Ginjutsu

joined 1 year ago
MODERATOR OF
[–] [email protected] 10 points 1 year ago (4 children)

Still got one on my Sony Xperia 1 IV

 

cross-posted from: https://www.reddit.com/user/Maxlastbreath/comments/15r1x5t/totk_optimizer_mod_manager_release_120_huge/

Announcements

Many of you may know me as MaxLastBreath, the guy that made the Popular TOTK Setup Guide - Recovered Page from release days. I've been working on a Mod Manager/Optimizer for TOTK for the past few months, Reddit Thread to Version 1.0.0 have been well received with over 6+ thousand downloads Across different platforms.

Plans and Information

The development of this tool will continue till the end of life for TOTK and possibly after. I want to make this tool basically do everything to make TOTK a better experience for everyone, I've gotten a lot of positive feedback on the initial release and what came after! I've been working hard on improving the tool's functionality and fixing various bugs along the way. I'm in a team of me and myself, so it takes some time :D.

Thank you for anyone that decides to give this tool try and everyone that decides to drop a few bucks here and there (Honestly it means a lot).

If you want to support further development of this tool and other things - Kofi Page

Installation - Download

  • WARNING!
  • Windows will flag this file, until enough users have ran it. The code is unsigned and costs a lot of money to sign it monthly.
  • If you are concerned you can always download all the code, review it and compile it yourself as an alternative! :)
  • Download the Windows or Linux Version(s) and just run the respective .exe(Windows) or .appImage(linux)!

New Features 1.2.0

  • New GUI, various animations, icons (all hand drawn by me)
  • Now GUI Scales with resolution.
  • Fully supports Ryujinx and it's custom portable folder structure.
  • Up to 50 cheats added for each version, with the ability to toggle between what cheats you want and all of them will be made in a single file, making things a lot cleaner in Yuzu and Ryujinx!
  • Automatically backups your TOTK Save file upon using any cheats, this will be optional in a later update.
  • Hovertips are added for each element outside of Cheats tab. (Hovering will display a description of what that setting does) - (WIP) more improvements to come.
  • All selected cheats are remembered in the Optimizer config file, letting you easily tweak what you have selected.

Improvements to GUI and more!

(OLD) Features 1.0.0 - 1.1.0

  • Auto Update DFPS and full support for all of it's new features since 1.5.5.
  • Mod manager will now make a prompt to update when first ran if there's a new update available.
  • Ensures compatibility with mods, It will disable UI mods created from the mod manager if they are switch automatically.
  • Warns the user and sets required settings to work with DFPS!
  • Various UI mods and First Person camera Mods
  • Various optimization Mods.
  • Presets for different settings and Presets for TOTK SETTINGS based on recommended settings for certain GPUs.
  • Supports Portable versions of both YUZU.
  • Dynamically sets an Announcement window that shows various different information.
  • Save backups built in, makes it easy to backup your save files with a click of a button.
  • Checks if the portable folder config has the correct path and warns the user if it doesn't.
  • Full Dynamic support to all future release of TOTK. Versions 1.2.0++
  • Full support for Linux and SteamOS (Steamdeck)

Special Thanks to

  • u/PixelKiri, HUGE help with testing the manager and suggesting changes!
  • Meeko, HUGE help with STEAMOS and Steamdeck support!
  • Jake for testing for Linux
  • Hoverbike for testing a lot of mods!
  • All the mod credits are available in the GITHUB!
[–] [email protected] 13 points 1 year ago (1 children)

Ladies and gentlemen: The Wife Blazer

 
[–] [email protected] 2 points 1 year ago

Killing Floor. I'll probably be playing that game till the day I die.

[–] [email protected] 33 points 1 year ago (1 children)

what a stupid way to die

194
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
[–] [email protected] 11 points 1 year ago

you got 30 more minutes to place a pixel, lol

[–] [email protected] 2 points 1 year ago (5 children)

Oh wow, looks like you're right. Nice find! Honestly if we have the time, I'm down to complete the rest of the outfit using their template.

 

It doesn't look like anyone's going to complete whatever was being drawn in this area, so I figured I'd turn it into a holy Neco-Arc. If you wanna contribute, click this link and it should automatically set up the template for you :)

[–] [email protected] 4 points 1 year ago

Glad to know I wasn't the only one, lol.

[–] [email protected] 17 points 1 year ago

Aw man, I feel like the party was just gettin' started 😭

[–] [email protected] 6 points 1 year ago (2 children)

This and the way Mastodon handles likes/favorites are the biggest things holding them back right now, IMO. People don't want to bother with a social media they actually have to put in the work to curate themselves, hell the algorithm is one of the main reasons why TikTok is so successful. Also, by having favorites (which is... weird and confusing? Just call it "likes", you don't need to reinvent the wheel here). Not only do people get confused between favoriting something and bookmarking something, but since it's only counting the favorites from your instance, it makes it look like posts are getting barely any interaction, giving this "screaming into the void" feeling that will cause a lot of users to lose interest. The number of ~~likes~~ favorites needs to be cumulative across instances.

[–] [email protected] 2 points 1 year ago (3 children)

Aurora Store would probably be your best bet, honestly.

[–] [email protected] 3 points 1 year ago

I was more so commenting on how painted road lines here become nearly invisible when it rains. AFAIK, a lot of self driving tech relies on visible road lines to direct itself, but maybe the tech is good enough now to where it doesn't really matter.

In any case, I guess it can't be much worse than how the human drivers here handle things, lol.

 
 

cross-posted from: https://toast.ooo/post/232185

Hey all,

I’ve got an exciting thing to announce today, Canvas — Lemmy’s r/Place!

We need to get our own traditions over here in the Threadiverse, why not start off with our own r/Place

This weekend, we will open up a canvas to all Lemmy users, each user will be able to place 1 pixel every minute. This event will last 72 hours, starting midnight EST on the 4th and ending at 11:59pm EST on the 6th

Some instances that are joining in:

Join the Lemmy Community [[email protected]](/c/[email protected])

Join the Matrix Space #lemmy-canvas:matrix.org

 

cross-posted from: https://www.reddit.com/user/ChucksFeedAndSeed/comments/14xksce/beta1_totk_dynamicfps_v155beta1_custom_internal/

E: EA 3764 was finally released, sadly pineapple builds still have pretty high RAM usage, a reduced memory usage build can be found at https://www.reddit.com/user/ChucksFeedAndSeed/comments/15532qa/pineapple_ea_3764_reducedramusage_build/


E: Also posted a modded Yuzu build to reduce RAM usage with this at https://www.reddit.com/user/ChucksFeedAndSeed/comments/14xksce/beta1_totk_dynamicfps_v155beta1_custom_internal/js3cwlp/, if you try it lemme know how it goes!


E: beta3 released to hopefully fix the hanging issues with beta2: https://www.reddit.com/user/ChucksFeedAndSeed/comments/14xksce/beta1_totk_dynamicfps_v155beta1_custom_internal/jrzm4mu/


Been looking through more of the game, seem to have found a way to increase games internal res above 1080p, letting the game scale up to 1440/2160/etc natively, without needing to use emu scaling.
This lets us get around some of the issues with the emu scalers, such as the sky-island / edge / AO / shadow issues, hopefully allowing those effects to scale up properly 😺

For this to work some of the engine internals around memory heap sizes had to be tweaked.
Because of that, the game will require the increased memory option in the emulator to be enabled for above-1080p resolutions to work.

In Yuzu this can be enabled in Configure > System > Unsafe extended memory layout (8GB DRAM).
In Ryujinx you can enable it via Options > Settings > System > Use alternative memory layout (Developers).

(E: newer Yuzu versions have separated the extended memory option into 3 settings, 4GB / 6GB / 8GB - I'd recommend trying with the 6GB setting first to try and minimize memory usage, if you get any crashes on load then try increasing it to 8GB)

As both emus point out, there's a chance this increased memory could cause instability, or the res increase itself might have certain issues.
This hasn't been tested too thoroughly yet, for those brave enough to try it please let me know if you find any issues!

So far the only downgrade I've noticed compared to emu-scaler is the image seeming slightly less sharpened compared to emu.
It's only really noticeable when taking still-shots though, in motion it looks pretty much the same (but with none of the strange edge/AO artefacts :)
(I know the emu-scaled versions seemed a bit oversharpened to some people too, so maybe this is just how the game is actually meant to look at higher res?)

Note that performance with this seems very slightly lessened (~5FPS difference) compared to emu-scaler, likely because things like AO/shadow buffers now get scaled up by the game.
Not too sure about how memory usage might be different, would be interested in any comparisons!
(E: maybe it's emu-dependant but I've also heard the opposite from some people too, with FPS gains coming from using this, interesting, if you try it please let me know your experience!)

If the performance hit is too much for you I'd recommend using the emu-scaler with /u/PixelKiri's new sky-island edge fix, helps clean up a lot of the issues that the emu-scaler has.
(many thanks to them for helping test this mod & giving it a look over too!)

Any comparisons with the emu-scalers would be appreciated, or if you have any other thoughts/questions about it please let me know!


DynamicFPSv1.5.5beta1.zip download: https://pixeldrain.com/u/3DSbhLXf

Compatible with all game versions.

Make sure to enable extended/alternate memory layout in your emu settings for the resolution mod to work, otherwise internal res will be limited to 1080p.

If you choose a resolution above 1920x1080 it's recommended to keep emu at 1x scale, the res you chose should get used fine (you can still use emu-scaler with it if you like, but that will likely bring back the scaling issues which were mentioned above)

Recommend using this with the Disable Quality Reduction patch too, otherwise game may drop to ~80% of internal res, even with FSR/DynamicRes disablers.

If anyone would like to support my work I have a ko-fi page at https://ko-fi.com/ChucksFeedAndSeed :)


To set it up make sure to extract all the folders included in the ZIP into your games mod directory (in Yuzu: right click game in game list -> Open Mod Data Location), also make sure to disable any older dynamic FPS / resolution mods.

Ryujinx: I'm not sure if Ryu has a way to toggle mods selectively, you may need to remove the folders of the optional mods you don't want (if all are left active it should make 60FPS take precedence over the others).

Yuzu: keep Yuzu speed limit at 100% if you want to use the new FPS options, also recommend keeping the Sync to framerate of video playback advanced graphics option disabled if you intend to use 60FPS cutscene mods.

The INI can also be changed to use a custom resolution too, but it's only been tested with 16:9 ones so far, if you try anything different let me know how it goes!


Known issues:

  • mods that change heap sizes might not work properly with this, atm this will just force the heap size to (vanilla size) + (the size increase we calculated), so any increased size from mods won't be added to it...
    The heap sizes could be interesting to look into, heard of others being able to reduce stuttering/improve perf by changing them, maybe being able to keep more things in memory instead of needing to decompress from romfs could help things somewhat.
    In case anyone ever tries looking into it, next version will adjust things to try and preserve any size increases.
  • not every rendered texture/buffer gets scaled up by the game (unlike emu-scaler which scales up majority of them, albeit with slight artefacts), shadow texture is the most obvious one affected, but this also causes things like the blurred background in inventory screen to look low-res, luckily shadow res can be adjusted in code, but since that blurred background is done via games UI system it looks like it might need UI layout files to be changed instead.
  • (fixed in beta3 onward): certain res options (1440p, maybe 2880p) might prevent game from booting, it's an issue with how shadow buffer size is worked out afaik, you can workaround it by editing the resolution_1440p.ini / resolution_2880p.ini, and change the ResolutionShadows line to ResolutionShadows = 2048 or ResolutionShadows = 4096
  • Using resolutions that aren't integer multiples of 1080p (eg. 2560x1440, which is 1.3333... times 1080p) may show some white edge artefacts.
    This is kinda strange since games default 1600x900 (and handheld 1280x720) both aren't integer multiples... got some ideas about it, will look into it more soon (thanks to /u/PixelKiri for letting me know!)
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