Fossilize
gamescope
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Fossilize | gamescope | |
---|---|---|
23 | 422 | |
516 | 1,792 | |
1.2% | - | |
7.8 | 7.9 | |
3 days ago | about 1 year ago | |
C++ | C++ | |
MIT License | BSD 2-clause "Simplified" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Fossilize
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CS2: Preliminary Single Scene FPS Test Results
Note : AMD Propietary drivers for Vulkan on both Windows and Linux will have S E V E R E stuttering issues in game without fossilize shader precompilation. This is due to the lack of GPL support
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This needs to stop
Doesn't make a difference in download size at all, you don't download mesa shader caches (unless on Steam Deck, maybe), you download fossilize archives that are then compiled by the driver on your local machine. It will only affect the disk usage after it's compiled.
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Pre caching shades freezes computer
You're not the first to complain about fossilze (steam's shader precaching) freezing the system when processing, though I don't know why it would happen really to only some people - it must be some disk io or CPU scheduler shenanigans going on, since as you said, the GPU isn't really involved while compiling shaders.
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Why does my steam deck always downloads around 1mb updates for every game on startup?
Right, but this is part of Steam’s overall shader pre-caching system. From what I can tell when this window appears Steam is invoking their Fossilize library to do some work, possibly converting the cache from an intermediary representation to a usable binary for your hardware. I’m not sure why it only appears for some games, maybe it has to do with what graphics API the game is actually using and how the translation layer handles this. There is some discussion here but I couldn’t find official documentation (other than what’s in the Fossilize repository).
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I'm Sick and Tired of Shader Compilation Stutters.
On Linux for the first run the game will precompile shaders thanks to this tool Valve made and open sourced. As a result we don't get shader stutter over here anymore.
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Someone has this problem too with Steam? (Fossilize_replay, shaders cache in background)
These people seem to have the problem: https://github.com/ValveSoftware/Fossilize/issues/210
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What are these tiny updates?
What the user below pointed out. Valve specifically uses a library called Fossilize (Open Source on GitHub here https://github.com/ValveSoftware/Fossilize) to generate the shader caches on your Steam Deck (or any machine running Proton).
- Hogwarts Legacy Is Currently The Best Selling Game On Steam
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How to debug Cyberpunk 2077 crash in Wine?
Fossilize will only be helpful if it actually crashes while compiling pipelines, which I see no indication of in the bt, but still might happen I guess. Also it has some limitation with rt pipelines at the moment: https://github.com/ValveSoftware/Fossilize/issues/209 but still worth a try.
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dear PC developers, I would happily wait 5, 10, 60, 100 minutes for my shaders to compile before the game starts if you gave me the option. I'm sick of the stutter!
Almost all Steam games on Linux do this, it's really nice. Fossilize is an open source Linux tool made by Valve that precompiles Vulkan shaders. This only works with Vulkan though, so its use on Windows is limited, but basically everything on Linux runs through Vulkan, even DirectX games via DXVK.
gamescope
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Multiple monitors genshin impact?
Maybe gamesope can help? Games are nested into it to allow for better control.
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X11 or Wayland?
Well I suppose you should start taking Wayland seriously then, because gamescope, the compositor on the Steam Deck, uses Wayland. https://github.com/Plagman/gamescope/blob/master/src/wlserver.cpp
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Tearing updates protocol (!65) · Merged
Mini-update: I spoke with Josh (and Strudel, who referenced me to the PR), and this has been already merged into gamescope.
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A year later, what's your take? Happy? Disappointed?
Valve staff is also aware they cannot force developers to retrofit 16:10 support into existing games (some do, many don't), so they even go the extra mile to provide extra functionality in gamescope to improve the 16:10 gaming experience for games that only support 16:9 natively.
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INPUT LATENCY ISSUE BEGGING FOR ACKNOWLEDGMENT
Source: https://github.com/Plagman/gamescope/issues/474
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Change refresh rate in gamescope via command line?
The ganescope github has all the commands and how to use them: https://github.com/Plagman/gamescope
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What is the difference between gamescope and ChimeraOS's gamescope-session?
I'm trying out gamescope on my laptop, and I came across ChimeraOS's fork of it. I'm not sure why I would choose one over the other. ChimeraOS mentions something about "session switch", but I'm not sure what that's about.
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Something like gamescope but for the desktop
You can use gamescope on the desktop, I use it for a ton of games like No Man's Sky, Bethesda games, and any others that have alt tab instability.
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Van Gogh, AMD’s Steam Deck APU
For those that don't know (like me, three minutes ago) gamescope [1] is a Wayland compositor custom-written for games (and, I believe, what the Steam Deck uses). it's open source, and under the "BSD 2-clause" license.
[1]: https://github.com/Plagman/gamescope
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Modern BPM Steam with Ubuntu 20.04?
I assume that this is because I'm still using ye olde steamos-compositor (https://github.com/ValveSoftware/steamos-compositor/.) I'm interested in switching to gamescope (https://github.com/Plagman/gamescope) but I'm getting the feeling it won't work on my 20.04 vintage Ubuntu; the required version of meson isn't available and I can't find a PPA that contains gamescope. My instinct act this point is to just live with the pain, as fully dealing with this will likely involve just switching all the way to Arch to more closely match the newest SteamOS and I just don't want to do that right now. Anyone know if there is a middleground that will support a modern steam big picture mode without having to totally redo everything?
What are some alternatives?
box86 - Box86 - Linux Userspace x86 Emulator with a twist, targeted at ARM Linux devices
Proton - Compatibility tool for Steam Play based on Wine and additional components
vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.
sway - i3-compatible Wayland compositor
dxvk-async
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
steam-runtime - A runtime environment for Steam applications
wine - Wine with a bit of extra spice
SteamVR-for-Linux - Issue tracker for the Linux port of SteamVR
MangoHud - A Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more. Discord: https://discordapp.com/invite/Gj5YmBb
dxvk-caches - /OUTDATED for DXVK 2.0+/DXVK state caches to reduce stuttering!
Magpie - An all-purpose window upscaler for Windows 10/11.