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#virtualization — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #virtualization, aggregated by home.social.

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  1. Podman 6.1 is out with new volume rename and machine restart commands, Quadlet enhancements, improved networking, and multiple bug fixes.
    linuxiac.com/podman-6-1-adds-v

    #opensource #virtualization

  2. Podman 6.1 is out with new volume rename and machine restart commands, Quadlet enhancements, improved networking, and multiple bug fixes.
    linuxiac.com/podman-6-1-adds-v

    #opensource #virtualization

  3. Podman 6.1 is out with new volume rename and machine restart commands, Quadlet enhancements, improved networking, and multiple bug fixes.
    linuxiac.com/podman-6-1-adds-v

    #opensource #virtualization

  4. Podman 6.1 is out with new volume rename and machine restart commands, Quadlet enhancements, improved networking, and multiple bug fixes.
    linuxiac.com/podman-6-1-adds-v

    #opensource #virtualization

  5. Podman 6.1 is out with new volume rename and machine restart commands, Quadlet enhancements, improved networking, and multiple bug fixes.
    linuxiac.com/podman-6-1-adds-v

    #opensource #virtualization

  6. [ Blog ] Is the VMware 9 upgrade worth the cost and complexity?

    With the release of VMware VCF 9, many organizations are now facing a key question: "Is the VMware VCF 9 upgrade worth the cost and complexity?"

    VMware Cloud Foundation (VCF) 9 appears to be a significant strategic decision with a number of potential benefits, especially for organizations rviv.ly/Y9EASC

  7. QEMU 11.1 is out with RISC-V big-endian target support, ARM nested virtualization improvements, new PowerPC defaults, and multiple security fixes.
    linuxiac.com/qemu-11-1-adds-ri

    #opensource #virtualization

  8. QEMU 11.1 is out with RISC-V big-endian target support, ARM nested virtualization improvements, new PowerPC defaults, and multiple security fixes.
    linuxiac.com/qemu-11-1-adds-ri

    #opensource #virtualization

  9. QEMU 11.1 is out with RISC-V big-endian target support, ARM nested virtualization improvements, new PowerPC defaults, and multiple security fixes.
    linuxiac.com/qemu-11-1-adds-ri

    #opensource #virtualization

  10. QEMU 11.1 is out with RISC-V big-endian target support, ARM nested virtualization improvements, new PowerPC defaults, and multiple security fixes.
    linuxiac.com/qemu-11-1-adds-ri

    #opensource #virtualization

  11. QEMU 11.1 is out with RISC-V big-endian target support, ARM nested virtualization improvements, new PowerPC defaults, and multiple security fixes.
    linuxiac.com/qemu-11-1-adds-ri

    #opensource #virtualization

  12. I also learned that Copy & Paste are wonky in the Parallels / Ubuntu environment. ⌘C and ⌘V work in Firefox to interoperate with the Mac clipboard. In Terminal it's shift-ctrl-C and shift-ctrl-V.

    #Parallels #Virtualization

  13. I also learned that Copy & Paste are wonky in the Parallels / Ubuntu environment. ⌘C and ⌘V work in Firefox to interoperate with the Mac clipboard. In Terminal it's shift-ctrl-C and shift-ctrl-V.

    #Parallels #Virtualization

  14. I also learned that Copy & Paste are wonky in the Parallels / Ubuntu environment. ⌘C and ⌘V work in Firefox to interoperate with the Mac clipboard. In Terminal it's shift-ctrl-C and shift-ctrl-V.

    #Parallels #Virtualization

  15. I also learned that Copy & Paste are wonky in the Parallels / Ubuntu environment. ⌘C and ⌘V work in Firefox to interoperate with the Mac clipboard. In Terminal it's shift-ctrl-C and shift-ctrl-V.

    #Parallels #Virtualization

  16. I also learned that Copy & Paste are wonky in the Parallels / Ubuntu environment. ⌘C and ⌘V work in Firefox to interoperate with the Mac clipboard. In Terminal it's shift-ctrl-C and shift-ctrl-V.

    #Parallels #Virtualization

  17. 🚀 Deploy a virtual load balancer on Proxmox VE.

    Our latest technical guide covers the complete journey — from VM creation and networking to 2-node HA, security, SSL/TLS, testing and monitoring.

    Build a flexible and resilient application delivery platform with RELIANOID.

    🔗 relianoid.com/resources/knowle

  18. [ Blog ] Is the VMware 9 upgrade worth the cost and complexity?

    With the release of VMware VCF 9, many organizations are now facing a key question: "Is the VMware VCF 9 upgrade worth the cost and complexity?"

    VMware Cloud Foundation (VCF) 9 appears to be a significant strategic decision with a number of potential benefits, especially for organizations rviv.ly/Y9EASC

  19. @winboat just announced Helios their vGPU support and it definitely is a game changer.

    It addresses quite a lot of workflows but unusable for others. So why is that?

    Helios is API-level paravirtualization. What it's doing is effectively shimming the draw calls as they happen on Windows. It installs its own Vulkan driver in the guest, that driver serializes the calls and sends them over a virtio channel to the Linux host, and the host replays them on the real GPU. The finished frames then come back through a display driver (the Looking Glass IDD) over shared memory. So it's pretty nifty but there are some catches with that approach.

    One is you will always be behind and chasing things, like what Wine does. You're translating DirectX, OpenGL and OpenCL onto the one API you actually forward, so you have to constantly maintain the translation layers as games and apps start depending on new features. You're never done with it.

    The second and bigger one for users is the guest doesn't see a GPU. At best it sees a generic virtual device, not a native NVIDIA or AMD GPU, so software will not try accelerating on it. It won't work with CUDA or advanced workloads, since there is no client-side AMD or NVIDIA driver at all. Software like Cinema 4D, Ansys, Davinci Resolve, Siemens NX or many others checks for a real vendor GPU before turning on acceleration, and when it doesn't find one it just falls back to the basic Windows software renderer or refuses entirely. You can in theory emulate a Nvidia card being plugged in, but it won't accelerate like one if it doesn't see the proper drivers.

    There will also be latency, but this only matters for some workloads. Every submission crosses the VM boundary and every frame gets captured and copied instead of properly scanned out. If you're on Photoshop for example it will be fine, but for fast games or anything sensitive to frame timing it's a tax that passthrough doesn't pay.

    #linux #virtualization #Photoshop #nvidia #amd #gpu

  20. @winboat just announced Helios their vGPU support and it definitely is a game changer.

    It addresses quite a lot of workflows but unusable for others. So why is that?

    Helios is API-level paravirtualization. What it's doing is effectively shimming the draw calls as they happen on Windows. It installs its own Vulkan driver in the guest, that driver serializes the calls and sends them over a virtio channel to the Linux host, and the host replays them on the real GPU. The finished frames then come back through a display driver (the Looking Glass IDD) over shared memory. So it's pretty nifty but there are some catches with that approach.

    One is you will always be behind and chasing things, like what Wine does. You're translating DirectX, OpenGL and OpenCL onto the one API you actually forward, so you have to constantly maintain the translation layers as games and apps start depending on new features. You're never done with it.

    The second and bigger one for users is the guest doesn't see a GPU. At best it sees a generic virtual device, not a native NVIDIA or AMD GPU, so software will not try accelerating on it. It won't work with CUDA or advanced workloads, since there is no client-side AMD or NVIDIA driver at all. Software like Cinema 4D, Ansys, Davinci Resolve, Siemens NX or many others checks for a real vendor GPU before turning on acceleration, and when it doesn't find one it just falls back to the basic Windows software renderer or refuses entirely. You can in theory emulate a Nvidia card being plugged in, but it won't accelerate like one if it doesn't see the proper drivers.

    There will also be latency, but this only matters for some workloads. Every submission crosses the VM boundary and every frame gets captured and copied instead of properly scanned out. If you're on Photoshop for example it will be fine, but for fast games or anything sensitive to frame timing it's a tax that passthrough doesn't pay.

    #linux #virtualization #Photoshop #nvidia #amd #gpu

  21. @winboat just announced Helios their vGPU support and it definitely is a game changer.

    It addresses quite a lot of workflows but unusable for others. So why is that?

    Helios is API-level paravirtualization. What it's doing is effectively shimming the draw calls as they happen on Windows. It installs its own Vulkan driver in the guest, that driver serializes the calls and sends them over a virtio channel to the Linux host, and the host replays them on the real GPU. The finished frames then come back through a display driver (the Looking Glass IDD) over shared memory. So it's pretty nifty but there are some catches with that approach.

    One is you will always be behind and chasing things, like what Wine does. You're translating DirectX, OpenGL and OpenCL onto the one API you actually forward, so you have to constantly maintain the translation layers as games and apps start depending on new features. You're never done with it.

    The second and bigger one for users is the guest doesn't see a GPU. At best it sees a generic virtual device, not a native NVIDIA or AMD GPU, so software will not try accelerating on it. It won't work with CUDA or advanced workloads, since there is no client-side AMD or NVIDIA driver at all. Software like Cinema 4D, Ansys, Davinci Resolve, Siemens NX or many others checks for a real vendor GPU before turning on acceleration, and when it doesn't find one it just falls back to the basic Windows software renderer or refuses entirely. You can in theory emulate a Nvidia card being plugged in, but it won't accelerate like one if it doesn't see the proper drivers.

    There will also be latency, but this only matters for some workloads. Every submission crosses the VM boundary and every frame gets captured and copied instead of properly scanned out. If you're on Photoshop for example it will be fine, but for fast games or anything sensitive to frame timing it's a tax that passthrough doesn't pay.

    #linux #virtualization #Photoshop #nvidia #amd #gpu

  22. @winboat just announced Helios their vGPU support and it definitely is a game changer.

    It addresses quite a lot of workflows but unusable for others. So why is that?

    Helios is API-level paravirtualization. What it's doing is effectively shimming the draw calls as they happen on Windows. It installs its own Vulkan driver in the guest, that driver serializes the calls and sends them over a virtio channel to the Linux host, and the host replays them on the real GPU. The finished frames then come back through a display driver (the Looking Glass IDD) over shared memory. So it's pretty nifty but there are some catches with that approach.

    One is you will always be behind and chasing things, like what Wine does. You're translating DirectX, OpenGL and OpenCL onto the one API you actually forward, so you have to constantly maintain the translation layers as games and apps start depending on new features. You're never done with it.

    The second and bigger one for users is the guest doesn't see a GPU. At best it sees a generic virtual device, not a native NVIDIA or AMD GPU, so software will not try accelerating on it. It won't work with CUDA or advanced workloads, since there is no client-side AMD or NVIDIA driver at all. Software like Cinema 4D, Ansys, Davinci Resolve, Siemens NX or many others checks for a real vendor GPU before turning on acceleration, and when it doesn't find one it just falls back to the basic Windows software renderer or refuses entirely. You can in theory emulate a Nvidia card being plugged in, but it won't accelerate like one if it doesn't see the proper drivers.

    There will also be latency, but this only matters for some workloads. Every submission crosses the VM boundary and every frame gets captured and copied instead of properly scanned out. If you're on Photoshop for example it will be fine, but for fast games or anything sensitive to frame timing it's a tax that passthrough doesn't pay.

    #linux #virtualization #Photoshop #nvidia #amd #gpu

  23. @winboat just announced Helios their vGPU support and it definitely is a game changer.

    It addresses quite a lot of workflows but unusable for others. So why is that?

    Helios is API-level paravirtualization. What it's doing is effectively shimming the draw calls as they happen on Windows. It installs its own Vulkan driver in the guest, that driver serializes the calls and sends them over a virtio channel to the Linux host, and the host replays them on the real GPU. The finished frames then come back through a display driver (the Looking Glass IDD) over shared memory. So it's pretty nifty but there are some catches with that approach.

    One is you will always be behind and chasing things, like what Wine does. You're translating DirectX, OpenGL and OpenCL onto the one API you actually forward, so you have to constantly maintain the translation layers as games and apps start depending on new features. You're never done with it.

    The second and bigger one for users is the guest doesn't see a GPU. At best it sees a generic virtual device, not a native NVIDIA or AMD GPU, so software will not try accelerating on it. It won't work with CUDA or advanced workloads, since there is no client-side AMD or NVIDIA driver at all. Software like Cinema 4D, Ansys, Davinci Resolve, Siemens NX or many others checks for a real vendor GPU before turning on acceleration, and when it doesn't find one it just falls back to the basic Windows software renderer or refuses entirely. You can in theory emulate a Nvidia card being plugged in, but it won't accelerate like one if it doesn't see the proper drivers.

    There will also be latency, but this only matters for some workloads. Every submission crosses the VM boundary and every frame gets captured and copied instead of properly scanned out. If you're on Photoshop for example it will be fine, but for fast games or anything sensitive to frame timing it's a tax that passthrough doesn't pay.