225
a promise (lemmy.world)
26
193
submitted 1 year ago* (last edited 1 year ago) by Ginjutsu@lemmy.world to c/videos@lemmy.world
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submitted 1 year ago by Ginjutsu@lemmy.world to c/canvas@toast.ooo

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 :)

[-] Ginjutsu@lemmy.world 25 points 1 year ago

Damn, never even realized he was in an Ace Ventura movie. What an explosive career.

[-] Ginjutsu@lemmy.world 21 points 1 year ago

lord, this soul is beyond saving

1
No World Limits (gamebanana.com)
[-] Ginjutsu@lemmy.world 38 points 1 year ago* (last edited 1 year ago)

Seems like onboarding will be handled by a bot, so I imagine it shouldn't really matter what instance you're using. As for instances that are "Joining in", I think that just refers to Admins for those instances promoting the event.

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submitted 1 year ago* (last edited 1 year ago) by Ginjutsu@lemmy.world to c/fediverse@lemmy.world

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 [!canvas@toast.ooo](/c/canvas@toast.ooo)

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

1

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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[-] Ginjutsu@lemmy.world 76 points 1 year ago

It's quite... shapely?

60
submitted 1 year ago by Ginjutsu@lemmy.world to c/games@lemmy.world
[-] Ginjutsu@lemmy.world 152 points 1 year ago

ProTip: you can easily deflate a car's tires by placing a small pebble in the valve cap before screwing it back on

1
submitted 1 year ago by Ginjutsu@lemmy.world to c/jwst@lemmy.world
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submitted 1 year ago* (last edited 1 year ago) by Ginjutsu@lemmy.world to c/voyagerapp@lemmy.world

I noticed that when browsing posts which contain a link to an MP4 file, Voyager very conveniently embeds the video in the post. This is an awesome feature and AFAIK, Liftoff and Voyager are the only Lemmy apps I've tested that do this.

Unfortunately, it doesn't seem to work well for IPFS links, even when including an .mp4 filename at the end of the URL. Doing this will allow the video to embed just fine on the Lemmy-UI web interface, but it won't carry over to the app interface.

I'm posting this as IPFS is a great option for decentralized video sharing online and it would be super nice to have it work just like any other MP4 url. I imagine it would be a simple fix, but I'm not too familiar with coding for applications, so someone else may have a better idea of what's going on under the hood that's preventing it from working. I've submitted this post with a link to an unrelated video for demonstration and testing purposes.

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[-] Ginjutsu@lemmy.world 42 points 1 year ago

You do realize that many people on this instance participate in blahaj.zone communities, right? Why call people 'weirdos' for actually caring about how the communities and instances which they interact with are ran?

I feel like you're being unnecessarily inflammatory here. People are entitled to discuss whatever they want to when it comes to the Fediverse in this community, and this topic falls well within that category. No need to attack people for sharing their opinions on the matter.

[-] Ginjutsu@lemmy.world 45 points 1 year ago* (last edited 1 year ago)

Ah, the good ol' 'administrator discretion'. Seems like a classic case of power-tripping site admins doubling down on their opinion while disregarding any notion that they may be in the wrong. Can't say I'm surprised - it was only a matter of time before we saw this kind of behavior in the threadiverse.

Regardless of how you may feel about NSFW content on Lemmy, this is a huge red flag for lemmy.blahaj.zone, and I would advise against people joining that instance purely based on the admins' apparent inability to properly investigate or understand the content that they federate with. Hopefully they can clarify their rules in the near future and justify why exactly this defederation happened, or reverse their decision, swallow a little bit of pride, and admit they were in the wrong.

EDIT: More admin correspondence can be found here.

Very 'my way or the highway' behavior from the blahaj.zone admins. Really not a good look.

[-] Ginjutsu@lemmy.world 30 points 1 year ago

Greg Abbot can fucking burn for all I care. Fuck that piece of shit cunt right up his ass.

[-] Ginjutsu@lemmy.world 149 points 1 year ago

AFAIK, lemmy.ml and lemmygrad.ml use it because the ml can also stand for "Marxist-Leninist", and the two primary maintainers of Lemmy are Marxist-Leninists . Not sure about the others though.

[-] Ginjutsu@lemmy.world 130 points 1 year ago* (last edited 1 year ago)

I think B looks the nicest of the three by far. Good use of a monochromatic color scheme, nice balance between background and foreground elements, perfectly readable at a distance.

The design direction of A is a bit busy and stands out a little too much IMO, it looks kind of out of place next to stock iOS apps. C looks a bit too amateur, and has several tangents in it that really bother me - I do like the overall idea of it, but it could really use a rework.

[-] Ginjutsu@lemmy.world 56 points 1 year ago

Link to 9 news report w/ video

Full article text

A Sydney sailor who survived months at sea eating raw fish and drinking rainwater with his dog is "stable and very well", his doctor has said.

Tim Shaddock, from Sydney, and his dog Bella were found stranded in the Pacific Ocean after their boat was damaged in a storm, weeks into their trip from Mexico to French Polynesia.

Shaddock's doctor told 9News the man had "normal vital signs".

Professor Mike Tipton, an ocean survival expert, says luck was only a part of the pair's incredible story.

"It's a combination of luck and skill," he told Weekend Today.

"And also knowing for example, as Tim did, that during the heat of the day you need to protect yourself because the last thing you want when you're in danger of becoming dehydrated is to be sweating."

Tipton said the key element for survival was being able to secure a fresh supply of water - and for Shaddock this came down to climate and location.

"These voyages of any great length tend to occur in the Pacific," he said.

"If you look back through history, they tend to occur in warm environments because if it was a cold environment you don't survive long enough."

Nonetheless, he described Shaddock's rescue as a "needle in a haystack" situation.

"People need to appreciate how small the boat is and how vast the Pacific is. The chances of someone being found are pretty slim," he said.

How did the ill-fated journey unfold?

Shaddock and Bella departed La Paz in Mexico three months ago, but just weeks into the voyage they were hit by a storm, which crippled their vessel.

The pair got the bare essentials by drinking rainwater and eating raw fish for months.

They spent their days waiting, and hoping for rescue.

Salvation came about two months later when a helicopter accompanying a tuna trawler spotted the drifting boat.

When Shaddock was found, he appeared to be healthy and in good spirits - all things considered.

"I have been through a very difficult ordeal at sea," he told 9News.

"I'm just needing rest and good food because I have been alone at sea a long time.

"Otherwise I'm in very good health."

The 51-year-old is still on his way back to dry land, where he will be met with further medical assistance.

His companion Bella is also looking safe and well.

Tipton said it would have been an isolating few months and likened Shaddock's story to a real-life Cast Away, referring to the 2000 movie tarring Tom Hanks.

He said having Bella onboard would have helped a "tremendous amount".

"I think that may have well made the difference," Tipton said. 

"You're living very much from day-to-day and you have to have a very positive mental attitude in order to get through this kind of ordeal and not give up.

"But also, having a plan, rationing yourself in terms of water and food, is really the secret to long survival voyages.

"Just imagine how dark and lonely it would feel out there at night time."

Tipton added Shaddock will need to slowly wean himself back onto a normal diet.

"It has to be a slow return to normal and he will probably need to be kept an eye on for several months."

[-] Ginjutsu@lemmy.world 21 points 1 year ago

The Ruudder steers us!

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Ginjutsu

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