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Latest Comments by F.Ultra
System76 patches APT for Pop!_OS to prevent users breaking their systems
10 Nov 2021 at 4:56 pm UTC

Quoting: x_wing
Quoting: Liam Dawe
Quoting: berarmaThis is a distraction move. Where's the news about the Steam package being fixed and the reason it was published without being tested? Because that's the real issue.
A distraction move? No. Where's the news? This is it. I don't follow Pop for such issues personally to know if a package breaks, no one notified us, and now it's all solved so we've reported on it with details that we have.
TBF, the chances of getting into the same full UI removal was fixed but, as I mentioned, we are not sure if packages installation testing was implemented. I mean, it's cool to make it difficult to break the UI but it would be also cool to never get into an scenario were a user can't install a package.
And it should be easily scriptable and AFAIK debbuild by default does these kind of checks so I wonder if they or launchpad have disabled that.

System76 patches APT for Pop!_OS to prevent users breaking their systems
10 Nov 2021 at 4:47 pm UTC Likes: 8

Quoting: scaine
Quoting: phrogpilot73Had he updated Pop first - he would have likely had no problems.
Sadly not the case here. They admitted that a weird 32-bit library issue was inadvertently linked to the "default desktop" package which caused the issue. It would likely have been fixed within a day regardless of Linus stumbling into the issue, but the timing was just incredible and it tripped them up in this case.

My only frustration in Linus' approach here was the irony that he'd have had better luck sticking to the "Windows Way" and just downloading Steam from the SteamPowered website. But one of the core messages for new users of Linux is often "don't do that". Certainly true of drivers at least.

The whole thing is frustrating, tbh. Even if lessons were learned for PopOS, the sad fact is that Linus' viewers have already drawn their conclusions about Linux based on his experience. That video will live forever as a spectacular failure of Linux to engage with a "normal" person. Normal is in quotes there, of course, because a) There wasn't much normality about Linus' set up, and b) Linus is an entertainingly stubborn, impatient and highly critical person. Anyone trying Linux in good faith and with reasonable expectation would have a better experience.
Actually I do think that the package was fixed at the time he made the video, it was just that the faulty package was included on the install ISO so had he updated this would not have happened. Really frustrating is that the GUI actually did show this, the error shown was "This can be a temporary problem so try again later".

While this was a legitimate fault of Pop!_OS and the blame fully lies with them, going by what happened in the video I'm quite sure that Linus was fully aware of what the outcome would be but continued on (aka pretending to be clueless) just to prove a point. AKA I'm not saying that he faked the video, just that he run with an opportunity when it showed itself.

And as a side note, what every one forgets to mention here is that his machine was not bricked, it was just the desktop that where gone and he could have put it back without having to reinstall by some "apt install pop-desktop" or what the package is called on pop. Now compare that with Googling "windows update bricked my computer" which yields over a million hits but still this little incident made all the Windows fanbois all wet.

System76 creating their own desktop environment written in Rust
10 Nov 2021 at 1:17 am UTC

Quoting: fenglengshunConsidering today's release of Linus and Luke's Linux challenge, I think this is a good step seeing how much of a mess Gnome became while Linus only wanted to install Steam.
That lies entirely in the hands of Pop!_OS, they decided to release an ISO with a version of steam having a dependency on a version of the pop-desktop package that wasn't included in the disc so apt uninstalled the entire desktop.

Then let's face it, Linus did that deliberately, or rather he choose to take advantage of the situation to prove some kind of point.

System76 creating their own desktop environment written in Rust
9 Nov 2021 at 4:20 pm UTC

Quoting: rustybroomhandleI don't like this. Already if you use Gnome, but maybe you like Ark, you cannot drag files from Ark to Nautilus. We love all the choice, but we're half forced to use "pure" desktop environments to ensure a consistent experience. Mixing apps from different desktops mean loads of additional bloat and applications that look like they do not belong together.
AFAIK drag-n-drop should work between Qt and GTK applications. It's not that one of these are using Wayland and the other X11?

Don't let the visuals fool you - Sunshine Manor is pretty darn spooky
5 Nov 2021 at 3:56 pm UTC

Noticed that they had a bundle on Steam which included Camp Sunshine, however since that one is not Linux native and is created by RPG Maker MV one have to use an older version of Proton (4.2-9 was the newest that I could use before it refused to even open a game window) and disable the libglesv2.dll with "WINEDLLOVERRIDES=libglesv2.dll=d %command%".

Alisa is a horror game throwback to '90s 3D games like Resident Evil
3 Nov 2021 at 12:18 am UTC Likes: 1

Quoting: NezchanHopefully it doesn't have tank controls, which can happily be left back in the old days.
After having played it for some time I can however say that at least I feel that the enemies are not well designed for tank controls (which is the only control method in the game), they are way to fast moving for a character that have to turn in order to run in another direction.

Alisa is a horror game throwback to '90s 3D games like Resident Evil
27 Oct 2021 at 12:41 pm UTC

Quoting: NezchanHopefully it doesn't have tank controls, which can happily be left back in the old days.
From the video it looks to have fixed camera angle and for those types of games tanks controls are far superior. Tormented Souls had fixed camera but "modern controls" on the left tumb-stick and that was awful.

Steam Play tool Luxtorpeda for running games in native Linux engines sees a major upgrade
18 Oct 2021 at 8:49 pm UTC Likes: 1

Quoting: Perkeleen_VittupääVery nice since The Knights of the Old Republic still requires swkotor.ini file tinkering (to set "FullScreen=0" and to add the line "AllowWindowedMode=1" under it).

https://github.com/seedhartha/reone [External Link]
What I find fascinating is that reone supports KOTOR2 as well even though that one does have a native port (Aspyr), wonder if there are any benefits of either here, I do know that the official port of KOTOR2 have sound issues with newer versions of OpenAL so I had to LD_PRELOAD in the one from Ubuntu 14.04 but other than that it worked quite well.

VKD3D-Proton v2.5 is out for Direct3D 12 on top of Vulkan, improving DirectX Raytracing
18 Oct 2021 at 8:40 pm UTC

For games where you can choose between DX11 and DX12, is the performance differences between DXVK and VKD3D wildly different from game to game or are there any consistent trends?

Brawlhalla to get Easy Anti-Cheat, dev puts up Beta with EAC working on Linux with Proton
16 Oct 2021 at 11:59 pm UTC

Quoting: hell0
Quoting: F.UltraServer side checks however is a major performance pain, having it client side means perfect load balancing. So it's not only about being "lazy", it has a real impact on the number of simultaneous clients you can have per server.
There isn't really a need to run the checks in real time or on the same server as the game's logic. In fact it's probably a pretty poor idea to validate every action synchronously as it would lead to horrible game experience in most scenari due to network latency. It would also let cheaters know exactly what was detected or not.

The correct approach to server side anti-cheat is to analyse information statistically to find outliers and then determine whether these outliers are just good players or cheaters (using human validation if necessary).

Let's imagine a cheat letting you fire a weapon faster than intended and let's say the server records every hit. That's all we actually need. After each game the server can ship that game's record off to our anti-cheat analyser. The analyser looks at all hits recorded and find that player A has over 10 hits within 5 seconds with a 10 second reload weapon, player A gets banned.

Better yet, proceeding this way lets you detect cheats that may be invisible to normal players. If your 10s reload gun reloads in 9.75s that's an advantage but nobody will notice it with certainty. If it happens once, it could be chalked up to some weird lag compensation or chance. However if a player consistently reloads ever so slightly faster than possible, a machine will catch it over time.

In short: you should think of server-side anti-cheat as some sort of replay watcher/analyser bot, not a validation of every keypress in real time.
This approach I like! Of course it requires analysis of quite a lot of data since even with a "low sample rate" there will still be quite a lot of events to go over for each session so I think that this is still not something that every single small studio can handle, but then again a 3d party expert could sell this as a service.