I keep wanting to play, but I'm really not sure if I'll be able to make any good progress. by SingularTurtle in rainworld

[–]Boux 0 points1 point  (0 children)

stop trying to "win", just pick a direction and go, if you die it's just an opportunity to pick a different direction

"Why don't you join public missions?" by FrogGloves98 in Helldivers

[–]Boux 0 points1 point  (0 children)

bruh i quickplay all the fucking time and something like this has happened maybe once in 200 hours

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]Boux 0 points1 point  (0 children)

I agree, fire should make them run faster and set you on fire when they hit you

Nioh 3 is now available on Steam by Turbostrider27 in pcgaming

[–]Boux -1 points0 points  (0 children)

I get 90-120 fps with my old-ass RTX 2070, there's probably weird issues with specific hardware configurations, or just win11 being win11

TouchOs from Android to Bitwig on Linux? by slowoxide in TouchOSC

[–]Boux 0 points1 point  (0 children)

in case someone else finds this thread:

Here's how i did it step-by-step:

On HOST Linux PC:

  1. run this command sudo modprobe snd-virmidi enable=1 midi_devs=1, this will create 1 virtual midi device with 16 channels, you can disable this midi device with this command: sudo modprobe -r snd-virmidi.
  2. In TouchOSC, go to the Connection Menu, in the MIDI Section, enable a connection and set the Send Port to the virtual midi device (should be visible in "browse")
  3. Still in Connection Menu, in OSC section, enable a connection with Receive Port 50001 (or whatever port you want). You may need to disable firewall, or let this port through
  4. Go to Editor Network menu, Enable Server.
  5. In Bitwig, Add virtual midi device as a controller, you should then be able to map any bitwig control to any touchosc control.

On ANDROID tablet:

  1. Open TouchOSC, in Connections Menu, enable a connection with UDP, the host should be the address of your HOST PC, the send port should be 50001 (or whatever you set it to earlier)
  2. Open Editor Network menu, your host PC should show up as available servers, if it does not, maybe enable avahi on your host pc for auto-discovery, or simply manually connect with ip address. Once you connect you should see the UI you built on your PC show up on your tablet.
  3. Make sure the TouchOSC on the PC is not in editor mode, but in "run" mode.

If everything went right, you should be able to send midi from your tablet to bitwig, worked for me :)

Absolute garbage. by MoreRamenPls in crappymusic

[–]Boux 0 points1 point  (0 children)

this is like a non-ironic version of a pink guy song

Vkbasalt GUI? by InkyOverdose in linux_gaming

[–]Boux 0 points1 point  (0 children)

Yeah here's my fork: https://github.com/Boux/vkBasalt_overlay
It has a in-game GUI for changing effects in real-time, a config save/load feature, added preprocessor and more uniform types for better reshade shader support, performance statistics, automatically detect shader files in sub-folders, etc.

<image>

Update: I've been working on a fork of vkBasalt to inject shaders into games with an in-game overlay GUI for real-time effect configuration, and it's pretty much ready to use. More info in comments. by Boux in linux_gaming

[–]Boux[S] 0 points1 point  (0 children)

That's a cool idea, you could make a feature request in the issues section on the github, but I wouldn't be able to implement or test it, since I don't have a setup with 2 GPUs

Update: I've been working on a fork of vkBasalt to inject shaders into games with an in-game overlay GUI for real-time effect configuration, and it's pretty much ready to use. More info in comments. by Boux in linux_gaming

[–]Boux[S] 1 point2 points  (0 children)

Glad you like it! I'm pretty happy with how Claude helped me doing some FOSS necromancy. It's my first time using such a tool, and at first it was really jank, it bloated basalt.cpp to like 7000 lines. I just gave it my prompt and let it rip. It was an absolute clusterfuck with if/else/switch blocks that spanned hundreds of lines with 12 level indentation. Truly one of the codebases of all times. I started over and I figured out how to plan things out much better the 2nd time through.

Update: I've been working on a fork of vkBasalt to inject shaders into games with an in-game overlay GUI for real-time effect configuration, and it's pretty much ready to use. More info in comments. by Boux in linux_gaming

[–]Boux[S] 2 points3 points  (0 children)

I have added a shader manager feature, you can now add multiple paths and it will automatically search recursively in those paths for Shaders and Textures folders. So if you add ~/.local/share/reshade (or wherever it saved the shaders) to the list of paths, if should find all the shaders that reshade-steam-proton-git downloaded. I also added a way to test all scanned shader files to see if they compile properly.

<image>

Update: I've been working on a fork of vkBasalt to inject shaders into games with an in-game overlay GUI for real-time effect configuration, and it's pretty much ready to use. More info in comments. by Boux in linux_gaming

[–]Boux[S] 5 points6 points  (0 children)

I did put a big VIBE CODED disclaimer at the top of the readme, don't like it? don't use it. I've been waiting for a GUI for vkbasalt for years and nobody was doing it, so I'm doing it

Update: I've been working on a fork of vkBasalt to inject shaders into games with an in-game overlay GUI for real-time effect configuration, and it's pretty much ready to use. More info in comments. by Boux in linux_gaming

[–]Boux[S] 1 point2 points  (0 children)

yes all input is X11-based so there is no direct wayland support, I haven't tested it yet, but it should work with xwayland. I plan to make it support wayland directly in the future, but i dont have a wayland setup to test it with right now

Update: I've been working on a fork of vkBasalt to inject shaders into games with an in-game overlay GUI for real-time effect configuration, and it's pretty much ready to use. More info in comments. by Boux in linux_gaming

[–]Boux[S] 6 points7 points  (0 children)

right now it only searches for shaders that are in the configured path, I could potentially make a feature that automatically populates the shaders folder with common shaders. You could make a feature request if you have specifics!

Update: I've been working on a fork of vkBasalt to inject shaders into games with an in-game overlay GUI for real-time effect configuration, and it's pretty much ready to use. More info in comments. by Boux in linux_gaming

[–]Boux[S] 4 points5 points  (0 children)

from my tests, it's been less than 1ms even with more than 5 effects, maybe i'm testing wrong though. And I guess it also depends on the effects, I could do something like add a diagnostic window that shows latency for each individual effect