

I just overuse parantheses instead, as you noted. You know you’re rambling when you have several layers of them, like I’m writing a conversation in Lisp.
I just overuse parantheses instead, as you noted. You know you’re rambling when you have several layers of them, like I’m writing a conversation in Lisp.
Having a web UI is useful even if you’re not using the extra tools. Not mandatory of course, but nice.
mpv supports Dolby vision (along with the Jellyfin clients that depend on it), but if you mean with streaming services, that’s unlikely to happen due to DRM.
Neither Reddit nor Lemmy are monoliths. Yes, some are likely being hypocritical, but it’s also likely that there isn’t much overlap between those that were critical of Nvidia’s FG and not of LSFG. I say this because there is still a lot of people shitting on FG in general, whether it’s justified or not.
Another useful use case is that the tool works on videos with mpv
to interpolate to a higher frame rate. I know that subjectively not everyone likes that for film, but for footage that doesn’t rely on sets and the like such as sport and Youtube videos it’s a nice improvement.
In terms of quality vs performance, I’d say it’s somewhere between the lower quality SVP default and the higher quality (but very resource intensive) RIFE implementation. There’s also LSFG_PERF_MODE=1
and decreasing the flow rate, but the former was a pretty obvious decline in quality, but might be needed on slower GPUs.
EDIT: Another piece of advice I’ll give is to set PROTON_USE_WOW64=1
if you’re trying to run a 32-bit game, as there isn’t a 32-bit build for lsfg-vk
at the moment. The env above allows 32-bit games to use 64-bit dependencies, provided it’s a Windows game and you use a recent version of Proton (Experimental and likely Proton GE 10 or greater).
Yes, although the approach that was fixed only applies to Hyprland and some other wlroots compositors. You can use the virtual edid approach on other systems, but it may not be supported on Nvidia GPUs. You can also use it as a simple supersampling method, such as rendering at 1600p to a Steam Deck, for example.
It’s so LFC works properly. If there isn’t a large range to work with, you can end up with gaps where VRR doesn’t work, causing stuttering or tearing. LFC is needed in general because you want VRR to still work when FPS drops below the minimum frame rate. And while it’s more of an issue with OLED displays there can be negative side effects such as flickering if the display minimum refresh rate is set too low.
The 120Hz refresh rate doesn’t seem to make a lot of sense if frames can’t even transition at a rate that keeps up with it.
The main use is for VRR, with bigger ranges making it more usable (and input latency should improve, but few games are going to run at 120fps). However, it seems like the feature is mostly broken in retail games, with it only really working in that paid tie-in game.
The original impetus to do these comparisons was that there were reports of significant motion blur on the Switch 2, so comparing it was the whole point.
And indeed, it’s even worse than the original LCD Switch display.
There’s some cheap 2.5gbps managed switches on AliExpress if you’re willing to import. I think that speed for switches is still kind of uncommon so you have relatively few offerings in Western countries.