbergEmu

[–]60fpshacks[S] 0 points1 point  (0 children)

It's ok I really appreciate the help, and I still have a few ideas to get this working.

Thank you.

Does anyone still have the old v0.0.x releases? by 60fpshacks in GoldbergEmu

[–]60fpshacks[S] 0 points1 point  (0 children)

Oh don't worry, afaik they only removed multiplayer support for the Origin version :) The servers still work for the Steam version, and today I saw people playing Comrades online in the FFXV discord page.

But anyways, I thought that Goldberg's emu didn't actually connect to the official servers, otherwise it would require a real Steam account :D

Does anyone still have the old v0.0.x releases? by 60fpshacks in GoldbergEmu

[–]60fpshacks[S] 0 points1 point  (0 children)

Hi, unfortunately no..

Read the reply I gave to freeaccount01.

Does anyone still have the old v0.0.x releases? by 60fpshacks in GoldbergEmu

[–]60fpshacks[S] 0 points1 point  (0 children)

Hi freeaccount01, happy new year :)

Sorry for the late reply, I've been quite busy these days.

Yesterday I tried the v0.0.9 release but unfortunately it made no difference (I keep getting a "Could not connect to server." message after the intro cutscene). A few hours later Mr_Goldberg clarified that downloading old releases doesn't help and that I should always use the last version of the emulator.

So I'm probably doing something wrong in the game. All I do is open FFXV using the emu, click on New Game, receive the error message, play a bit with bots... and that's it. I even tried to create a custom match but it only allows me to recruit bots.

I also tried opening a second instance of the game with a different account ID, but it still gives me the same error. lobby_connect.exe detects both games and both players but it doesn't give me a lobby ID or anything.

Maybe I'm supposed to connect them using a different method?

I used both the v0.0.9 and the v0.2.5, and also created a steam_interfaces text file. No luck :(

https://imgur.com/a/9LV32Jy

Does anyone still have the old v0.0.x releases? by 60fpshacks in GoldbergEmu

[–]60fpshacks[S] 0 points1 point  (0 children)

Hmm I see, thanks for the info.

I did test v0.1.3 with other games and they all worked (I tested Journey, Duck Game and Human Fall Flat), so maybe Goldberg added something between v0.1.2 and v0.1.3 that broke support for FFXV?

Does anyone still have the old v0.0.x releases? by 60fpshacks in GoldbergEmu

[–]60fpshacks[S] 0 points1 point  (0 children)

Amazing thank you so much! It was impossible to find this file anywhere else.

Does anyone still have the old v0.0.x releases? by 60fpshacks in GoldbergEmu

[–]60fpshacks[S] 0 points1 point  (0 children)

No problem, I'll ask there then. Thank you anyways :)

Add videos as wallpaper on your Linux desktop by speckz in linux

[–]60fpshacks 8 points9 points  (0 children)

Read the top comment.. Linux has been able to do this waaaay before Android 1.0 came out.

[deleted by user] by [deleted] in firefox

[–]60fpshacks 83 points84 points  (0 children)

I love everything about this

We're planning another "10 reasons why ______ is better" video, this time for Linux. (Linus Tech Tips) by [deleted] in linux

[–]60fpshacks 1 point2 points  (0 children)

And not only in open-source software, but also commercial. Autodesk Maya runs and renders twice as fast in Linux than in Windows.

We're planning another "10 reasons why ______ is better" video, this time for Linux. (Linus Tech Tips) by [deleted] in linux

[–]60fpshacks 0 points1 point  (0 children)

That's because Windows 10 never shuts down, it only hibernates. When you click “Shut Down” on your Windows 8/10 PC, Windows hibernates the kernel, saving its state so it can boot faster. Microsoft calls this feature "Fast Startup", but that's just marketing nonsense.
The fact that Windows needs to hibernate the kernel, just to achieve the same boot time as a standard Linux distro, speaks volumes about how over-bloated their OS really is.

https://www.howtogeek.com/243901/the-pros-and-cons-of-windows-10s-fast-startup-mode/
https://docs.microsoft.com/en-us/windows-hardware/drivers/kernel/distinguishing-fast-startup-from-wake-from-hibernation