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Hell Nirvana.9045

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Posts posted by Hell Nirvana.9045

  1. > @"mozlima.4015" said:

    > > @"Hell Nirvana.9045" said:

    > > > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > > > @"Hell Nirvana.9045" said:

    > > > > I've set up a ~/.config/pulse/daemon.conf to increase my system's audio quality:

    > > > > ```

    > > > > default-sample-format = float32le

    > > > > default-sample-rate = 48000

    > > > > alternate-sample-rate = 44100

    > > > > default-sample-channels = 2

    > > > > default-channel-map = front-left,front-right

    > > > > default-fragments = 2

    > > > > default-fragment-size-msec = 25

    > > > > resample-method = soxr-vhq

    > > > > remixing-produce-lfe = no

    > > > > remixing-consume-lfe = no

    > > > > high-priority = yes

    > > > > nice-level = -11

    > > > > realtime-scheduling = yes

    > > > > realtime-priority = 9

    > > > > rlimit-rtprio = 9

    > > > > daemonize = no

    > > > > ```

    > > > > It sounds problem-free, save for GW2.

    > > > > If I have another sound source, like mpv in the background, GW2 seems to be starving on audio processing, resulting in stutters and pops. This is especially prominent in low frequencies.

    > > > > I've tried other games through Wine, playing music through my library application, and playing audio through Firefox. Only GW2 struggles.

    > > > > I haven't tried the new package yet, but would it even help, considering you haven't rebased it to newer versions yet?

    > > > >

    > > > > If I start mpv playback after booting up GW2, there appears to be no audio issues either way...

    > > > >

    > > > > Edit:Commenting out the fragment settings, restoring them back to defaults, didn't seem to help.

    > > >

    > > > I banned pulse from my system. Max quality settings in gw2, listening to spotify, youtube, discord, vlc..

    > > >

    > > > no audio problems ever.

    > > >

    > > > Just say with me: audio daemons are evil and utterly useless for 90% of the userbase.

    > > >

    > > > (since discord hard depends on pulseaudio - so stupid - I use the apulse wrapper with it. Works.)

    > >

    > > I realised that half of my config were already defaults, so I've trimmed it down. Haven't narrowed the culprit down yet.

    > > My only problems rise when listening to something locally stored via mpv.

    >

    > Whats is your distro?

    > Did you change ~/.config/mpv/mpv.conf?

    > Did you change ~/.config/pulse/default.pa?

    > Did you change ~/.asoundrc?

     

    I dug more into my issues (which expanded beyond GW2, in the end), and had to force 48000 Hz in mpv.conf.

    Issues occurred when mpv was playing 44100 Hz audio, but other software were playing 48000 Hz audio. Mpv seems to prefer the source's frequency over system settings by default.

  2. > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > @"Hell Nirvana.9045" said:

    > > I've set up a ~/.config/pulse/daemon.conf to increase my system's audio quality:

    > > ```

    > > default-sample-format = float32le

    > > default-sample-rate = 48000

    > > alternate-sample-rate = 44100

    > > default-sample-channels = 2

    > > default-channel-map = front-left,front-right

    > > default-fragments = 2

    > > default-fragment-size-msec = 25

    > > resample-method = soxr-vhq

    > > remixing-produce-lfe = no

    > > remixing-consume-lfe = no

    > > high-priority = yes

    > > nice-level = -11

    > > realtime-scheduling = yes

    > > realtime-priority = 9

    > > rlimit-rtprio = 9

    > > daemonize = no

    > > ```

    > > It sounds problem-free, save for GW2.

    > > If I have another sound source, like mpv in the background, GW2 seems to be starving on audio processing, resulting in stutters and pops. This is especially prominent in low frequencies.

    > > I've tried other games through Wine, playing music through my library application, and playing audio through Firefox. Only GW2 struggles.

    > > I haven't tried the new package yet, but would it even help, considering you haven't rebased it to newer versions yet?

    > >

    > > If I start mpv playback after booting up GW2, there appears to be no audio issues either way...

    > >

    > > Edit:Commenting out the fragment settings, restoring them back to defaults, didn't seem to help.

    >

    > I banned pulse from my system. Max quality settings in gw2, listening to spotify, youtube, discord, vlc..

    >

    > no audio problems ever.

    >

    > Just say with me: audio daemons are evil and utterly useless for 90% of the userbase.

    >

    > (since discord hard depends on pulseaudio - so stupid - I use the apulse wrapper with it. Works.)

     

    I realised that half of my config were already defaults, so I've trimmed it down. Haven't narrowed the culprit down yet.

    My only problems rise when listening to something locally stored via mpv.

  3. I've set up a ~/.config/pulse/daemon.conf to increase my system's audio quality:

    ```

    default-sample-format = float32le

    default-sample-rate = 48000

    alternate-sample-rate = 44100

    default-sample-channels = 2

    default-channel-map = front-left,front-right

    default-fragments = 2

    default-fragment-size-msec = 25

    resample-method = soxr-vhq

    remixing-produce-lfe = no

    remixing-consume-lfe = no

    high-priority = yes

    nice-level = -11

    realtime-scheduling = yes

    realtime-priority = 9

    rlimit-rtprio = 9

    daemonize = no

    ```

    It sounds problem-free, save for GW2.

    If I have another sound source, like mpv in the background, GW2 seems to be starving on audio processing, resulting in stutters and pops. This is especially prominent in low frequencies.

    I've tried other games through Wine, playing music through my library application, and playing audio through Firefox. Only GW2 struggles.

    I haven't tried the new package yet, but would it even help, considering you haven't rebased it to newer versions yet?

     

    If I start mpv playback after booting up GW2, there appears to be no audio issues either way...

     

    Edit:Commenting out the fragment settings, restoring them back to defaults, didn't seem to help.

  4. > @"Ooops.8694" said:

    > Maybe i misunderstand your post but wine-5.19 and wine-staging-5.19 are not the same at all. While staging is used as a testing area for wine it's not some development-version in a classical sense where wine-staging-x.y is "promoted" to wine-x.y when it's deemed stable enough.

    > Wine-staging is a separate special set of patches to be applied on top of wine, often to fix special problems/performance issues, sometimes with only a single game. Some of these patches are experimental or even quite "hacky" and while some of the staging stuff later finds it's way into the regular version there are some quick fixes that were never really meant to be kept but just temporarily "plug some hole" until a proper stable patch exists.

    > So of course wine and wine-staging have the same version number. That's how it's supposed to be: Every wine-staging version has the same number as the regular version it's based on, then adds some patches (which can be added separately too instead of applying them all as many package maintainers do for the repos).

    > And because of this wine and wine-staging with identical version numbers may have very different levels of stability/performance for many games and you should probably always use the staging branch if you're after the best possible performance...

    >

    > PS: Speaking of experimental patches... Can someone confirm arcdps being broken on wine-staging-5.19? I had no time yet to do extensive tests to see if the problem lies in wine-staging alone (5.18 and earlier still works) or if it's also related to nvidia being nvidia and not providing a working driver for the up-to-date kernel...

     

    I may have misunderstood it. I thought it was weird how there's no stable Wine release (5.02, according to WineHQ) on offer. Just development(?) and staging.

  5. > @"dusanyu.4057" said:

    > as far as wine in manjaro i can give you some tips

    >

    > first if you are using a AMD GPU turn on ACO you can do this by editing /etc/environment and adding the following line

    > RADV_PERFTEST=aco

    >

    > next for WINE both regular and 32 run the following command it will add wine, winetricks, lutris and all the required libraries as well as gamemode

    >

    > sudo pacman -S wine-staging giflib lib32-giflib libpng lib32-libpng libldap lib32-libldap gnutls lib32-gnutls mpg123 lib32-mpg123 openal lib32-openal v4l-utils lib32-v4l-utils libpulse lib32-libpulse libgpg-error lib32-libgpg-error alsa-plugins lib32-alsa-plugins alsa-lib lib32-alsa-lib libjpeg-turbo lib32-libjpeg-turbo sqlite lib32-sqlite libxcomposite lib32-libxcomposite libxinerama lib32-libgcrypt libgcrypt lib32-libxinerama ncurses lib32-ncurses opencl-icd-loader lib32-opencl-icd-loader libxslt lib32-libxslt libva lib32-libva gtk3 lib32-gtk3 gst-plugins-base-libs lib32-gst-plugins-base-libs vulkan-icd-loader lib32-vulkan-icd-loader lutris gamemode winetricks -y

    >

    > those two steps will give you the best possible gaming experience for any game you could want to play and not just Guild Wars 2

    >

    >

    >

     

    wine package is updated the same as wine-staging is in the repos (both are at 5.19-1 as of now), so staging one shouldn't be necessary.

    I do not know why they have essentially two staging packages.

  6. > @"kanemi.4903" said:

    > > @"ArmoredVehicle.2849" said:

    > > > @"VAHNeunzehnsechundsiebzig.3618" said:

    > > > Also ACO is now enabled by default for radv:

    > > >

    > > > WARNING: Unknown option RADV_PERFTEST='aco'. ACO is enabled by default now.

    > > >

    > > >

    > >

    > > I think if it's just a harmless warning it's safe to keep it in the package for those not running the upcoming 20.2.x. Otherwise I can always implement an if/else line in the script :)

    > >

    > > > @"kanemi.4903" said:

    > > > Those who run teh game with proton has any problem with LTC?

    > > >

    > >

    > > Sorry what does LTC stand for?

    >

    > 'Lion Trade Company'

    > If i run gw2 with proton, LTC does not work.

    > anyone else who run the game w proton has the same problem or is just me?

     

    The trading post and gem store? Both work for me.

  7. So, I've gotten myself a second monitor, which is 1440p. GW2 refuses to switch to this resolution, staying at 1080p...

    I tried increasing the DPI in Wine Settings, didn't change a thing. Emulating virtual desktop just launched the game in a window.

     

    Edit: I tried with other games, and they work in 1440p just fine.

     

    Edit2: Game's clearly getting it's display properties from my secondary screen (I've set the 1440p as primary). It's clear, because I noticed that the game limits itself to 50 fps, because the secondary had dropped to 50 Hz after I connected the new one. I fixed it back to 60, and game is now running at that.

    Also, the cursor jumps to the secondary screen when I get past the launcher. The launcher does open on the main monitor.

     

    Is this something that was set when I first installed this standalone Wine package for this game? Should I reinstall so that the game notifies the new primary display?

     

     

    Edit3: Nevermind, had to go force the new resolution via the GFXSettings.GW2.exe.xml

  8. > @"Nevin Kiludan.2639" said:

    > I try to add GW2 into Steam in a way that I can use the Steam Overlay, Steam Broadcasting and Steam Link with Steam Controller to work. Has anyone got this working and which are the steps to take to get this running in a way that I am able to play GW2 via Steam Link on my TV?

    >

    > ~~Having said this, I have performance issues with this version. I mean, in the past I could e.g. set the CPU governor to `performance` and FPS almost doubled, Currently I have no effect at all and with Ryzen 3800X + GTX1070 the performance should be higher than 15-20FPS or?~~ --> SOLVED: Disable FSYNC and enable ESYNC

    >

    > On the other hand, the Lutris version of GW2 does add to Steam but suddenly misses Steam Overlay and therefore Steam Link features. Additionally, having added GW2 to Steam arcdps is no longer working, too.

    >

    > I did clean install both versions, but it looks like each one has its issues to prevent me from playing it via Steam Controller. Do you have any ideas how each of those issues can be fixed or even all of them?

     

    +1

    I've also tried to get the overlay working. Nothing seems to work. It's possible you'd have to run the game through Proton instead.

  9. > @"Suzumiya.3049" said:

    > > @"Hell Nirvana.9045" said:

    > > > @"Barabeam.4638" said:

    > > > > @"Hell Nirvana.9045" said:

    > > > > Does anyone have experience running both GW2Hook (essentially ReShade) and arcdps simultaneously?

    > > > > I'm moving from Windows to Manjaro soon, and wondering whether I have to make a choice which to drop.

    > > > >

    > > > > Edit: The DLL files I have to use arcdps and GW2Hook together is to name arcdps as d3d9.dll, grab d3d9_chainload.dll linked on deltaconnected's website for ReShade, and GW2Hook as ReShade64.dll

    > > >

    > > > Hi, to be honest I haven't tried to run GW2Hook on linux, but I am using a vkBasalt (https://github.com/DadSchoorse/vkBasalt) which is described as: ("vkBasalt is a Vulkan post processing layer to enhance the visual graphics of games"). It has its own modifiers, and it can be configured to use Reshade shaders. It doesn't have a GUI, so I had to do a lot of tinkering to link things properly and set up the graphics to my liking :)

    > > >

    > > > Edit: There is a GUI application that can be used to configure vkBasalt to your liking (https://github.com/benjamimgois/goverlay), it can also configure Mangohud which is an overlay that can display fps, temps, cores utilization and more. I haven't tried it yet though and this is why I forgot to mention it.

    > >

    > > The reason I use GW2Hook as my ReShade version is the UI bypass. I don't believe it's done right anywhere else...

    >

    > Is it legal to use GW2Hook?

     

    As legal as ReShade. It's just that, but built for GW2, specifically.

  10. > @"Barabeam.4638" said:

    > > @"Hell Nirvana.9045" said:

    > > Does anyone have experience running both GW2Hook (essentially ReShade) and arcdps simultaneously?

    > > I'm moving from Windows to Manjaro soon, and wondering whether I have to make a choice which to drop.

    > >

    > > Edit: The DLL files I have to use arcdps and GW2Hook together is to name arcdps as d3d9.dll, grab d3d9_chainload.dll linked on deltaconnected's website for ReShade, and GW2Hook as ReShade64.dll

    >

    > Hi, to be honest I haven't tried to run GW2Hook on linux, but I am using a vkBasalt (https://github.com/DadSchoorse/vkBasalt) which is described as: ("vkBasalt is a Vulkan post processing layer to enhance the visual graphics of games"). It has its own modifiers, and it can be configured to use Reshade shaders. It doesn't have a GUI, so I had to do a lot of tinkering to link things properly and set up the graphics to my liking :)

    >

    > Edit: There is a GUI application that can be used to configure vkBasalt to your liking (https://github.com/benjamimgois/goverlay), it can also configure Mangohud which is an overlay that can display fps, temps, cores utilization and more. I haven't tried it yet though and this is why I forgot to mention it.

     

    The reason I use GW2Hook as my ReShade version is the UI bypass. I don't believe it's done right anywhere else...

  11. Does anyone have experience running both GW2Hook (essentially ReShade) and arcdps simultaneously?

    I'm moving from Windows to Manjaro soon, and wondering whether I have to make a choice which to drop.

     

    Edit: The DLL files I have to use arcdps and GW2Hook together is to name arcdps as d3d9.dll, grab d3d9_chainload.dll linked on deltaconnected's website for ReShade, and GW2Hook as ReShade64.dll

  12. There seems to be something weird going on with the scaling on my end. My guild mate is getting 9 (with the trait showing correct scaling) stacks on their Revenant, while I'm stuck at 7, even though that trait says 9. They use Torment runes, but that's not the cause. Something in my build isn't making Torment scale correctly.

     

    I'm using full Viper gear (weapons, armour and trinkets), with Superior Runes of Nightmare. Sigils are of Geomancy, of Earth, and of Doom.

  13. > @"Clownmug.8357" said:

    > > @"Hell Nirvana.9045" said:

    > > It's an unavoidable effect, since having a condition on yourself puts you in combat. You could turn in into a combat-only trait, but you'd have to enter combat in an area just once to end up in the same situation.

    >

    > Might as well make it combat-only anyways just to prevent trolling like killing friendly necros that have Plague Signet equipped.

     

    But like I said, it wouldn't change much.

  14. Replenishing Despair's self-Torment should scale with Revenant's condition duration, much like self-conditions do on Necromancers.

    Right now, I can't get beyond 7 second duration per stack on a condition Revenant build, if I have Pact of Pain selected. Even the tooltip on Replenishing Torment says I should have a duration of 8¾ seconds with the current condition duration. Up to 9 seconds with buffs.

    The synergy with Permeating Pestilence feels very lackluster right now, being able to transfer just 7 stacks of Torment with a duration of 7 seconds max after swapping legends.

    Because of this, Acolyte of Torment with its 10% damage increase to Torment seems to be the choice in every scenario right now.

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