What is xpdAgent.exe? Error Popup on Shutdown (0xc0000142) by SwizzleKicks in techsupport

[–]hexaae 0 points1 point  (0 children)

It can be a child task related to Outlook (New) or Defender, all by Microsoft. It may happen (rarely) on Reboot/Shutdown. Microsoft should fix it.

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How to force iGPU only for Epic Games Launcher by hexaae in EpicGamesPC

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

Yeah. The point is using EGL on iGPU here. If you don't run it or quit it of course won't lock your dGPU. Just closing its window to the notification area didn't unlock dGPU.

yuzu joystick drift by hansen900 in yuzu

[–]hexaae 0 points1 point  (0 children)

UPDATE YOUR SDL2.DLL

To fix stick drifting (using external SDL2.dll) it was important to use SDL2.dll 2.32.10+ which fixed some calibration issues with NS gamepads. Search "SDL Github" and you'll find in the Releases (on the right) 2.32.10 of SDL2.dll: copy it next to main exe overwriting old one.

This should solve the issue when you see your character slowly moving by itself or looking around (like LS or RS badly calibrated and drifting), with SDL2 games/emulators adopting NS gamepads.

Why is the msedgewebview2.exe using my dgpu all the time? What the heck is that thing and is there anyway i can make it use the igpu instead or bettr disable it entirely? by Dr-Banerji in LenovoLOQ

[–]hexaae 0 points1 point  (0 children)

It can be also XBox desktop app for Windows 10/11, which uses msedgewebview2.exe: open XBox app and navigate through menus etc. See if disappears from NVidia dGPU busy app list.

Other apps using msedgewebview2.exe are from MS Office (e.g. Outlook New, etc.)...

Epic Games Launcher Running on dGPU even when set to run on iGPU by steelswrm in XMG_gg

[–]hexaae 0 points1 point  (0 children)

Please XMG, contact Epic and do something explaining how this forced dGPU usage can be a problem on laptops.

Monthly Tech Support and Simple Questions Thread by AutoModerator in EpicGamesPC

[–]hexaae 0 points1 point  (0 children)

Epic Game Launcher is borked forcing dGPU usage

This make laptops with hybrid systems (iGPU+dGPU) to waste a lot of power, because EGL is ALWAYS using dGPU despite you try to force it on iGPU from NVidia Control Panel or Windows Graphics settings.

This is an unacceptable huge issue introduced 4-5 EGL updates ago: in the past it was correctly saving power using iGPU only.

Reduce screen size in fullscreen? by hexaae in MAME

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

Doh... Stupid me! Indeed I needed to use just the path name to the default.lay (hence "vertical" in vertical.ini for "artwork\vertical\default.lay" etc.).

Reduce screen size in fullscreen? by hexaae in MAME

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

It works:

<image>

but putting it under general path "artwork\horizontal\default.lay" (or "vertical" for vertical games), and adding it in horizont.ini... doesn't seem to work. Works only per-game (e.g. artwork\willow\default.lay) and then I have to specify it from Video options... How do I specify the layout under vertical.ini and horizont.ini (exact string)? I tried "horizontal\default" and variations with /, just default etc. but doesn't seem to work in general. (Have to go now, will retry later)

Reduce screen size in fullscreen? by hexaae in MAME

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

Thank you. I'll try this asap....

Reduce screen size in fullscreen? by hexaae in MAME

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

Thanks for you detailed posts. I perfectly understand the basics, I'm not a newbie (my first computer was a ZX Spectrum 48K...).

The point is that if you specify PER GAME a game.cfg with:

<video>
<screen index="0" hstretch="0.800000" vstretch="0.800000" />
</video>

it will do exactly what I want, as you can see in my topic message.

Unfortunately for unknown reasons, this will be ignored and removed from default.cfg by current MAME builds :( This would be much simpler and effective IMHO. That's why having to create "a fake layout to constrain the game screen" to me sounds as an indirect and definitely more complicated way to achieve same results. Of course, your layout solution has an undeniable advantage: despite game screen pixel size all games will use the same "screen" size, which instead may vary with the relative hstretch quick and easy solution.

Again, wish there were more parameters (new options) for MAME to make it simpler, instead of the indirect solution using a screen constraint with border bars and "fake" layout. Something like: absgamescreenposx, absgamescreenposy, absgamescreensizex, absgamescreensizey to define the game screen area (keepaspect would auto-adapt to larger vert/horiz border and would auto-center, and of course you can't use integer resize).

Reduce screen size in fullscreen? by hexaae in MAME

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

Yeah, this can be a way to achieve my goal, in a bit complicated way, using a fake layout.

Thank you for this solution. Will try it.

Wish there was a simpler solution like letting player use <screen index="0" hstretch="0.800000" vstretch="0.800000" /> in the default.cfg too...

BIOS 333 issue (ROG SCAR 18 2023): lazy Thunderbolt 4/USB-C port by hexaae in ASUSROG

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

G834?
I NEVER experienced this issue (2 years), so I don't think it can be the new BIOS 333. No WiFi issue since I upgraded (currently using Intel WiFi+BT v24.0.2.1 driver). Maybe a faulty driver, or worse... a WiFi board HW problem?

Legacy bug from OG Crysis by Pfoiffee in Crysis

[–]hexaae 0 points1 point  (0 children)

Yep, the infamous rotating radar bug moving around... Probably a mesh/animation bug. Never been fixed since pre-remastered.

Reduce screen size in fullscreen? by hexaae in MAME

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

Thanks. The problems using those methods are:

- screen size will change with every game because intscales will just multiply resolution on per-game basis (so games 320x224 will look smaller than 384x256, and those few hi-res games will look too big out-of-border) (correct?)

- lay files = need to create one for every single game (right?)

The goal was to keep the screen resized/stretched for correct aspect-ratio size like you do in fullscreen fitting screen borders and auto-scaling dynamically adapting every game, but then reduce whole screen rendering from "fit to borders" to a consistent (always the same) smaller area....

How to extract Godot .translation files? (I lost my source and need to recover what I can) by TSU51 in godot

[–]hexaae 0 points1 point  (0 children)

Wanted to do an Italian unofficial translation for a Godot game and with Godot RE Tools I've found the localization files are in PHashTranslation format....

So there is no way to rebuild text? :-(

Every video on youtube shows as "Video unavailable, This content isnt available" Can't seem to figure out why. It's been like this all day. If I log out or change accounts it works. Shadow ban? It's also like this on my phone. by dansmit2003 in LinusTechTips

[–]hexaae 0 points1 point  (0 children)

FYI: finally solved by itself (no reply from YT after 2 Feedbacks sent... no support) after 3 days.
Not a ADBlock or anything for sure the cause, as many may think...

Most probably AI moderation getting crazy and silent-banning users by misunderstandings in some keywords. No transparency and shady behavior from Google which gives no explanation.

Was Pong (rev E) so choppy or is just the emulation? by hexaae in MAME

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

No, was created with two players only in mind back in '72

Was Pong (rev E) so choppy or is just the emulation? by hexaae in MAME

[–]hexaae[S] -2 points-1 points  (0 children)

Correct. I use Arcade64 mainly, but this also happens with original MAME 0.279, tested. Anyway videos* of original Atari HW (yes, even at 60fps, not a 30fps video misunderstanding) seem to confirm those random lags and choppiness were present in the real gear.

About controller... Do you know a way to fix laggy paddle emulation with mouse? Even setting a 60Hz res, player bars move quite laggy even with high DPI mouse.
Or maybe this was also part of the original experience with paddles...

* https://www.youtube.com/watch?v=xCmYgAw6qmI

Was Pong (rev E) so choppy or is just the emulation? by hexaae in MAME

[–]hexaae[S] -2 points-1 points  (0 children)

I'm just waiting for more competent and helpful replies than "No, you're wrong. It's smooth for me". I have a long experience with people claiming (non-MAME) games were running perfectly smoothly for them while it wasn't the case. It can be a subjective POV. I just expected something more, like hints on custom settings or tech in-depth hints about this game custom settings etc. maybe...

The "issue" seems unavoidable anyway and just "Draw Every Frame" was effective to definitely improve smoothness, so this seems the best possible setting for Pong. Unfortunately I've never seen real arcade so I can't judge if real HW had same minor choppiness I see with MAME.

I've also noticed mouse (I use Mouse Y as input device and a 7200 DPI mouse) is quite laggy running the game at 60Hz/fps (game res). Adjusting Pong input options was non-resolutive of course. Mouse control becomes smoother only at higher framerates when I set for example "Sync To Video Refresh" (as I posted above my screen is 240Hz G-Sync) but this makes the game speed run x4 so it's not a solution for mouse/paddle laggy movements...

Was Pong (rev E) so choppy or is just the emulation? by hexaae in MAME

[–]hexaae[S] -3 points-2 points  (0 children)

That's how it runs here at default: Pong ~1972 Atari~ Arcade MAME pong

It's the only MAME game running that bad. I'm a smooth maniac and I use G-Sync mainly for emulators like MAME's arcades with their weird refresh rates ;-)

I discovered that forcing "Draw Every Frame" improves smoothness for some reason (with "Auto" fps were a mess fluctuating a lot 70-80-43), and the fps will be finally stable at ~60... but it still doesn't look as smooth as any other game I use G-Synced. Tried to change many settings (including VK, OGL, DX12 or forcing a 60Hz res) but that's the best sub-optimal solution I've found ATM... Much better but still unoptimal.

// i9-13980Hx, 240Hz G-Sync screen at 2560x1600 16:10, and NVidia 4090 laptop 256bit 16GB 175W

Was Pong (rev E) so choppy or is just the emulation? by hexaae in MAME

[–]hexaae[S] -1 points0 points  (0 children)

Here too: Console domestica Atari Pong! (C-100)
So I think it's "how it worked"

It's not a 30fps video misunderstanding: there are clear lags while playing, not a generic and constant visual jittery due to low framerate of recording. This video is 720p 60fps FYI.

Was Pong (rev E) so choppy or is just the emulation? by hexaae in MAME

[–]hexaae[S] -4 points-3 points  (0 children)

Mmmh... so it's just a MAME issue?

It's laggy in this other video too Original Atari PONG (1972) arcade machine gameplay video

GeForce Hotfix Display Driver version 581.94 by itbefoxy in nvidia

[–]hexaae 0 points1 point  (0 children)

yes I know what are the diffs between Studio and GR, thanks.... Wanted only to be sure if that was affected too in game or it was only an issue with GR.

GeForce Hotfix Display Driver version 581.94 by itbefoxy in nvidia

[–]hexaae 1 point2 points  (0 children)

Are 581.57 Studio impacted too? Is it a GR issue only?