Latest Comments by bisbyx
KDE Plasma going all-in on Wayland and will drop the X11 session completely
26 Nov 2025 at 5:10 pm UTC Likes: 3
The way KDE is mostly handling it right now is that XWayland apps can just fully listen to everything if you allow it, just like they could on X11.
No app changes necessary.
This could go further... give me a dashboard for the portal that allows me to pick specific apps. Discord can listen to all my keypresses, so i can use PTT. Now discord doesnt have to know if its in focus, or change any code to request anything, It just needs to know "when I see the keybind, i respond". No app changes necesary.
Then they could make that dashboard allow specific keys to pass to specific apps. Now instead of passing all my keys to discord, only my PTT key needs to go. Again, they dont need to know that they arent seeing global keypresses, they just need to know to respond to the keybind, which they will see without understanding why. No app changes necessary. Still fully backwards compatible.
And then all apps need is some sort of way to interact with this dashboard, so users don't need to go to a KDE dashboard to configure discord (or OBS, or etc), the app can say "oh my PTT keybind is now X, and I see the user is on wayland, I should make sure X is a keybind I can see globally"
And then taking it _even further_ it would be neat to allow the sharing to not be global. "This app overlay can only listen to my keybinds when the app it is an overlay for is focused." Steam gets around this by being the one who launches the game as a child process, so it can listen to the game keybinds in its overlay, but I have other apps that have 3rd party overlays that I _want_ to allow to listen to my keypresses when Im using the app, but not globally.
I believe for the most part, these things are sort of what KDE is currently doing... It has a way of requesting global shortcuts, which it adds to its global keybinds (the keybind for X becomes "send keystroke X to specified app"). However in my experience in the past, global DE keybinds tend to consume the keybind. If I want "control" to be my PTT button, I dont want discord to consume all control keypresses. I want discord to see control being pressed, but I dont want it to be THE control handler.
The whole interface is currently a bit clunky. But it at least works. I had an app surprise me by popping up the KDE portal requesting a global keybind map. I can find these in the KDE `System Settings > Keyboard > Shortcuts > System Services > org.chromium.Chromium` config (the app that prompted me to set things up was an electron app).
26 Nov 2025 at 5:10 pm UTC Likes: 3
Quoting: syylkWayland needs a secure and backward compatible (which, unfortunately, rules out secure) way to manage global shortcuts and keypresses and viewport/video memory sharing.I feel like there are so many ways to do this that could be fully backwards compatible.
These are two sore points of still incomplete feature parity with X11.
Yes, there are workarounds. Yes, the old ways were insecure by design. Yes, it's damn hard to provide these features to unmaintained software that expects stuff to work in a certain way.
But removing used/useful features is not exactly progress, no matter in name of what is being done.
The way KDE is mostly handling it right now is that XWayland apps can just fully listen to everything if you allow it, just like they could on X11.
No app changes necessary.
This could go further... give me a dashboard for the portal that allows me to pick specific apps. Discord can listen to all my keypresses, so i can use PTT. Now discord doesnt have to know if its in focus, or change any code to request anything, It just needs to know "when I see the keybind, i respond". No app changes necesary.
Then they could make that dashboard allow specific keys to pass to specific apps. Now instead of passing all my keys to discord, only my PTT key needs to go. Again, they dont need to know that they arent seeing global keypresses, they just need to know to respond to the keybind, which they will see without understanding why. No app changes necessary. Still fully backwards compatible.
And then all apps need is some sort of way to interact with this dashboard, so users don't need to go to a KDE dashboard to configure discord (or OBS, or etc), the app can say "oh my PTT keybind is now X, and I see the user is on wayland, I should make sure X is a keybind I can see globally"
And then taking it _even further_ it would be neat to allow the sharing to not be global. "This app overlay can only listen to my keybinds when the app it is an overlay for is focused." Steam gets around this by being the one who launches the game as a child process, so it can listen to the game keybinds in its overlay, but I have other apps that have 3rd party overlays that I _want_ to allow to listen to my keypresses when Im using the app, but not globally.
I believe for the most part, these things are sort of what KDE is currently doing... It has a way of requesting global shortcuts, which it adds to its global keybinds (the keybind for X becomes "send keystroke X to specified app"). However in my experience in the past, global DE keybinds tend to consume the keybind. If I want "control" to be my PTT button, I dont want discord to consume all control keypresses. I want discord to see control being pressed, but I dont want it to be THE control handler.
The whole interface is currently a bit clunky. But it at least works. I had an app surprise me by popping up the KDE portal requesting a global keybind map. I can find these in the KDE `System Settings > Keyboard > Shortcuts > System Services > org.chromium.Chromium` config (the app that prompted me to set things up was an electron app).
Brill co-op climbing game PEAK gets a major fix for gamepads
14 Nov 2025 at 4:52 pm UTC Likes: 4
14 Nov 2025 at 4:52 pm UTC Likes: 4
Im willing to be infinitely more patient with indie game jam title that hits it big and suddenly has more exposure than they were expecting than I am with a AAA title that has spend hundreds of millions of dollars generating buggy garbage.
Luanti (Minetest) v5.12 brings SDL2, keybind settings, reviews in the content browser
26 May 2025 at 2:28 pm UTC
26 May 2025 at 2:28 pm UTC
I don't even bother with vanilla Minecraft. But Minecraft with mods is fantastic. I assume with the whole concept of Luanti being that you don't need "mods" you can just have different games within the engine. Could anyone recommend a game that somewhat feels like AllTheMods or Enigmatica? Or are the games not quite to that point yet.
SteamVR Beta 2.10.2 released with a Linux VR fix and a controller and physics improvement
3 Apr 2025 at 6:30 pm UTC
3 Apr 2025 at 6:30 pm UTC
I have a dedicated VR PC and recently I got frustrated enough with Windows that I switched it over to Bazzite. The experience at first was very poor. But then I upgraded my GPU in my main PC and the VR PC went from a Vega64 to a 6900xt. Going from GCN to RDNA fixed a LOT of problems and things suddenly got a lot better. And then I upgraded my CPU in my main PC, and the VR PC went from 1700x to 5950x. And basically I have no performance issues anymore.
The remaining issues are random things. One game gets the eye alignment messed up and there are supposedly workarounds but they don't work for me.
So it seems like there are a few random weird issues, and older hardware isn't fully supported... but if they are going to handle this like they did the steam deck, then targetting all hardware out the gate isn't their goal anyway. They will definitely have no problem having the on device parts of VR working great in linux. But they'll also have to polish up some of the other bits.
For the most part, VR is just 2d gaming with complications (controls, multi eye rendering, tighter latency requirements). so as long as they can figure out the complications (which have been handled pretty well, generally speaking), I feel like they can make it work. It's also very possible (likely?) that they have already solved some of these problems in a bunch of internal only beta branches of things, and the new VR headset will ship with SteamVR 3.0, and all the improvements will just drop at once.
edit: notable other VR quirks I've noticed were this random black X11 window popping up (which is apparently fixed, nice!), fun with getting VR overlay desktop view (because of pipewire and desktop portal shenanigans), and sometimes the headset registers itself as a regular display when waking from sleep, and it needs to be unplugged and plugged back in for SteamVR to use it as a VR display.
The remaining issues are random things. One game gets the eye alignment messed up and there are supposedly workarounds but they don't work for me.
So it seems like there are a few random weird issues, and older hardware isn't fully supported... but if they are going to handle this like they did the steam deck, then targetting all hardware out the gate isn't their goal anyway. They will definitely have no problem having the on device parts of VR working great in linux. But they'll also have to polish up some of the other bits.
For the most part, VR is just 2d gaming with complications (controls, multi eye rendering, tighter latency requirements). so as long as they can figure out the complications (which have been handled pretty well, generally speaking), I feel like they can make it work. It's also very possible (likely?) that they have already solved some of these problems in a bunch of internal only beta branches of things, and the new VR headset will ship with SteamVR 3.0, and all the improvements will just drop at once.
edit: notable other VR quirks I've noticed were this random black X11 window popping up (which is apparently fixed, nice!), fun with getting VR overlay desktop view (because of pipewire and desktop portal shenanigans), and sometimes the headset registers itself as a regular display when waking from sleep, and it needs to be unplugged and plugged back in for SteamVR to use it as a VR display.
Linux kernel 6.14 out late due to 'pure incompetence' - don't get too excited about Linux gaming boosts
24 Mar 2025 at 7:16 pm UTC
24 Mar 2025 at 7:16 pm UTC
I remember that for a long time on arch you needed the zen kernel for fsync? Is that not the case anymore? Am I already using fsync even on the stock kernel? Or is "We already include fsync" referring to the SteamOS kernel?
Steam Subscriber Agreement updated for disputes removing the need for individual arbitration
27 Sep 2024 at 2:29 pm UTC Likes: 5
27 Sep 2024 at 2:29 pm UTC Likes: 5
Quoting: FIGBirdWhat I find so amusing about this change is that every other company is *adding* forced arbitration and class action waivers to their agreements. It made me genuinely laugh out loud last night when I saw the summary of changes.Same here. I tend to get wary about agreement updates. And I saw words like "arbitration" on the skim. Had to read it 2-3 times to be like "wait, this is the .... opposite thing?"
Minetest 5.9.0 brings performance improvements, a godrays shader and work towards SDL2
12 Aug 2024 at 3:15 pm UTC Likes: 3
12 Aug 2024 at 3:15 pm UTC Likes: 3
I generally don't play vanilla minecraft. but I play a lot of big modpacks. It's funny how the modpacks often don't actually use anything from base minecraft, minetest would probably make it easier for a lot of the mods to work better. Combine that with microsoft slowly but surely killing the java (read: the only really moddable) version, and it feels like Minetest is the natural place that modded minecraft development should go. It almost certainly won't somehow. But if I could play AllTheMods 10 in minetest I absolutely would never look back.
Grab a free copy of Drawful 2 now that The Jackbox Megapicker is out
30 Jul 2024 at 3:20 pm UTC Likes: 1
30 Jul 2024 at 3:20 pm UTC Likes: 1
Lots of comments about it "bricking Steam Deck" and otherwise being quite crashy. But I very much like the concept of not needing to limit the games you want to play to a single pack.
Here's how to fix the ELDEN RING 'inappropriate activity' issue on Linux / Steam Deck
4 Jul 2024 at 6:11 pm UTC
4 Jul 2024 at 6:11 pm UTC
For me, installing the DLC was enough to resolve this. Didn't even have to verify integrity.
Also, if all it is doing is checking if a file exists, and not the contents of the file, that seems like a terrible anti-cheat.
Also, if all it is doing is checking if a file exists, and not the contents of the file, that seems like a terrible anti-cheat.
Steam Game Recording Beta announced - works on Linux and Steam Deck too
27 Jun 2024 at 1:59 am UTC Likes: 2
27 Jun 2024 at 1:59 am UTC Likes: 2
Would be nice if there was a way to disable it per game. I dont need this on for games like Cookie Clicker, but I do want it on for games like Elden Ring, For recordings, I find it important to be able to capture retroactively, so the "keep running always" is the only useful method, but I don't want it always running for every game.
Also, it seems to only be able to capture full desktop audio atm, so my recordings all have random snippets of shows in the background. There's a space for changing the audio device but it won't let me change it atm.
Overall, seems promising, and has a nice interface, but its still a beta. I look forward to what it becomes.
Also, it seems to only be able to capture full desktop audio atm, so my recordings all have random snippets of shows in the background. There's a space for changing the audio device but it won't let me change it atm.
Overall, seems promising, and has a nice interface, but its still a beta. I look forward to what it becomes.
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