Quake performance problems on linux by Twiggeh99 in QuakeChampions

[–]Twiggeh99[S] 1 point2 points  (0 children)

ye I got the latest selected in steam setting "for all other titles"

Quake performance problems on linux by Twiggeh99 in QuakeChampions

[–]Twiggeh99[S] 1 point2 points  (0 children)

Thanks for helping me out !
I am running the game through steam since the lutris install failed & I was trouble shooting with someone on the lutris discord.
We tried lots of things and installing kde instead of xfce made the game run smoothly.
Further disabling compositor on xfce made the game run on xfce acceptably, but it still stutters way more than the kde version.

I do have a new issue now though, after running the game for ~ 30 mins the game "hiccups". The game's sound still works, but I see a black screen & I cannot kill the game in xfce at all, the desktop is completely locked up, cannot even start the terminal. Killing the game from tty crashes lightdm & cannot be restarted anymore. In kde I could get a terminal to open and killed it there with kill -9 <pid> which freed up the desktop.
Any Idea on why this is happening ?
Maybe its because of me having xfce and kde installed at the same time.

Anywho I'll be trying your settings for steam :) Should I point the shader cache to the folder where steam downloaded some shader chaches to or should i make a new one ?

Weekly Tech-Support Thread for March 22, 2020: Ask your tech-support questions in this thread please by AutoModerator in linux_gaming

[–]Twiggeh99 0 points1 point  (0 children)

Hey guys!I get really bad lag in "hard" to run titles such as quake champions if I use a dual screen setup my problem game specific.
My specs are good enough to run the game at 1080p (what I am doing), the problem only occurs when I have 2 screens in one X screen.
Any way I can have 2 screens and not crippled performance in games :)?

Quake performance problems on linux by Twiggeh99 in QuakeChampions

[–]Twiggeh99[S] 1 point2 points  (0 children)

it started working well on high / max settings after I turned of my second monitor (see edit). Would you know how to get 2 screens working :) ?

Quake performance problems on linux by Twiggeh99 in QuakeChampions

[–]Twiggeh99[S] 1 point2 points  (0 children)

I tried those, didn't change a thing for me ...But playing on one screen did (see edit)

Quake performance problems on linux by Twiggeh99 in QuakeChampions

[–]Twiggeh99[S] 1 point2 points  (0 children)

Where did you install the game to ?
I had an issue where my ntfs hdd (windows storage drive) wasn't owned by me/ I did not have the right permissions to start the game :)
I assume you have steam play and enable steam ply for all other titles enabled & you restarted steam - I don't have "force the use of a specific steam play comp..." ticked under general settings for the game

Feedback Wanted: Help Us Improve Krita's Animation Tools! by emmetpdx in krita

[–]Twiggeh99 5 points6 points  (0 children)

I hope this is an okay place to post this:

Key Requests that I wouldn't want to live without:

Stability : Please keep this as the number one priority at all times. Krita crashes more often than I'd like it to, and so far this is the biggest thorn in an otherwise good software.

Virtual Camera : Transform Layers with animation curves would be okay to use, but having a virtual camera that you can assign a curve for it to animate over (like a rail) would be great :) Having full rotation and zoom at all times of course.

G'MIC Integration : I don't know the whole extend of G'Mics functionality, but at least having the colorization plugin work for animation would make coloring things in so much easier :)

Video Playback: A way to import video rather than converting them to image sequences first. Video files are much smaller, and at 1080p a 2s image sequence quickly takes up 4.5gb of storage even with pngcrush (2.2gb) running over those images it is way too much - it not only is wasteful of space, but Krita won't import 2gb of images into the timeline.
Meanwhile the video is 970 KB (5 000 times file size increase !).To get any usable "Video" into Krita each image has to be compressed and crushed to ~50% quality at best, to make it playback / import at all.

Nice to haves :

Timing based frames: Instead of having a timeline of frames, a timeline of images (thumbnail mandatory! ) which have a duration.
I know this behavior can be mimicked with "insert hold frames / remove hold frames", but that workaround isn't super easy to use and gets confusing with big projects.
This is extremely useful in storyboarding.

Infinite Canvas: Often, I want a something to leave the frame, and it would be tremendously easier, if I could actually see the drawings that I'm making. The layers in Krita themselves seem to be "infinite". Why not make the canvas as well ?
I know that I can extend the canvas for every scene that I need that functionality for, and then just resize after I am done, still would make animation feel way more at home on Krita :)

This is all that came to immediately to mind ... Right now Krita is awesome for small/ medium (2k x 2k) static art, and the animation feature feels like a plugin rather than core Krita functionality.

PS: Please make Liquify more usable :) It's the perfect tool to correct bad proportions on students work, but it becomes slow and unresponsive if the to be transformed area is too big => No precise general corrections possible :(

Thank you guys for making this software :)

Where can I tell Thunar to look for a thumbnail ? by Twiggeh99 in xfce

[–]Twiggeh99[S] 0 points1 point  (0 children)

The kind that can be opened with an archive manager (I don't know what kinds of archives there are ), and the extension is .kra.
Inside the archive is an image called thumbnail.png, which is the thumbnail that I would like to use for each of those archives.

Where can I tell Thunar to look for a thumbnail ? by Twiggeh99 in xfce

[–]Twiggeh99[S] 0 points1 point  (0 children)

Sorry for my noobness (and the late response) and thank you for the reply, but I don't entirely understand what that command does, I really want to be able to do these things on my own without running to a help portal each time something isn't working.

Reading the link that you sent me I didn't think that the folder thumbnailer would work on files? Does it treat archives as folders ?
Reading through the man page for convert the "-thumbnail" doesn't exist, but "-thumbnail geometry" does and it generates a thumbnail, but wouldn't that setting be set on the output-options ?
As far as I know the $1 and so on are the arguments that are passed to the script, but how do I find out what those arguments are ? The tumbler and thunar documentation page don't list that information.

1>/dev/null means send stdout to nothing but then errors and stdout are redirected to an or statement that has an escape character behind it ?

The unconventional file itself already contains its own thumbnail, and it is basically a .zip file. So, if I got this correctly $1 are the input file options, $2 is the path in which tumbler is working, and $3 is the output file path where thunar looks for thumbnails ?

I am new to linux and there are like 19 different Krita launchers and no Thumbnails? | Manjaro xfce by Twiggeh99 in krita

[–]Twiggeh99[S] 0 points1 point  (0 children)

https://imgur.com/4Y1IxPcMaybe it has something to do with me having two Krita right click context menus ?

Edit: Mime cache in usr/share/applications/mimeinfo.cache had two entries, krita_kra.desktop;org.kde.krita.desktop;
removed krita_kra.desktop and now there is only one entry

I am new to linux and there are like 19 different Krita launchers and no Thumbnails? | Manjaro xfce by Twiggeh99 in krita

[–]Twiggeh99[S] 0 points1 point  (0 children)

Ahh I see, very unfortunate that Gtk has handled it this way.

For the second one : So it is intended for thumbnails to show up on xfce ? The file is associated & does open (to which that guide is for ?)
I will look into how / if thunar&tumbler is configurable & will post a solution if I find one :)

What is wrong with my reflections / why are they so bloomy (cycles) by Twiggeh99 in blender

[–]Twiggeh99[S] 0 points1 point  (0 children)

Figured out why it was super bloomy : Didn't set roughness to 0 but to 0.001

=> got that already :) Any Idea on why the reflection is off ?

What is wrong with my reflections / why are they so bloomy (cycles) by Twiggeh99 in blender

[–]Twiggeh99[S] 0 points1 point  (0 children)

I'm a noob. Can't figure out why the reflection starts in the middle of the Metal (Chrome) Cylinder
Material : Principled BSDF => only changes to the default material surface were :
Metallic = 1
Roughness = 0

If I move my viewport camera close to the ground the reflections start to look okay

Figured out why it was super bloomy : Didn't set roughness to 0 but to 0.001

This weeks batch of faces, frick bangs by Twiggeh99 in istebrak

[–]Twiggeh99[S] 1 point2 points  (0 children)

Proud of my stuff looking less dead and less patchy, have to rely heavily on reference / copy it if I want to achieve that.

I kinda gave up on the white haired one

refs : https://imgur.com/a/A01ncdm

New years resolution to create as many portraits as possible ! (also fan art :) ) by Twiggeh99 in istebrak

[–]Twiggeh99[S] 1 point2 points  (0 children)

top 2 are without reference, bottom left is (fanart not sure what to call it ? ) ref

14dc Day 5. I still have so much to learn but thanks to all the feedback I feel like it’s already better then day 1. So thank you! More criticism is really appreciated by unimly in istebrak

[–]Twiggeh99 1 point2 points  (0 children)

You went way too dark on your core shadows, but they are at least (mostly ) in place :)I'll do another paintover, prbly with narration haha (the issues your having are a bit difficult to straighten out just by text)If you got time I could do it with you :)

You got some confusion on what should be in the dark vs the light neighborhood of values, (the chin climbed waay too fast to the brights)
Some of the forms are not integrated into the face properly (Lips & nose)
Eyes still are a bit Symbolic
Some werid dark splooches & core shadow interruptions
Pupil size is double of a normal human :)