nvfancontrol VS gfx

Compare nvfancontrol vs gfx and see what are their differences.

nvfancontrol

NVidia dynamic fan control for Linux and Windows (by foucault)

gfx

[maintenance mode] A low-overhead Vulkan-like GPU API for Rust. (by gfx-rs)
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nvfancontrol gfx
5 11
197 5,325
- 0.0%
0.0 0.0
almost 2 years ago about 1 year ago
Rust Rust
GNU General Public License v3.0 only Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

nvfancontrol

Posts with mentions or reviews of nvfancontrol. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-03-22.
  • Why wont my laptop shut up
    5 projects | /r/linuxquestions | 22 Mar 2022
  • Is there a way to control fan speed via software?
    1 project | /r/linuxquestions | 12 Nov 2021
    yes that allows you to change the fan speed. and if you read down a bit more theres a command that allows you to set the speed. or there are some tools online that allow you to set a curve for the fan like this https://github.com/foucault/nvfancontrol
  • Need help on setting the GPU fan speed on Nvidia-drivers
    1 project | /r/linux4noobs | 1 Aug 2021
    To do that i had to run : sudo nvidia-drivers . then generate the file xorg.config and then added the cooller bits to that file as shows here : https://github.com/foucault/nvfancontrol
  • Coolbits on Xorg
    1 project | /r/archlinux | 17 Feb 2021
    I usually put the coolbits option line in the device section not the screen section. While I don't have any source that is the correct or preferred location for it, I'm curious if that solves your issue. It's where the author of nvfancontrol mentions to put it on github.
  • Only one GPU spins its fans?
    1 project | /r/archlinux | 27 Dec 2020
    Check out nvfancontrol which is on the AUR; it lets you set a custom fan curve based on the GPU temps. It requires setting coolbits option of Nvidia GPUs to at least 4 in /etc/xorg.conf or /etc/xorg.conf.d/20-nvidia.conf file. Setting coolbits to 4 lets you control the fan speed manually in nvidia-setting but using nvfancontrol control helps automate the fan speed based on temps. Not sure if it's possible to use with two GPUs or not yet though.

gfx

Posts with mentions or reviews of gfx. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-25.
  • How to learn writing a Wayland compositor?
    6 projects | /r/rust | 25 Mar 2023
    Understand Wayland concepts: Familiarize yourself with the basic concepts and principles of Wayland. This will help you gain a solid understanding of how the system works. You can refer to the official Wayland documentation (https://wayland.freedesktop.org/docs/html/) and the Wayland book (https://wayland-book.com/). Learn Rust: If you're not already proficient in Rust, take some time to learn the language. The Rust Book (https://doc.rust-lang.org/book/) is a great place to start. Study existing Wayland compositors: Since you mentioned Anvil and smallvil, you can study their source code to gain insights into how they're designed and implemented. Try to understand the structure and how different components interact with each other. Dive into Smithay: Smithay (https://github.com/Smithay/smithay) is a Rust library for building Wayland compositors. Familiarize yourself with the library and its components. You can start by studying the provided examples and reading the API documentation. Learn graphics programming: Since you're interested in graphics effects, you'll need to learn about graphics programming concepts, such as shaders, framebuffers, and texturing. Vulkan (https://www.vulkan.org/) is a popular graphics API that you can use with Rust. Check out the following resources to learn more about Vulkan and graphics programming in Rust: Vulkan Tutorial (https://vulkan-tutorial.com/) gfx-rs (https://github.com/gfx-rs/gfx), a Rust graphics library Vulkano (https://github.com/vulkano-rs/vulkano), a safe, pure-Rust wrapper around the Vulkan API Start small: Break down the compositor project into smaller, manageable tasks. Begin by implementing basic functionality, like setting up a window and drawing simple shapes. Gradually add more features, such as input handling and window management. Ask for help: Join the Wayland and Rust communities to ask questions and seek advice. You can find them on forums, mailing lists, and chat platforms like Discord or IRC. The Wayland mailing list (https://lists.freedesktop.org/mailman/listinfo/wayland-devel) and the Rust programming subreddit (https://www.reddit.com/r/rust/) are good places to start. Iterate and experiment: As you progress, keep experimenting with different graphics effects and shaders. Try to implement the features you're interested in, such as blur, window previews, and window switching.
  • Rendering broken by rust 1.67 field ordering
    1 project | /r/rust_gamedev | 26 Jan 2023
    For users of old school crate _gfx_ v0.18 I have PRs that will fix this issue without any additional changes (https://github.com/gfx-rs/gfx/pull/3791) though I suppose there aren't too many such users nowadays...
  • Why is it that I need to invert the projection matrix in Vulkan and how should that be handled when supporting multiple render backends?
    1 project | /r/vulkan | 18 Oct 2022
    The gfx-backend-* READMEs each have a graphic explanation that is very useful. As others have said, the best way to handle this is with a flipped viewport, but I've never seen a satisfactory explanation as to why this doesn't mess with front/back faces and culling.
  • Language for game engine
    5 projects | /r/GraphicsProgramming | 2 Jan 2022
  • WGPU vs Vulkan?
    2 projects | /r/rust_gamedev | 11 Aug 2021
    From https://github.com/gfx-rs/gfx
  • Graphics Libraries?
    5 projects | /r/rust_gamedev | 3 Jun 2021
    https://github.com/gfx-rs/gfx#hardware-abstraction-layer
  • Wgpu: Copies into 3D images are not supported
    2 projects | /r/rust_gamedev | 17 Apr 2021
    Searching through the source code for wgpu and its dependencies, the error is coming from the gfx-rs DirectX 11 backend. I am guessing this is because of a limitation of DirectX 11. The easiest thing to do would probably be to try switching to the DirectX 12 or Vulkan backends.
  • I built a simple C8 emulator/debugger/disassembler (Rust)
    3 projects | /r/EmuDev | 1 Apr 2021
    Looks like they are using https://github.com/ggez/ggez which in turn uses https://github.com/gfx-rs/gfx for low-level drawing to the screen
  • OpenGL in Rust
    4 projects | /r/rust | 22 Feb 2021
    There is also gfx-rs, which should be easier to use than opengl.
  • Ask HN: How to self-learn graphics programming?
    2 projects | news.ycombinator.com | 16 Feb 2021
    https://crates.io/crates/tiny-skia

    You can put things together pretty easily with these libs. And they also let you skip the gpu boilerplate (I should note that tiny-skia works only in the CPU).

    Lastly, you have shader programming (OpenGL, Vulkan, etc.). If you're writing "production code" you'll have to do some setting up of the GPU, and the actual graphics code will be in a separate shader language. Shader languages are similar to C but with restrictions that allow for a high level of parallism, making it extremely fast. If you want to get started with this I'd recommend playing around on a site like shadertoy[1] where you can start writing shaders right away. I haven't done much of this myself but as far as Rust goes I've seen a lot of references to the gfx crate:

    https://crates.io/crates/gfx

    I hope this helps

    [1] https://www.shadertoy.com/

What are some alternatives?

When comparing nvfancontrol and gfx you can also consider the following projects:

lm-sensors - lm-sensors repository

glium - Safe OpenGL wrapper for the Rust language.

ocl - OpenCL for Rust

wgpu - Cross-platform, safe, pure-rust graphics api.

envycontrol - Easy GPU switching for Nvidia Optimus laptops under Linux

glutin - A low-level library for OpenGL context creation, written in pure Rust.

nfancurve - A small and lightweight POSIX script for using a custom fan curve in Linux for those with an Nvidia GPU.

wgpu-rs - Rust bindings to wgpu native library

razer-laptop-control - Project to create driver/software to control performance of razer laptops

kiss3d - Keep it simple, stupid 3d graphics engine for Rust.

NVBurner - A MSI Afterburner alternative for NVIDIA users in Linux.

rusttype - Mirror of https://gitlab.redox-os.org/redox-os/rusttype