#mangohud needed to use 2x (FFXIV, Steam Deck)

515 messages · Page 1 of 1 (latest)

boreal chasm
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2x doesn’t actually display in FFXIV unless mangohud is used, counters will report the doubled framerate and the thicc frametime graph but the FG frames won’t actually display. I’m using the decky plugin, dev is aware of the issue also

using:

mangohud ~/lsfg %command%

results in the FG frames displaying with zero issue

3x/4x still work as normal without mangohud

additionally if

MANGOHUD_CONFIG=alpha=0.01,background_alpha=0.01

is added, to make mangohud invisible to the naked eye, it still works, however if both numbers are changed to 0 it does not work and the FG frames once again do not display

boreal chasm
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the same behaviour is apparent with Assault Android Cactus

boreal chasm
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the deck’s QAM mangohud-based performance overlay does not also fix this however, only mangohud specifically in the launch options does

worn knot
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I'm guessing, since, if you look at the separate overlay, it's completely different, even says (vk3d) instead of "GameScope" and shows base fps, lossless scaling itself is an overlay and based on the GitHub, since it's a vulkan layer instead of like windows, I assume the separate mangohud overlay is the vulkan layer then

Steam quick access menu mangohud is GameScope so it's separate from the real mangohud(aka the vulkan layer possibly)

boreal chasm
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Makes sense, QAM is reporting gamescope performance statistics while mangohud is reporting the actual game - still no idea why mangohud specifically fixes 2x framegen

worn knot
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Some games don't even work with mango hud only, and require 3x multiplier or above, days gone for example

boreal chasm
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That’s the thing, that was the behaviour i saw with FFXIV until i added mangohud

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3x/4x worked as they should

worn knot
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Yeah, but some games like days gone still don't work without the higher multiplier
It's not a issue of smoothness either, you can tell Lossless scaling is completely off due to no artifacting(And I'm using flow scale 0.25 performance mode, so there should be something)

boreal chasm
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Yep, can tell that with FFXIV, if the mangohud fix isn’t deployed shaking a window results in 0 jello edge artifacting (and i’ve checked with a slow motion recording)

boreal chasm
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This is also required in Dark Souls 3 to get 2x working

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bizarre issue

main bobcat
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can you visually confirm this, or are you going off overlays?

harsh comet
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I can visually confirm the "not having any effect unless I got 3x" issue in cemu

boreal chasm
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visual, i’ve tested it with a slow motion camera and the difference is just obvious to be honest

harsh comet
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but it doesn't get fixed with the second gamehud

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it gets fixed in desktop mode though

boreal chasm
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yeah cemu is the outlier with the mangohud fix presumably because appimage

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but yeah if 2x isn’t visible but still reporting 2x in overlays, there’s no additional frames, there’s no artifacting and there’s no increase in input latency

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i can record a video with a capture card if it would help

harsh comet
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there is a performance hit though

boreal chasm
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yeah, the frames are being generated, just not displayed, and mangohud somehow fixes that

harsh comet
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I think it might be some kind of race condition with mangohud

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idk how mangohud injects the overlay

boreal chasm
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unsure, because adjusting mangohud alpha/bg alpha to 0 results in 2x not working again even though mangohud is injected

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it seems to go purely off whether mangohud is displaying anything

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even at 0.01 alpha/bg alpha it immediately works

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try it yourself, add
MANGOHUD_CONFIG=alpha=0,background_alpha=0
and test, then change to 0.01 and test

dark geyser
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what if you toggle with shift+f12?

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oh its a steamdeck, nvm

boreal chasm
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i mean i can map that and try lol

quasi abyss
harsh comet
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new development for me: it works if I set the resolution lower and use any scaling option but linear

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no need for gamehud either

boreal chasm
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weirdly ds3 suddenly no longer launches if i use mangohud

quasi abyss
boreal chasm
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nope

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probably unrelated to fg though

quasi abyss
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I've tried it with some games with only the mangohud command (so no fg) and it will launch only 1 in 10 times.

harsh comet
boreal chasm
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i wonder if it’s just that SOMETHING needs to be visually injected into the game that isn’t just running via proton, so mangohud and the scaler both do it?

will confirm rn theo

harsh comet
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I selected the next lowest 16:10 resolution available in the game properties, then changed the "scaling filter" to "pixel" or "sharp"

harsh comet
boreal chasm
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scaling change also works for me

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immediately kicks in 2x fg

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switching back to native res IMMEDIATELY stops it too

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so essentially if something from outside of proton is displaying or modifying the game display, 2x works

harsh comet
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seems like so

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I wonder if there's anything that'll do the same thing but without changing anything lol

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like forcing pixel filter at native res

boreal chasm
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maybe, extremely odd

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i’m trying to test more things but i cannot get DS3 to behave anymore lol

harsh comet
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I'm just happy I got botw to work lol

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even if at a lower res, fsr is like 90% of the way there anyway.

boreal chasm
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i’m glad, and glad we’ve found that it just needs something to be either overlaying from outside of proton or modifying the display in some way to kick in

harsh comet
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pepehmm could you try if vkbasalt makes it work?

boreal chasm
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hopefully that helps the devs

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hmmm

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probably

harsh comet
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I don't wanna @ her but

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I want to invoke pancake

boreal chasm
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VKBASALT ALSO FIXES IT

harsh comet
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YES

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I JUST TESTED

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this makes me very happy

boreal chasm
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i wonder if that fixes it in cemu

harsh comet
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yes

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that's what I've been testing with

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botw

boreal chasm
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you’re using the appimage?

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doesn’t for me weirdly

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but definitely works with DS3

harsh comet
harsh comet
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what about the fps+ patch?

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I got that one in unlimited

boreal chasm
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vsync makes no difference, neither does FPS++, just gonna chalk this up to my install lol

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gonna test ffxiv

harsh comet
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I enabled the cemu fps display to check and it runs at 30fps when I set multiplier to 2x, I can also see the artifacting

harsh comet
boreal chasm
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script on github that installs it, modified to not be system-wide, then just ENABLE_VKBASALT=1

harsh comet
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weird

boreal chasm
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vkbasalt fixes 2x with ffxiv too widegladeline1widegladeline2widegladeline3

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wait no it doesn’t

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it’s intermittent

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alright im getting a headache but good testing lol, hopefully pancake can do something with this info

harsh comet
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indeed

main bobcat
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in that case you probably have some other system issue

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vkbasalt is incompatible with lsfg-vk and just blackscreens it

boreal chasm
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enabling vkbasalt with dark souls 3 only results in 2x working

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no other side effects

main bobcat
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sounds like an off by one

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you enable anything else and it enables lsfg-vk

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if the workaround works for you that's nice, then I don't need to spend energy trying to replicate this

boreal chasm
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sounds about right considering that’s 3 different things, one of which is built into the deck, that enables it

boreal chasm
main bobcat
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shhh

boreal chasm
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some games work with it, some don’t and will still only display 3x/4x lol

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(FFXIV using XIVLauncher via XLM, DS3 using ProtonGE10-9, if that helps somehow, both fixed by workaround but ds3 becomes unstable on launch)

main bobcat
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which DS3 are we talking

boreal chasm
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Dark Souls 3

main bobcat
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gotcha if I find the time I'll take a look

boreal chasm
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okie, if there’s any logs/video evidence that would help feel free to ping me

harsh comet
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here's someone else who got it to work

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with the scaling filter thing

boreal chasm
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so yeah i doubt it’s a system issue (outside of just a steam deck specific issue) lol

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as soon as the display gets modified in some way outside of proton it’s just works

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be it an overlay or scaling

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weird

worn knot
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Nothing anything you guys recommended helps with days gone, still requires 3x+

harsh comet
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does it work in desktop mode?

worn knot
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I don't know, haven't tried it

harsh comet
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if it does, it may be the same issue, but requires a different fix

quasi abyss
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I'll have some time to check the scaling workaround with the games I'm having issues with tomorrow.

quasi abyss
boreal chasm
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time to display a transparent png over the top at all times lmao

harsh comet
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a single pixel in one corner

boreal chasm
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that gives me an incredibly stupid idea

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okay no using the picture in picture plugin does not fix it lmao

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i did say it was incredibly stupid in my defense

harsh comet
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lmao

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I don't think that modifies the render chain

quasi abyss
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Okay I've been doing a lot of testing and can confirm that dropping the resolution and scaling up makes it run perfectly. I did wonder if it was because you're reducing the load on the GPU when you drop res, but with Death Stranding the game runs at 800p with a bordered 720p image. I dropped the Steam game properties to 720p to give me a true 720p image and then used the fill scaler in QAM and instantly 2X kicks in and is perfect. 🤔

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Update: Picking a higher res and scaling down also works.

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1600x900 gives me a perfect 16:9 image that lets me use the QAM scaler.

harsh comet
quasi abyss
harsh comet
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yeah, same workaround

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even scaling down works for you?

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when I tried, it was the same as doing nothing

quasi abyss
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Yeah I'm scaling down from 900p (from the Steam settings not in game) in Death Stranding which gives me a 16:9 image and that makes the scalers able to work. I can tell because as I slide the sharpness up and down it's obviously doing its thing.

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Have been playing perfectly for a couple of hours now. Where as before in game mode it would work only for 10 seconds or so once the QAM was opened and closed.

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Fwiw I'm also like 20 odd hours into the game so well into the parts where the performance usually sucks

harsh comet
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only game I got this on (cemu) didn't work with that for me

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I'll have to re test

slender ruin
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I tried in FFXV with 2x lsfg, felt no difference between base 30 fps and lsfg 60 fps with just using lsfg launch command

harsh comet
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have you tried any of the workarounds?

slender ruin
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How do I tell lsfg is working?

harsh comet
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visually

slender ruin
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Will 2x to 60 always have some sort of artifact or warping

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on Steam Deck btw

quasi abyss
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The game performs now as well as it does on Desktop Mode albeit downscaling from a higher resolution. Death Stranding is an odd one because it can scale a 720p image up to the native res reported by the device (in this instance we're telling it 900p). So Death Stranding is going from 720p to 900p and via QAM it's being scaled back down to 720p. There is some quality loss but not a huge amount.

(I did also try internally rendering Death Stranding at 900p to match the Steam property settings and that worked fine too)

harsh comet
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it will look both smoother and be artifact-ey

slender ruin
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when I do 3x lsfg, I can feel smoothness increase and weird artifacts

harsh comet
slender ruin
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so its kinda weird 2x does nothing but I see it working on 3x lsfg

harsh comet
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that does it for me

harsh comet
slender ruin
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when this bug occurs

harsh comet
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try either changing the resolution and using a different scaling filter or doing the weird manghud thing that you can find in this thread somewhere

quasi abyss
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No, because you're getting more artifacts than you would at 2x

slender ruin
harsh comet
slender ruin
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Can also confirm it is occruing in Persona 5 Royal 😦

harsh comet
harsh comet
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hopefully pancake realizes this lol

slender ruin
harsh comet
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when she was in this thread yesterday she seemed uninterested

harsh comet
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a lot of games work just fine

quasi abyss
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Question. What deck does everyone have here? LCD or OLED

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I'm on an LCD. Wondering if the issue is device specific.

slender ruin
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ffxv, ps5r, exp 33, cyber punk 2077

quasi abyss
harsh comet
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I got an lcd too, but I'm fairly certain it's an issue with gamescope

slender ruin
quasi abyss
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Well that rules that theory out then.

harsh comet
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next step would be testing on desktop

quasi abyss
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But pop into Desktop Mode and play a game and it will be obviously smoother at 2x

slender ruin
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For vkbasalt, can I use the discovery store version?

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and what is vkbasalt excatly? First time hearing it today

harsh comet
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I think there's a decky plugin for it?

harsh comet
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but by default it does some almost-invisible sharpening lol

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which gives me an idea, wait

slender ruin
harsh comet
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let me see

slender ruin
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or I gotta install from zip?

quasi abyss
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I thought pancake said that vkbasalt caused lsfg-vk to crash.

harsh comet
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that's indeed what she said

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black screen

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not what happens in my device

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or holly's, I think

quasi abyss
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I've been trying to see if there's a way to activate the gamescope scaling at native res, without luck so far.

harsh comet
harsh comet
quasi abyss
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Ah

harsh comet
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it's the letmereshade plugin

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that installs vkbasalt for you

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oh they removed that option

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doesn't seem like it removed vkbasalt from my system though lol

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ok, vkbasalt works as a workaround even if it's disabled

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you can toggle vkbasalt on and off with home

quasi abyss
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And that makes 2x work and stop working?

harsh comet
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no, it works even if vkbasalt isn't applying any effect

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there's also an option in the config file to start disabled

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so for me it works perfectly at native res, without actually changing anything

slender ruin
harsh comet
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what part?

slender ruin
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the toggle part

harsh comet
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just map some button to "home" in the keyboard

slender ruin
quasi abyss
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Interestingly I tried a game which has no trouble maintaining high frame rates (Forza Horizon 4) and with 2x enabled (and frame cap at 60fps in game) you can clearly see the generated frame artifacts all over the place. As soon as you lock the game to 30fps the 2x stops working completely. 🤷

harsh comet
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lock where?

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in game?

quasi abyss
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Yes.

harsh comet
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do the workarounds make it work again?

quasi abyss
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Yup.

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Although Ive not tried the vkbasalt method yet for anything.

harsh comet
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the vkbasalt thind didn't work for cyberpunk for me, but the scaling method did

main bobcat
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okay what games can I test this one

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not FFXIV because that's like 70 gigabytes

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don't own darksouls 3

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CEMU, I can try cmeu

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cmenunujkasd

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well

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what's a nice and small wii u game I can dump from my real wii u

harsh comet
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I had to do something similar with cp2077

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the amazing frog too

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sleeping dogs

main bobcat
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I can't replicate it

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it just

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works for me

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I'm gonna add it to the quirks page, I guess?

harsh comet
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bruh

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let me replicate your setup then

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what did you do

quasi abyss
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Would logs help Pancake?

main bobcat
harsh comet
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interesting

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what game was it?

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wait, you added the whole emulator?

main bobcat
main bobcat
harsh comet
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it doesn't work for me in nsmbu

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or botw

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@quasi abyss got an idea that it might be related to some steam setting

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but we don't know which, if that's the case

main bobcat
main bobcat
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everything else off

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well scaling mode on auto, but I was running in fullscreen... fullscreen

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oh

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i was technically downscaling with auto, isn't that like a workaround?

harsh comet
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only if the scaling filter is anything other than linear

main bobcat
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it sure felt like linear to me

harsh comet
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but check if it is any different running in native res ig

main bobcat
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yeah will do

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yep that actually totally does it

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turning off fullscreen stops generating frames even at 10x

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the moment I turn it on, either cemu crashes (lol), or it works

harsh comet
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I can do framegen without fullscreen

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if I do the workaround

main bobcat
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which was?

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mangohud?

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vkbasalt?

quasi abyss
harsh comet
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vkbasalt and scaling filter worked

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either of them

main bobcat
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scaling filter to linear?

harsh comet
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not necessarily together

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anything but linear

main bobcat
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oh

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let me see if I can replicate this

quasi abyss
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Scaling at auto but filter on pixel or sharp

harsh comet
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in fullscreen it does generate frames but doesn't display, unless you got 3x+

quasi abyss
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Although depending on the res I'm using I might have to use something other than auto.

harsh comet
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(without the workaround)

main bobcat
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well, changing it to integer scaling and enabling vkbasalt did not make it work in windowed lol

harsh comet
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the vkbasalt thing seems to work for some people but not all

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it's the same with mangohud

main bobcat
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oh I didn't try mangohud, hang on

harsh comet
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I think holly's game got fixed with mangohud but it didn't work for me

main bobcat
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mangohud didn't do it either

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atm it only works in fullscreen and not in windowed

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without gamescope in desktop.. both work...

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weeeird

harsh comet
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are you sure fullscreen works?

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it's a visual thing for us, the fps counter does display them

main bobcat
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fullscreen works, I can see the artifacts yea

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and the silly creature walks at half the speed

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oh that's interesting

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hang on

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in windowed, creature walks slower but there's no artifacts.... on PC through gamescope's wayland backend

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what

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and omg

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the mangohud workaround makes it work

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what

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lmao

quasi abyss
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Welcome to the problem. 😂

harsh comet
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finally you can reproduce it

main bobcat
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wait

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but only if validation layers are also enabled

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i also doesn't slow down the game for you right?

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hmm

harsh comet
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it does for me but it's weird

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my botw isn't frame limited

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I do know it gets limited to 1/2 refresh rate when it is working

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but can't remember if it did it when it wasn't working

main bobcat
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i was thinking about the actual game slowing down because physics depend on time

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like nsmbu slows down at 10x because the game is slowed to 24 fps and it's a 60 fps game

harsh comet
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not all games are like that

main bobcat
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yea i know

harsh comet
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but yeah nsmbu did slow down even when the frames weren't displayed

main bobcat
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not for me

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this is super weird

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why do I need both mangohud and validation layers enabvled??

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AHA

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I FOUND YOU

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SILLY BUG

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> Validation Error: [ VUID-VkSwapchainPresentModesCreateInfoKHR-pPresentModes-07763 ] | MessageID = 0x2d90c7c0
> vkCreateSwapchainKHR(): pCreateInfo->pNext<VkSwapchainPresentModesCreateInfoKHR>.pPresentModes[0] VK_PRESENT_MODE_MAILBOX_KHR is a non-compatible presentMode.
> The Vulkan spec states: The entries in pPresentModes must be a subset of the present modes returned in VkSurfacePresentModeCompatibilityKHR::pPresentModes, given VkSwapchainCreateInfoKHR::presentMode in VkSurfacePresentModeKHR (https://docs.vulkan.org/spec/latest/chapters/VK_KHR_surface/wsi.html#VUID-VkSwapchainPresentModesCreateInfoKHR-pPresentModes-07763)
> 
> Validation Error: [ VUID-VkSwapchainPresentModesCreateInfoKHR-presentMode-07764 ] | MessageID = 0x6fc85283
> vkCreateSwapchainKHR(): pCreateInfo was called with a present mode (VK_PRESENT_MODE_FIFO_KHR) that was not included in the set of present modes specified in the vkSwapchainPresentModesCreateInfoKHR structure included in its pNext chain.
> The Vulkan spec states: VkSwapchainCreateInfoKHR::presentMode must be included in pPresentModes (https://docs.vulkan.org/spec/latest/chapters/VK_KHR_surface/wsi.html#VUID-VkSwapchainPresentModesCreateInfoKHR-presentMode-07764)
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oh yeah

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wontfix

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lol

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this is cursed

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this is just cursed

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(i still don't know the cause)

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doesn't help that cemu itself throws a billion validation errors

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i found one issue

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don't think it's the issue, but it is a issue

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and oh god it's going to be a pain to fix

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a- adding a system print broke the workaround

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what in the fucking world is going on

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i'm swearing again

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istg

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quantum computing happening right here

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alright I'm not onto it

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i lied

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this is a qemu bug

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not my code

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sorry i meant cemu

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im losing it

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here comes another allnighter

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1000294000

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nope that ain't it either

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release build works, debug build does not

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end my suffering

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WHY?

main bobcat
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well

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single stepping with a debugger shows that the frames are generating and they are displaying, but they seem to be displaying for less than a single nanosecond

harsh comet
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oh so just skill issue?

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I should learn to see faster?

main bobcat
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well

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I fixed it

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not.. the bug

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but my soul

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and also I made it work by sleeping on the render thread

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so in other words, this is purely a frame pacing issue and I'm not going to be touching those until after 1.0

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which means, either gamescope fixes their faulty fifo implementation, or you'll have to keep doing your workaround :P

quasi abyss
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Workaround - Upgrade eyes

harsh comet
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now THAT is a workaround

main bobcat
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I can't 😭

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it doesn't fix frame pacing

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it makes it better, but not comfortable to play

quasi abyss
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Appreciate your time spent on this today.

main bobcat
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no problem

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I don't mind losing a bit of my sanity if it makes my project work better

harsh comet
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yeah, thanks for this all, not just this specific bug investigation but the whole software, I can now play botw on my deck for three and a half hours at 60 fps lol

harsh comet
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oh

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could you explain why it works when you use multipliers over 2x?

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if it's a framepacing issue, shouldn't it never work, no matter the multiplier?

main bobcat
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that was some O3 issue, it shouldn't work at all

sonic bough
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This is a bit tough for me to interpret lol. What’s the workaround?

harsh comet
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I do not know what O3 is

sonic bough
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Just turning on mangohud using a launch command? Or game modes performance overlay

slender ruin
boreal chasm
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is this just not being fixed then?

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it seems like a rather large amount of people run into this

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that’s a lil disappointing with the amount of time we’ve put into trying to figure it out

quasi abyss
sonic bough
quasi abyss
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When you set it as above it will perform the same, as you're just scaling up and back down from 800p but there is some quality loss.

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The other option is to play the game via Desktop Mode.

boreal chasm
quasi abyss
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Thanks for clearing that up. I assumed if the game was set to render an 800p window via the game settings (on an 1000p display res set via Steam OS settings) that it would have the same performance as rendering it at 800p native.

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Apologies if I made a mistake there.

boreal chasm
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oh i didn't realise you were still rendering in-game at 800p

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yeah that's the same performance lol

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i'd be surprised if it was actually using a 1600x1000 resolution though, steam doesn't force it via that dropdown, it only increases the maximum resolution selectable in-game to it

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i guess it's passing it as a resolution of the gamescope window

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i'll have to try this

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sorry for misreading lol

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since the decky plugin now has vkbasalt/mangohud enablers in the plugin itself it should be a lot less annoying to workaround everything now at least

shell plover
harsh comet
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lol I wonder if it'd feel terrible

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also, you could calculate the frame delay from the refresh rate, no?

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unless it just needs like a few ms and gamescope works then

main bobcat
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😭

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at least implement it properly and wait for the fences

harsh comet
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we like disgusting, if it means we can use the software lol

main bobcat
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don't just do a usleep

harsh comet
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but yeah I'd like to see if it actually feels terrible or what

main bobcat
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it will massively depend on the game and engine again

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DXVK games will be fine because they use fences everywhere anyways, but seeing how this issue mostly affects native Vulkan backends... urgh anything can happen

harsh comet
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it doesn't seem like it mostly affects native stuff tho

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for me it's… pretty much everything

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I haven't tried any game that just works at 2x

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sleeping dogs, amazing frog, gta iv

main bobcat
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that sucks

harsh comet
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yeah lmao

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it's very weird because it just works on my desktop, running inside gamescope

shell plover
# main bobcat don't that is disgusting

just since you said no plan to address till after 1.0, I figure theres an opportunity to temporarily give a tool in the plugin version so people can experiment with until an official fix is ready

harsh comet
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seeming like a lot of people's games seem fine, maybe it's time to add an "advanced" toggle with these settings?

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a bit like steam's own one

main bobcat
#

i'll give you a general explanation of what you need to do

shell plover
#

sure, please do

main bobcat
#

in the framegen/ subproject, there's two files called context.cpp which have a method called "Context::present".
the comment indicating step 3, calls wait on a fence object. you need to move that entire section to the end of the method, just before frameIdx is increased.
that way, before returning, this code will WAIT until the frames are generated.

then, back where this is being called in the other context.cpp in the main project, you can get the system time via c++ high_resolution_clock before and after calling LSFG_3_1::presentContext. calculate the difference (just ask chatgpt if you don't know how any of this works lol), then see how much longer you need to wait according to whatever time the user selected. so for example if the user selected 25ms and generating took 5ms, then 20ms is what's left over.

then a bit lower in the for loop, right before the call to Layer::ovkQueuePresentKHR you sleep for those 20ms on the first iteration, and the usual 25ms for all following iterations. then you wait 25 ms again after the loop is done so it schedules the real frame properly as well.

that'll give basically perfect frame pacing, but has the chance to massively slow down the game. also change the present mode to immediate/mailbox, there's no need for fifo anymore

#

..it's extremely janky but it will work

#

cuz the approach you're doing above (assuming it's the one I suggested), will actually break at non-2x

shell plover
harsh comet
#

my issue continues with multipliers over 2 as well, it seems to "eat" the first multiplier

#

so 3x looks like 2x

main bobcat
#

yeah I noticed this

harsh comet
#

4x I wouldn't know because I have a 60hz lcd

main bobcat
#

and at some point when you get to 10x it's actually only 5x

harsh comet
#

gotta love it

main bobcat
#

it's fine, i'll properly fix it in 1.1

harsh comet
#

soon™

main bobcat
#

tehe

#

i mean you know me

#

if I'm in the right mindset, dual GPU, proper frame pacing, adaptive mode and fractional multipliers are dropping in the same day

shell plover
#

oh fractional back on the table?

verbal flint
#

O . O

harsh comet
#

what can we do to help you get you get in that mindset?

shell plover
#

figured its hard to do adaptive properly without it

main bobcat
harsh comet
#

cocaine?

main bobcat
main bobcat
#

i'm not opposed to the idea /j
a bunch of water

#

i don't drink any caffeine, i don't take any drugs, it's sheer willpower

#

how do you spell that word

#

caffeine

harsh comet
#

omw to make a gofundme to send undrinkable amounts of water to your house

main bobcat
#

tehe

distant anchor
main bobcat
#

oh nooo

harsh comet
#

as caffeine is a drug too

main bobcat
distant anchor
#

i don't drink coffee just energy drinks

main bobcat
#

whoever is catching up in this channel wondering about progress on this issue, I'm so sorry

#

let's move to #💬│linux-general

harsh comet
#

ah yes, that's such a better fitting channel lol

shell plover
#

ayy slightly less cursed

shell plover
main bobcat
#

ohh that helps narrow down the vsync bug actually

shell plover
#

oh shit i helped?

main bobcat
#

sort of? lol

#

definitely something I haven't investigated yet

shell plover
#

you wouldnt want to do this upstream would you?

harsh comet
#

I don't know if there's anything that gets downgraded by doing this but it seems to work perfectly in game mode now

main bobcat
#

it still blocks the render thread and I can't have that >:3

harsh comet
#

what does that cause?

main bobcat
#

keep it as a workaround in your fork, seems to be gamescope only anyways

main bobcat
shell plover
#

can do, and will be extra diligent to make plugin users aware the layer is fundamentally changed from yours and to purge and run your install script to test, before escalating them to LS discord for help

main bobcat
#

oh yeah good idea

shell plover
#

team work dream work

harsh comet
main bobcat
#

it translates to far more than that

shell plover
#

@main bobcat FYI, after a build or two with my fork with the fence wait change, we found some hard crashes on steam deck.

Needless to say, I removed those plugin releases and will be pulling lsfg-vk from you directly going forward, no forking. This way even if some game-mode/gamescope issues exist currently, everyone is using the same layer under the hood.

main bobcat
#

ooof

vague kelp
#

I got my steam deck a few days ago, still trying to understand all this stuff

#

How do I make lossless scaling work on FF

#

Like I already have the command for the auto-login there in XIV launcher. I put the lossless scaling comand affter and it doesn't work

#

still 45/55 fps.. at 2x

vague kelp
#

Can the newbie here get a bit of help?

harsh comet
#

what's the issue specifically?

#

does it not do anything at all?

vague kelp
#

No

#

Like I have the commaand there for the auto login laauncher

#

I put the lossless scaling command after

#

does nothing to my FPS

harsh comet
#

you should jump into the plugin discord perhaps

vague kelp
#

Puglin discord?

vague kelp
harsh comet
#

~/lsfg %command% is how you use it

vague kelp
#

it's how I have it

#

i basically have this on the launcher options

#

XL_SECRET_PROVIDER=FILE %command% run --branch=stable --arch=x86_64 --command=xivlauncher dev.goats.xivlauncher ~/lsfg %command%

vague kelp
harsh comet
#

that's one %command% too much

#

two too much, actually

#

try with XL_SECRET_PROVIDER=FILE ~/lsfg run --branch=stable --arch=x86_64 --command=xivlauncher dev.goats.xivlauncher

#

but I'm pretty sure flatpak is kinda borked rn, without patching them or something

vague kelp
#

Will do now, thank you

vague kelp
#

Im using the fast launcher

harsh comet
#

I've never played FFXIV so I don't know

vague kelp
#

basically the command I showed you, it's for aa 3rd party launcher, not sure but I think it's the only way to play ff on the deck, it allows the save my password, and basicaally all I have to do is put the one-time password

#

Im just not sure how I incorporate the ~/lsfg %command% here

#

which is probably the problem and since I'm a complete newbie with this stuff

shell plover
#

If using the plugin let’s take it over to that discord

vague kelp
shell plover
boreal chasm
#

once you’ve got that installed (it’s one line in konsole) and set as the compatibility tool there are no other launch arguments needed other than the plug-in’s ~/lsfg %command%

it will use your old XL settings, so no need to worry

#

you’ll need the disable wsi toggle too in the plugin

#

hope this helps (sorry for doing it here but i couldn’t be bothered to hunt down the conversation in the other server lol)

vague kelp
# boreal chasm you should be using XLM, not flatpak

Thank you for the answer and help but let me see if I understand what you just said. Because XLM, flatpak mean nothing to me.

So that link you send me is a new launcher? I install that, put the ~/lsfg %command% and it just works?
set as the compatibility tool(not sure whats this also)

Got the deck few days ago.