#gamescope — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #gamescope, aggregated by home.social.
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It was all for this…
I installed `gamescope`, `MangoHud` (case sensitive) and `MangoHud-mangoapp` (you need that one), as well as their 32-bit counterparts, just in case.
Then I ran the script from https://github.com/shahnawazshahin/steam-using-gamescope-guide Then I panicked because, while it was doing its thing with #gamescope, the screen went completely blank. But it works now and I have my own #SteamMachine already. SDDM logs in automatically, I can switch to the desktop and #MangoHud works.
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Been a while that I played some #AceCombat and as usual after not touching anything for weeks something broke. This time I had to remove the `--steam` parameter from #gamescope and set `--backend wayland` explicitly or it would drop to headless not showing the game window. OH and that button I configured to switch fire groups is unresponsive. I guess the wire broke off the switch - bad soldering job or strain 🤷 Will fix that another day.
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If you use #AMD #Radeon #VideoCard on #Windows, and don’t want to install huge #RadeonSoftwareAdrenalinEdition, this small tool is amazing! I just wanted to turn on integer scaling, and it can easily do that.
https://forums.guru3d.com/threads/radeon-minitool-alternative-control-panel.446373/
On #Linux it is, arguably, easier, with #Valve’s #Gamescope (with some additional benefits).
https://github.com/ValveSoftware/gamescope
Crisp pixels, mmm…
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OTT: Extreme Multihead For Gaming (on Linux PC):
https://beko.famkos.net/2021/05/31/extreme-multihead-for-gaming-on-linux-pc/All these hoops are basically obsolete with #gamescope nowadays, because this micro compositor allows to configure any virtual display size that games get to see - and handles upscaling on top.
#gamingonlinux #linux #linuxgaming #xrandr #x11 #xorg #xserver #multihead #widescreen #ultrawide #widescreen
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Ace Combat 7 with FULL SBS on PC? And head tracking? Hell yes :D
So bear with me if I mix something up, this is all news to me and I’m still flabbergasted. I got myself some XR glasses mostly for watching movies and perhaps some gaming on the Steam Deck a while ago.
Now I learned about “SBS” (Side-By-Side) mode like ~3 days ago, that the glasses support. I tried this with the game Elite Dangerous first, since this has an SBS mode built in too, and was mind blown. My current favourite time stink is Ace Combat though so I started digging.
Turns out there is this Reshade tool that would forcefully enable such a mode for basically any game with the right shader. Several exist but the first I found, “SuperDepth3D.fx”, seems to do the trick. Enabling it split the 1920×1024 in half with two slightly different view ports, one for each eye. There are many options to fine tune this and I’m still fiddling with this to find the perfect settings but results look great already.
My glasses do Full SBS though and have a resolution of 3840×1024. I read somewhere that wide-screen is possible with more DLL shenanigans with Ace Combat 7 too but I run the game on a Linux PC anyway, where we utilise a tool named “gamescope”. This allows basically to configure a virtual display for each game and override the game resolution in various ways. It also has a stretch option, which is exactly what I needed to get the “compressed” SBS view from 1920 to 3840, where the aspect ratio would fit again. BTW: This also has FSR built in so any upscaling looks good enough too. I’m not entirely sure but I think there’s a similar tool on Windows called “Virtual Deskop”?
Anyway, I already managed to get my head tracker working by mapping the output to a virtual gamepad on the look-around axes before. I also found a mod that enables a wider FOV. Imagine my stupid grinning when everything fell into place: Full SBS with head tracking, a more sane FOV and yes, I jumped all the hoops to get my HOTAS and rudder pedal of my old ViperPit working (which is a different story because my devices are so old that I had to upgrade em to USB before, which involved some Arduinos, programming and soldering). I guess that makes me a member of multiple niches at once 🤓
And since I’m aware that nobody can “see” what I’m talking about, without having XR glasses or a VR headset (or a DIY VR Box for smart phones) on their own, have also an Anaglyph 3D render. This requires just some old school two coloured (red and cyan) glasses often made of paper, that many people still have around somewhere, to get an idea.
The colour of the sky? It’s perfect. A deep dark blue.
Update: There is now video footage: https://www.youtube.com/watch?v=NckLvP1HBGw
This content is licensed under a Creative Commons Attribution 4.0 International license.
https://beko.famkos.net/2025/01/21/ace-combat-7-with-full-sbs-on-pc-and-head-tracking-hell-yes-d/
#AceCombat #AR #gamescope #gaming #gamingonlinux #homeCockpit #hotas #linux #linuxgaming #Reshade #SBS #simpit #ViperPit #Viture #ViturePro #VR #XR
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First QOL update for the #XeroLinux toolkit pushed. Changes are as follows :
- Combined #Steam with #Mangohud, #Gamemode & #Gamescope.
- Cleaned up PKG installer
- Added #Topgrade to Setup Script.Enjoy ;)
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First QOL update for the #XeroLinux toolkit pushed. Changes are as follows :
- Combined #Steam with #Mangohud, #Gamemode & #Gamescope.
- Cleaned up PKG installer
- Added #Topgrade to Setup Script.Enjoy ;)
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My #SteamDeck (display) setup involves:
- The official Steam Deck docking station with HDMI 2.0 capable of outputting 1440p 120Hz. It's plugged in to power and docks my Deck through the on-device USB-C.
- A #Magewell USB Capture HDMI 4K Plus #CaptureCard capable of passing through 1440p 144Hz. It's connected to my primary PC via USB 3.2 Gen 2, and to the Steam Deck via the HDMI port on the Dock.
- An #LG27GL850 Monitor (HDMI) capable of 1440p 120~144Hz (with Adaptive Sync off). It's connected to the Capture Card via HDMI for passthrough.
I expect my Deck, while docked, to be able to output to my monitor at 1440p 120Hz with my present setup. This is true in desktop mode - the display settings on #KDEPlasma shows that my refresh rate is set to 120Hz, and my monitor OSD shows that it is outputting 120Hz. In #gaming mode however on #SteamOS, the new unified frame rate limit slider and the #Gamescope/#MangoHUD OSD shows a limit of 100Hz, my monitor too shows that it's outputting only 100Hz.
This bothers, borderline triggers me so much :') Especially since #games played on the Deck seem to target/limit to 60Hz (or rather, half the max refresh rate), and half of 100Hz in this case is 50Hz... which seems like a crime. I don't think this was the case prior to SteamOS 3.5 or the latest firmware update that came for the Dock at the same time, but I'm not sure that's even true. Does anybody know what could possibly be causing this and if there's a solution? -
I usually play #FlyDangerous on Linux PC. I switched to Proton because I was eager to see some upcoming changes, like #headtracker support, on the public_beta branch. And while this works[1] I was once more flabbergasted how complicated it is to set my desired display resolution of 5760×1200. I’m using a multihead setup with several displays and as usual the game engine would not let me _simply_ set that. Even in windowed mode (I mean I get that this won’t work with fullscreen).
There are several ways to work around this, especially with Proton, but I was looking for the prefs file I know from Linux. I found it in the end in the file
compatdata/1781750/pfx/user.reg(that’s like the Windows registry but as plain file read by Wine) where the values are stored asdwordunder[Software\\StarGoat\\FlyDangerous]. In hex."Screenmanager Resolution Height_h2627697771"=dword:000004b0"Screenmanager Resolution Width_h182942802"=dword:00001680"Screenmanager Resolution Use Native_h1405027254"=dword:00000000So 0780 and 04b0 are in the end 5760 and 1200. And sure enough, on the next game start I get _my_ desired resolution:
Sadly when I change settings in the game this gets overwritten again – so keep a backup around and drop it in again. This may even be added to a script – let’s see how long until this gets on my nerves and I automate that.
For the interested: This is how the same thing looks on the native version in the file
~/.config/unity3d/StarGoat/FlyDangerous/prefs<pref name="Screenmanager Resolution Height" type="int">1200</pref><pref name="Screenmanager Resolution Width" type="int">5760</pref><pref name="Screenmanager Resolution Use Native" type="int">0</pref>Why games|engines in 2023 still seem to have ideas about screen layouts is frankly beyond me.
Update: #gamescope really eases the pain here as well. See also https://SimPit.dev/games/fly-dangerous/ how to use that with Steam.
[1] Headtracker quick test recordings: https://www.youtube.com/watch?v=13L0GlQyf_Q / https://tube.tchncs.de/w/fTYSUc9fTBmnTLHp2fpW4n
This content is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
https://beko.famkos.net/2023/02/09/overriding-unity-display-resolution/
#FlyDangerous #gamescope #gamingonlinux #headtracker #linuxgaming