gamescope
LatencyFleX
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gamescope | LatencyFleX | |
---|---|---|
56 | 42 | |
2,652 | 768 | |
6.0% | - | |
9.7 | 2.6 | |
3 days ago | 30 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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.
gamescope
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The Linux graphics stack in a nutshell, part 1
I think your information is quite outdated. The HWC overlay planes are heavily used, you can see this trivially just doing a 'dumpsys SurfaceFlinger' or grabbing a systrace/perfetto trace. When it falls back to GPU composition it's very obvious as there's a significant hit to latency and more GPU contention.
The overlay capabilities of the modern Snapdragons are also quite absurd. They support like upwards of a dozen overlays now and even have FP16 extended sRGB support. Some HWCs (like the one in the steam deck) even have per plane 3D LUTs for HDR tone mapping (ex https://github.com/ValveSoftware/gamescope/blob/master/src/d... )
The composition is bandwidth heavy of course, but for static scenes there's a cache after the HWC in the form of panel self refresh.
- Gamescope -- How do I get this to work on Endeavouros?
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Firefox Is Going to Try and Ship with Wayland Enabled by Default
One of the unfortunate things about Wayland is every compositor will have its own quality of implementation affecting things like latency.
With XOrg, especially in the pre-compositing days, you could choose whatever WM you want and it wouldn't have any impact on the rendering performance of X clients. Once the Composite extension was added and everyone started running composited X desktops, that started to change, and the increased latency already started appearing - in an arguably worse architecture than Wayland because there were often three processes involved with lots of IPC per draw: X-Client->X-Server->X-Compositor->X-Server->CRTC. At least in Wayland it's more like Wayland-Client->Wayland-Compositor->CRTC.
If you're unhappy with the rendering latency of your Wayland sessions, it may be worth trying alternative compositors... they likely vary significantly. The Valve/Steam folks have made a minimal one specifically optimized for games/low-latency [0]. I doubt the SteamDeck would be seeing as much success as it is if Wayland were so problematic in this department.
[0]: https://github.com/ValveSoftware/gamescope
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BG3 splitscreen on two monitors?
Use gamescope.
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Help needed to confirm two 3.5 bugs
While streaming from the Deck to another device (phone with Steam Link app or another PC running steam), taking a screenshot on the Deck (hold the steam or ... button, and press R1) crashes the session (https://github.com/ValveSoftware/gamescope/issues/961). This one also impacts Decky Recorder. If you're recording the screen or have replay mode on and take a screenshot, you'll have a crash.
- I haven't seen much posted about it here, so I wanted to point out Valve's gamescope micro-compositor (Linux Gaming)
- Gamescope adds support for Reshade effects
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Force V-Sync or limit fps in proton games
Mangohud (GOverlay), libstrangle, gamescope. Pick your poison.
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FYI on video corruption in cmd and terminal windows
Hey folks. I've got a 11900H motherboard and use the iGPU and stock Intel graphics drivers that I keep current. Even at baseline (so without overclocking of any kind, with good Corsair memory sticks configured without XMP and regardless of voltage), I would be able to use Windows 11 and the CMD or Terminal programs without issue but after some time they would be corrupt and unreadable. The fix was in Terminal, go into Settings, then Render, and turn on Software Rendering. I hope this helps someone else. FYI the corruption was very much like other Intel UHD graphics samples reported in this link: https://github.com/ValveSoftware/gamescope/issues/356
LatencyFleX
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I created a LatencyFleX Installer
Installing LatencyFleX on multiple different games and Proton versions was cumbersome to me. I created an install script to do that for you. Tested on Arch Linux, should work on any distribution, provided LatencyFleX is installed on the system beforehand.
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How do I use / install Latencyflex with Fedora?
Find liblatencyflex_layer.so, latencyflex_layer.dll, latencyflex_wine.dll from extracted https://github.com/ishitatsuyuki/LatencyFleX files
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[TweakTown] AMD sponsored games with FSR don't feature NVIDIA DLSS support, and that's a little strange
No and it has a vendor agnostic alternative that works better: \ https://github.com/ishitatsuyuki/LatencyFleX
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New RTX 4070 May Come With Salvaged RTX 4080 Dies
Strangely, a reflex alternative is available on Linux for AMD cards (third party, open) https://github.com/ishitatsuyuki/LatencyFleX Nvidia and AMD could both implement that as a standard, but NVidia is not keen on standards, and AMD is oblivious.
- LatencyFleX: An Alternative to Nvidia Reflex
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Alleged Launch Dates for Nvidia RTX 4060 Ti and RTX 4050 Leak
If you're on linux there's LatencyFleX: https://github.com/ishitatsuyuki/LatencyFleX
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AMD Could Tease DLSS 3-rivaling FSR 3.0 at GDC 2023
https://github.com/ishitatsuyuki/LatencyFleX here you go
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Has Nvidia Fixed DLSS 3 Issues? - 2023 Revisit in 9 Games
And this depends on what actually reflex is and doing - Nvidia love to take a standard api and giving it a brand name and strut around like they invented something new. For example, https://github.com/ishitatsuyuki/LatencyFleX seems to suggest they get similar advantages "just" using the submission timing interfaces already available in the standard graphics APIs, I wouldn't be surprised if reflex is "just" an implementation of that, possibly with an API designed to be a bit easier to integrate in game engines than the gamedev doing it themselves.
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[Pop!_OS] Weird Behaviors After Recent Apex Legends Update / Vulkan Shader Eternity
As long as you have the most recent driver version and are on Proton Experimental, you shouldn't really have to do anything. You are on a VERY old Proton-GE build, which does not include DXVK 2.0, so that's probably why you're having issues. Maybe look into LatencyFlex, but again, with these bans going around, use at your own risk.
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Not able to decide between Pop os and Cachyos
Use LatencyFlex instead. However it might be a bit tricky to get it working. I've not yet had success using it in Overwatch 2.
What are some alternatives?
gamescope-session - ChimeraOS session on Gamescope - Own personal repository, issues and forks should be made on ChimeraOS/gamescope-session
gamescope - SteamOS session compositing window manager [Moved to: https://github.com/ValveSoftware/gamescope]
gamemode - Optimise Linux system performance on demand
holoiso - SteamOS 3 (Holo) archiso configuration
linux-cachyos - Archlinux Kernel based on different schedulers and some other performance improvements.
MangoHud - A Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more. Discord: https://discordapp.com/invite/Gj5YmBb
nvidia-all - Nvidia driver latest to 396 series AIO installer
sway - i3-compatible Wayland compositor
libstrangle - Frame rate limiter for Linux/OpenGL
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
dxvk-nvapi - Alternative NVAPI implementation on top of DXVK.