Atemu

joined 5 years ago
MODERATOR OF
[–] Atemu@lemmy.ml 1 points 5 months ago

While velocity is certainly the larger contributor, it's not like mass is insignificant either. Especially for the cargo bike case where even unloaded the mass difference requires a ~5km/h change in velocity for equal kinetic energy.

When you get to very high absolute velocities, mass becomes less and less significant but we're very much at the low end here in that regard.

[–] Atemu@lemmy.ml 3 points 5 months ago (2 children)

With E-bikes it's not just the "unnaturally" fast speed but also weight and that's doubly important for powered cargo bikes.

Speed limits don't really make sense here though. What determines the amount of damage inflicted in a collision or how easy it is to avoid a collision by breaking is kinetic energy; that's what needs to be limited.

I'd just base this around what a "normal" human on a "normal" bicycle can do on flat ground with reasonable human power alone: e.g. 70kg human on a 10kg bicycle doing 25km/h. That's 80 kilogram × (25 kilometre / hour)² = 3858.02 J of kinetic energy.

Now we can assume e.g. a 20kg e-bike and calculate backwards: sqrt(3858.02 joule / (70 kilogram + 20 kilogram)) = 23.5702 km/h
Or with a 50kg cargo e-bike: sqrt(3858.02 joule / (70 kilogram + 50 kilogram)) = 20.4124 km/h.

Ideally cargo bikes would also factor measured load into them. If you carried an additional 50kg, it should only power up to 17.1498 km/h for instance.

What conditions would be "safe" under "normal" circumstances and how heavy you assume people to be are debatable and dependent on where you are (welcome to NA, +10kg avg. weight) but the mechanism should be the same.
We need to define some limit of kinetic energy that is reasonably safe for pedestrian and bicycle collisions and in line with what typical human on an unpowered bicycle would net you. Powered bicycles (or any other powered vehicle for that matter) then need to enforce that limit by way of cutting off power once the maximum kinetic energy is reached.

[–] Atemu@lemmy.ml 2 points 5 months ago

Oracle ZFS is so obscure by now that it's irrelevant.

As usual with Oracle products, it's just a means to squeeze poorly led companies.

[–] Atemu@lemmy.ml 2 points 5 months ago (1 children)

I tried to relate the limited niche where having closer together gearing makes a noticeable difference

You appear to be misunderstanding. This isn't about making gearing be closer together, this is about increasing the range of the gearing by making the low end lower and only reducing the high end by a little.

If anything, the configurations I wrote about would make gear spacing less even as the default is quite nicely spaced.

What I need to know is whether the change in the low end is actually noticeable in an uphill scenario and by how much.

So I prefer to have as wide as my drivetrain supports. If I have any choice, I prefer a tighter set of low gears and a bailout final cassette cog.

It's the same for me I think. I'd prefer some variety of low gears for uphills and some variety for relatively flat ground. I don't very much care what's in between as long as it's not too far apart.

When I start riding, I usually use one of the lower gears for half a turn and then immediately switch the hub from 64% to 100% (skipping the gear in between) which is a jump from 2.64m to 4.14m or 3.25m to 5.10m and then usually up to 5th gear (6.49m) for a bit and then the 6th gear when conditions allow.

I wouldn’t worry about the total, and would start with the widest cassette that will work with your current setup. Then I would only change the front chainring if you still feel a lack of top speed.

This again appears to be a misunderstanding: This is a 6-speed Brompton.

6-speed here means 6 gears total, including the hub.

The gearing is as follows:

  • Hub with 3 fixed ratios (64%, 100%, 157%)
  • Derailleur between two sprockets that can be equipped with a maximum of 17 teeth due to size constraints
  • One chainring (no derailleur)

I get to choose the two sprockets and the chainring. That's it; there is no wider cassette that physically fits this frame.

The reason for changing the chainring is merely to shift the gearing down which isn't possible by changing the sprockets because a sprocket larger than about 17T will physically not fit. Again, this is a Brompton with tiny 16" wheels that folds down to suitcase size.

[–] Atemu@lemmy.ml 13 points 5 months ago (1 children)

Honestly, I don't think it's a good idea to say that fediverse == activitypub in the first place.

IMHO all services that work in an open federated manner based on open federation standards are part of the Fediverse. Whether that protocol is AP, Matrix, XMPP or, yes, even Email; it's all open standards where instances openly federate with other instances that implement the same standard.
Hell, we could even bridge between protocols. Not saying it should but if Lemmy had a mailing list bridge, would you consider someone replying to Lemmy emails from their self-hosted email server as not being part of the fediverse?

For the same reason I don't consider AT to be part of the fediverse because it doesn't operate in a federated manner as control is entirely centralised.

[–] Atemu@lemmy.ml 1 points 5 months ago (3 children)

Right but I do like to ride fast when possible. It's not for competitive edge or anything; it's just comfortable.

The main thing I want answered is whether the difference in metres of development in the low end actually makes a difference and how significant they are in practice.

[–] Atemu@lemmy.ml 4 points 5 months ago

If you're not going to post what I asked for, nobody can help you.

[–] Atemu@lemmy.ml 3 points 5 months ago (1 children)

Or just generally df -h | grep tmpfs and look for any significant usage.

[–] Atemu@lemmy.ml 7 points 5 months ago* (last edited 5 months ago) (2 children)

I don't know what this tool is or how it gets its "memory" metric. If you want to continue to use it, please ascertain that these values correspond to RSS by cross checking with i.e. ps aux. RSS is the memory exclusively held by a given process which is typically what mean by the "memory usage" of any given process. Note however that this does not count anonymous pages of a process that are swapped or shared with other processes.

Going into my task manager (Resources), I can see my using is using roughly 18/32GB of RAM despite closing all apps.

This does not tell you (or us for that matter) anything without defining what "using" means here. My system is "using" 77% of RAM right now but 45% of memory is available for use because it's cached.

Please post the output of free -h aswell as swapon.

Next, please post the contents of /proc/meminfo.

Do you use ZFS?

[–] Atemu@lemmy.ml 2 points 5 months ago

That doesn't make any sort of sense in this scenario.

[–] Atemu@lemmy.ml 2 points 5 months ago

There cannot be differences between CoreCTRL and LACT; they use the exact same kernel interfaces.

Your issue is therefore also not connected to any of these GUIs but how the kernel applies your policies.

I'd recommend you try to reproduce the issue using just the raw kernel files and report the issue upstream: https://gitlab.freedesktop.org/drm/amd/-/issues/

[–] Atemu@lemmy.ml 2 points 5 months ago

I doubt most user have any need for great nc performance.

I also doubt those "super performant nextcloud flakes" are actually any faster than a plain old default nc deployment; especially for our use-cases.

Using NixOS is a good recommendation though. Just don't do flakes unless you actually understand what problem they intend to solve and how catastrophically bad they are at it.

 

scrcpy v3.0

Changes since v2.7:

  • Add virtual display feature (#5370, #5506, #1887, #4528, #5137)
  • Launch Android app on start (#5370)
  • Add OpenGL filters (#5455)
  • Add --capture-orientation to replace --lock-video-orientation (which was broken on Android 14) (#4011, #4426, #5455)
  • Fix --crop on Android 14 (#4162, #5387, #5455)
  • Handle virtual display rotation (#5428, #5455)
  • Add --angle to apply a custom rotation (#4135, #4345, #4658, #5455)
  • Add --screen-off-timeout (#5447)
  • Adapt "turn screen off" for Android 15 (#3927, #5418)
  • Add shortcut Ctrl+Shift+click-and-move for horizontal tilt (#5317)
  • Add shortcut MOD+Shift+r to reset video capture/encoding (#5432)
  • Forward Alt and Super with SDK Keyboard (#5318, #5322)
  • Add more details to --list-encoders output (#5416)
  • Add option to disable virtual display system decorations (#5494)
  • Fix --time-limit overflow on Windows (#5355)
  • Fix "does not match caller's uid 2000" error (#4639, #5476)
  • Accept filenames containing ':' when recording (#5487, #5499)
  • Disable mouse by default if no video playback (#5410)
  • Rename --display-buffer to --video-buffer (#5403, #5420)
  • Listen to display changed events (#5415, #161, #1918, #4152, #5362)
  • Adapt server debugging for Android >= 11 (#5346, #5466)
  • Upgrade FFmpeg to 7.1 (#5332)
  • Upgrade SDL to 2.30.9
  • Upgrade platform-tools (adb) to 35.0.2
  • Build releases via GitHub Actions (#5306, #4490)
  • Release static builds for Linux and macOS (#5515, #1733, #3235, #4489, #5327)
  • Various technical fixes

Highlights

Virtual display

By default, scrcpy mirrors the device screen.

With this new feature (#5370), it is now possible to mirror a new virtual display, with a custom size:

scrcpy --new-display=1920x1080
scrcpy --new-display=1920x1080/420  # force 420 dpi
scrcpy --new-display         # use the main display size and density
scrcpy --new-display=/240    # use the main display size and 240 dpi

On some devices, a launcher is available in the virtual display.

When no launcher is available, the virtual display is empty. In that case, you must start an Android app.

For example:

scrcpy --new-display=1920x1080 --start-app=org.videolan.vlc

To list the Android apps installed on the device:

scrcpy --list-apps

For convenience, you can also select an app by its name using a ? prefix:

scrcpy --start-app=?firefox

However, retrieving app names may take some time (sometimes several seconds), so passing the package name is recommended.

On-device OpenGL filters

Scrcpy can now transform the captured video stream before encoding by applying OpenGL filters directly on the device. This has made it possible to fix several issues and implement new features, as described below (more details in #5455).

Crop

The --crop option was broken for devices running Android >= 14 (#4162). It has been reimplemented using OpenGL filters internally.

Its usage remains the same:

scrcpy --crop=800:600:100:100

It now also works for camera and virtual displays.

Capture orientation

The --lock-video-orientation option was broken for devices running Android >= 14 (#4011).

It has been replaced by a more general option --capture-orientation, implemented using OpenGL filters:

scrcpy --capture-orientation=0
scrcpy --capture-orientation=90       # 90° clockwise
scrcpy --capture-orientation=180      # 180°
scrcpy --capture-orientation=270      # 270° clockwise
scrcpy --capture-orientation=flip0    # hflip
scrcpy --capture-orientation=flip90   # hflip + 90° clockwise
scrcpy --capture-orientation=flip180  # hflip + 180°
scrcpy --capture-orientation=flip270  # hflip + 270° clockwise

The capture orientation can be locked by using a @ prefix, so that a physical device rotation does not change the captured video orientation:

scrcpy --capture-orientation=@         # locked to the initial orientation
scrcpy --capture-orientation=@0        # locked to 0°
scrcpy --capture-orientation=@90       # locked to 90° clockwise
scrcpy --capture-orientation=@180      # locked to 180°
scrcpy --capture-orientation=@270      # locked to 270° clockwise
scrcpy --capture-orientation=@flip0    # locked to hflip
scrcpy --capture-orientation=@flip90   # locked to hflip + 90° clockwise
scrcpy --capture-orientation=@flip180  # locked to hflip + 180°
scrcpy --capture-orientation=@flip270  # locked to hflip + 270° clockwise

Now, it also works for camera (fixing #4426) and virtual displays.

Custom rotation

A new option --angle allows to rotate the content by a custom angle. Combined with --crop, this is especially useful for mirroring the Meta Quest 3 (#4135, #4345, #4658).

Virtual display rotation

The new virtual display feature initially could not rotate. The rotation has been implemented using OpenGL filters.

(That is what triggered the development of OpenGL filters.)

Like previously, the current app can be rotated by MOD+r (shortcuts).

Screen off timeout

The existing option --stay-awake only keeps the device awake *while it is plugged in, meaning it typically does not work over TCP/IP.

A new option, --screen-off-timeout, modifies the screen-off timeout setting while scrcpy is running and restores it on exit:

scrcpy --screen-off-timeout=300  # 300 seconds (5 minutes)

Static builds

For convenience, static builds are now provided for Linux and macOS (#5515).

More targets might be added in the future.

This is still experimental for now, so if you encounter problems, please report them.

Features you might have missed

If you haven't tried scrcpy in a while, here are some features introduced in the 2.x versions that you might have missed (check the release notes to each version for more details):


 

Welcome back Auraxians! 

This year marks the 12th Anniversary of PlanetSide 2 and 2024 has brought unique experiences to the game along with some new learnings. 

As we close in on the end of the year and lead into the next, we will continue to strive to be as transparent as possible with our updates, features, and communications. Much of our progress could not have been made possible without your support, so thank you for your feedback and love for the game! 

Your feedback during and after each update this year has been tremendously important to us. We continue to work on addressing critical issues, and we’re excited to hear your reactions. We are on track to continue our quest to improve your gaming experience through bug fixes, more anti-cheat measures, more soldiers to fight in game, and, of course, more content to explore! 

Below is a list of a few of the exciting features that have been added to PlanetSide 2 over the year and a little look into what’s to come for 2025! 


Sunderer Rework 

We significantly reworked the Sunderer to address key issues, such as its vulnerability to destruction, limited versatility, and overly simplistic utility options. The goal was to make the Sunderer a more dynamic and survivable vehicle while improving its role as a spawn point and support vehicle. 

Although we have made some additional tweaks to the Sunderer rework, we are excited to see players using the new features in the game! 

Learn more about the Sunderer rework update here. 


Directives 

We have made some additions to Directives along with some adjustments. Here are some of the highlights. 

  • Several Long-Term Directives were added to the game expanding on the initial Oshur conquest objectives.
  • Seasonal Event Directives saw a reward structure overhaul aimed at providing players with a more rewarding experience. 

Throughout the new year we will be adding a few more long-term directives and rewards. These new Long-Term Directives will follow a similar reward structure to the Seasonal Directives.  

Older Longer-Term Directives will not be updated for the time being in regard to rewards retroactively rewarding players, however it is something we will investigate as we feel all directives could use a bit of a glow up. 

Some Long-Term Directives players can expect to see next year are: 

 
Collection: 

  • Dog Tags
    • Hossin 
    • Indar 
    • Amerish 
    • Esamir 

 

  • Fishing 

Specialty: 

  • Exceptional IX 

Weapons: 

  • Melee Weapons 

Vehicles: 

  • Stryder 

What’s a Stryder? Keep reading on, Auraxian! 

So far, the rewards are still being planned for these directives, but we will be sure to announce them when they are ready! 


Memberships 

We are always looking to increase the value of membership for players. One of the ways we did this was by bringing former Prime Gaming bundles to the Depot as Member Only purchases. 

Players can buy these bundles every month with Certs for their character. 

Another addition we have made to the Membership is that members can now purchase Directive Bundles, featuring rewards from previous years. These will come about during their respective event months. Players will be able to obtain these for their character with A7 currency or for their account with Daybreak Cash. 

Learn about Daybreak All-Access membership here. 

We will add more previous Directive Rewards to the Members Only section over time.  


Cheaters and Server Improvements 

We know that dealing with cheaters can be frustrating, and we want to thank you for your patience as we work to address this issue. While we do not have an army of developers to tackle everything at once, we have made significant strides in improving the game experience.  

You have probably noticed our efforts in limiting air time for harassers and sunderers, and we are constantly exploring new ways to protect the game from cheating threats. Your feedback has been invaluable in helping us make these changes, and we will continue to prioritize both game content and keeping things fair. 

We are committed to making the game as fun and secure as possible, and we are grateful for the ongoing support from our community. Together, we will keep pushing forward, creating new content, and ensuring that everyone can enjoy the game as it is meant to be played. 


Server Merges 

One of the most common requests we have received from the community has been to merge servers, and we know how much this change means to the community. The idea of merging two servers that have been running for many years, each with its own database, is both exciting and challenging. It is a massive change, and we wanted to ensure that it would go smoothly without any negative consequences to your experience. 

For the past few updates, we have been carefully testing the merge, running test simulations, and combining different account scenarios to make sure everything works as it should. After this extensive testing, we decided to start with the European server merge. It was incredible to see how much the dynamics of the game changed as players from the Cobalt and Miller servers returned. The increased activity and larger battles brought new life to the game, and we are thrilled with the results. 

Now we turn our focus to the North American (NA) servers. While we hear your requests loud and clear, this one is a bit more complex. We need to account for the challenges of ping and geographical differences since the NA servers serve players from many regions. That said, we are planning the NA server merge in the coming months, and we will keep you updated on the timeline. 

North America Server Merge 

We’ve taken into account your feedback about how previous server merge events were held to earn new server names, and we are happy to announce that we are planning for a Title War, the official North America and Europe server merge, live server event for the Cobalt+Miller, and Connery+Emerald merge! 

Title War will pit all three factions into an all-out war for the title of the new merged servers for both EU and NA. Each faction will represent a new lore specific server name that you can help earn the final title for. 

We will post a specific Title War article soon with all the details including the new unannounced selection of server names. You will be able to fight for your desired server name by simply conquering Auraxis with your faction of choice for Miller and the new Connery+Emerald server. 

We are grateful for your patience and your enthusiasm as we continue to improve the game, and we are committed to making sure that every change brings more fun, more players, and better battles for everyone.


New Content For 2025 

Assault Facility/Mode 

A new Assault Facility type is being developed, offering a fresh approach to combat compared to existing facility types. The goal is to create a more structured and dynamic battle flow with clear phases (beginning, middle, and end) that require different strategies and tactics. Additionally, the design will better integrate vehicles, ensuring they play an important role without overpowering infantry. 

Key Features and Rules: 

  • Assault Mode Basics
    In this mode, the attackers start by capturing an unlocked capture point, triggering the activation of the facility's Energy Pool and unlocking the attackers’ hard spawn in the hex. 

 

  • Capture Points
    Attackers must capture a series of points in order, with each point being locked after it is captured, preventing defenders from recapturing them. Attackers win by capturing the final point. 

 

  • Energy Pool 
    The defenders’ energy pool is the key to successfully defending the facility. It depletes in two ways:
    1. Each capture point held by the defenders drains energy at regular intervals. 
    2. Spawning or deploying within the facility (via hard spawns, Sunderers, Squad Beacons, etc.) also consumes energy. 

Energy does not drain from reviving with Nanite Revive Grenades or Medic tools, although the power of these grenades will be adjusted in the future. 

  • **Attacker Energy Pool
    **Attackers gain energy by capturing points or completing secondary objectives. 

 

  • **Cooldown Period
    **Once the battle ends—either with a victory for attackers or a successful defense—the facility enters a cooldown period, during which no new battles can begin until the first point is unlocked again. 

This new system aims to provide a more structured and strategic experience for players, balancing infantry, and vehicle roles more effectively. 

Infiltrator Rework 

A lot of players will be happy to know we are addressing the Infiltrator class, and it will go through a re-balance and re-work with new features. 

They will still have cloaks and won't appear permanently invisible. As well as the rebalancing of existing features, we will also be upgrading and adding a couple more features to the class. 

At this time, we unfortunately cannot say much, just that a long-awaited rebalancing at the very least is going to happen! 

Stryder

 

The Stryder's design is a work in progress and may be subject to change. 

Later in the year we will launch the Stryder, a faction agnostic, hexapodal bio-tech vehicle that is obtained by capturing Assault Facilities. 

The winning faction of the facility will be able to spawn and pilot these machines in most places on the continent (similar to ANVIL) through an item granted at specific terminals. 

However, there are a limited amount of the spawn items available from the terminal, so once they have been depleted, no more Stryders can be spawned. 

The Stryder will also feature its own Long-Term Directives and Rewards which will be released alongside it. 

**Fishing ** 

The fishing feature is designed around off-peak hours in PlanetSide 2. Continents will be updated to have fishing spots where players can scan fish and add them to their collection. 

Some fish will be available to scan all year, but some will only be available throughout specific seasons and events. 

Fishing Directives 

To accompany the fishing feature there will be a new Collection Directive added where players can log their scanned fish. 

This Directive Tree looks a lot different to what you might be used to, but it is designed to showcase the fish players have scanned, their stats, and lore. 


The war for Auraxis rages on and we are excited to see you on the battlefield, soldier! 

Happy 12th Anniversary, PlanetSide 2! 

The PlanetSide 2 Team 

 

New 12th Anniversary Bundles

In honor of PlanetSide 2's 12th anniversary, we're introducing 3 new bundles. Along with this patch, we have made QOL improvements and bug fixes.


Bundles

Monthly Members Bundle (1 DBC, 10 Certs)

Note: Paying in DBC will grant the following items to player accounts. Paying in soft currency such as Certs, ISO-4 or A7 will grant it to the character it was redeemed on.

November's Bundle Contains:

  • NS-11A Frontline
  • Gladiator Helmet (NC, TR, VS, NSO)

Anniversary Bundles (Releases November 20, 2024)

Anniversary Bundles for you to dig into, including the all-new Archaeotechnician Bundle featuring the rugged and powerful Wasteland Armor set. 

[TABLE] (Note: Broken, blame pandoc.)


Sales

  • Thanksgiving Sale - November 28th (26 Hours)
    • Vehicle Weapons - 40% Off
    • Infantry Weapons - 40% Off
  • Black Friday Sale - November 29th (74 Hours)
    • Infantry Cosmetics - 60% Off
    • Vehicle Cosmetics - 60% Off
  • Cyber Monday Sale - December 2nd (26 Hours)
    • Camo Sale - 60% Off
    • Implant Pack Sales - 40% Off

Quality of Life

  • Added tooltip in squad menu to make it clear that your Squad needs to have a description to enable recruitment.
  • Fixed the display of Cyrillic characters in the English version of the game.

Performance

  • Slightly improved performance of spawning NPCs (vehicles and some projectiles) on server.

Bug Fixes

  • Fixed disconnections when activating Zealot Overdrive ability while shooting as VS MAX.
  • Turbines of the Dervish now stop spinning when the pilot leaves the aircraft. 
  • Spiker's stat card now displays the correct aim accuracy. 
  • Fixed a minimap issue around the Offal Pit and Roothouse Distillery where some trees were missing branches on the minimap. 
  • Fixed an issue where SMG slides will recoil multiple times in one shot. 
  • Fixed an issue where a sound effect when switching between under-barrel and regular fire modes played more than once.
  • Fixed an audio issue with Vanu Sovereignty LMG sound effects where their first person and third person SFX greatly differed. 
  • Fixed a bug where players can slip through walls with motion spotters on Indar.
  • Sunderer Dome shields auto repair value now displays the proper value on certification descriptions. 
  • Fixed an issue where the Tool slot for MAXes doesn't properly change when switching from an infantry class (Eg. when switching from Combat Medic to MAX you will see the Medical Applicator in the third slot). 
  • Fixed a bug where NS-44 "Primed Diamond" Commissioner medal progress would reset/break the Lapis variants Medal progress. 
 

Image search becomes even better !

We're excited to roll out major upgrades to our image search. This release includes:

  • Our image search became even better with the inclusion of two more sources: Yandex Image Search (widely recognized as one of best image search services) and Openverse (vast collection of openly licensed images). Kagi is doing the hard work so that you don't have to.

  • Enhanced generative AI image detection and flagging (first version of which we launched last month)

  • A revamped preview pane with included reverse image search functionality

With this we believe we can say that Kagi has the most powerful image search on the web.

FastFeedParser - high performance library for processing feeds

We open sourced FastFeedParser, a high performance RSS, Atom and RDF parser in Python.

This library powers Kagi Small Web and a few other initiatives at Kagi and is 10x-100x faster and more efficient at parsing feeds than existing alternatives.

FastFeedParser joins over a dozen Kagi open-source software projects.

Improvements and Bug Fixes

Kagi Translate

Two weeks ago we launched Kagi Translate to raving reviews and great reception.

We have a number of improvements and more is scheduled.

  • Added PWA manifest so you can add Kagi Translate your home screen while we are developing the app
  • Switch language button also switches text
  • Fixed parsing for some websites in Translate @kdh8219
  • Fixed unicode/Japanese issues @Kate-Karui
  • Support for bangs/translating with just URL params @christophe
  • Skip translating code blocks @imlonghao
  • Fix: character counter
  • Fix: clicked links on a translated page do not lead anywhere
  • Fix: links not working on translated pages
  • Fix: Translate auth in Android app
  • Fix: Prоblеmѕ whеn іt dеtесtѕ thе ѕаmе lаnguаgе аѕ tаrgеt

Kagi Search

The Assistant

This week on social media

Connect with us on social media! Tag our account or use #Kagi to share your thoughts and join the conversation.

Here is this week's featured social media mention:

 

This is a big release, adding several new major features:

  • Nvidia support! LACT now works with Nvidia GPUs for all of the core functionality (monitoring, clocks configuration, power limits and fan control). It uses the NVML library, so unlike the Nvidia control panel it doesn't rely on X11 extensions and works under Wayland.
  • Multiple profiles for configuration. Currently it is not possible to switch them automatically, but they are configurable through the UI or the unix socket.
  • Clocks configuration now works on AMD IGPUs (at least RDNA2). Previously it was not parsed properly due to lack of VRAM settings.
  • Zero RPM mode settings on RDNA3. Currently this needs a linux-next to be used, and the functionality is expected to land in kernel 6.13. But this resolves a long-standing issue with RDNA3 that made the fan always disabled below a certain temperature, even if using a custom curve.

There are many other improvements as well, such as better looking and more efficient plots rendering in the historical charts window (thanks to @In-line ) and a Fedora COPR repository providing LACT packages (currently in testing).

Nvidia showcase:

image image

Full list of changes:

🚀 Features

  • Add support for multiple settings profiles (#327)
  • Show dialog when attempting to reconnect to daemon
  • Include device info and stats responses in debug snapshot
  • Improve plot rendering, use supersampling and do it in a background thread
  • [breaking] Add initial Nvidia support (#388)
  • Implement clocks control on Nvidia (#398)
  • Add special case for invalid throttle mask
  • Add snapshot command to CLI
  • Add RDNA3 zero RPM setting (#393)

🐛 Bug Fixes

  • Getting pci info in snapshot
  • Retry reading p-states if the value is nonsensical
  • Increase retry intervals when evaluating GPUs at start
  • Make throttling flags ellipsized to avoid massively oversized window (#402)
  • Deduplicate throttle status bits
  • Update amdgpu-sysfs with iGPU fixes, add steam deck quirk (#407)
  • Fedora spec non-default builds (#410)

🚜 Refactor

  • Make info page a relm component (#404)
  • Drop redundant ClockSettings structure in the ui

📚 Documentation

  • Update issue template to mention common RDNA3 problems
  • Fix issue template yaml
  • Move description to label in issue template

⚙️ Miscellaneous Tasks

  • Bump version
  • Update docs, enforce minimum rust version
  • Set codegen-units=1 to decrease binary size in release (#390)
  • Include service log in debug snapshot
  • Drop old bench feature
  • Bump dependencies
  • Bump version
  • Remove unused Cargo features (#405)

Developer

  • Automatically create release on tag push
  • Trigger workflow on tag push
  • Bump workflow rust version
  • Add debug builds to makefile
  • Skip building signed packages if signing secret is not found
  • Don't run rust checks on master pushes, only PRs

Packaging

  • Add libdrm to debian dependencies
  • Add fedora 41 package (#399)
  • Generate Spec Files for COPR on Release Publish (#406)
  • Drop invalid copr trigger check
 

This is a big release, adding several new major features:

  • Nvidia support! LACT now works with Nvidia GPUs for all of the core functionality (monitoring, clocks configuration, power limits and fan control). It uses the NVML library, so unlike the Nvidia control panel it doesn't rely on X11 extensions and works under Wayland.
  • Multiple profiles for configuration. Currently it is not possible to switch them automatically, but they are configurable through the UI or the unix socket.
  • Clocks configuration now works on AMD IGPUs (at least RDNA2). Previously it was not parsed properly due to lack of VRAM settings.
  • Zero RPM mode settings on RDNA3. Currently this needs a linux-next to be used, and the functionality is expected to land in kernel 6.13. But this resolves a long-standing issue with RDNA3 that made the fan always disabled below a certain temperature, even if using a custom curve.

There are many other improvements as well, such as better looking and more efficient plots rendering in the historical charts window (thanks to @In-line ) and a Fedora COPR repository providing LACT packages (currently in testing).

Nvidia showcase:

image image

Full list of changes:

🚀 Features

  • Add support for multiple settings profiles (#327)
  • Show dialog when attempting to reconnect to daemon
  • Include device info and stats responses in debug snapshot
  • Improve plot rendering, use supersampling and do it in a background thread
  • [breaking] Add initial Nvidia support (#388)
  • Implement clocks control on Nvidia (#398)
  • Add special case for invalid throttle mask
  • Add snapshot command to CLI
  • Add RDNA3 zero RPM setting (#393)

🐛 Bug Fixes

  • Getting pci info in snapshot
  • Retry reading p-states if the value is nonsensical
  • Increase retry intervals when evaluating GPUs at start
  • Make throttling flags ellipsized to avoid massively oversized window (#402)
  • Deduplicate throttle status bits
  • Update amdgpu-sysfs with iGPU fixes, add steam deck quirk (#407)
  • Fedora spec non-default builds (#410)

🚜 Refactor

  • Make info page a relm component (#404)
  • Drop redundant ClockSettings structure in the ui

📚 Documentation

  • Update issue template to mention common RDNA3 problems
  • Fix issue template yaml
  • Move description to label in issue template

⚙️ Miscellaneous Tasks

  • Bump version
  • Update docs, enforce minimum rust version
  • Set codegen-units=1 to decrease binary size in release (#390)
  • Include service log in debug snapshot
  • Drop old bench feature
  • Bump dependencies
  • Bump version
  • Remove unused Cargo features (#405)

Developer

  • Automatically create release on tag push
  • Trigger workflow on tag push
  • Bump workflow rust version
  • Add debug builds to makefile
  • Skip building signed packages if signing secret is not found
  • Don't run rust checks on master pushes, only PRs

Packaging

  • Add libdrm to debian dependencies
  • Add fedora 41 package (#399)
  • Generate Spec Files for COPR on Release Publish (#406)
  • Drop invalid copr trigger check
 

Memory managment

Resource and memory management were completely rewritten in order to use allocated video memory more efficiently:

  • Reduced fragmentation may reduce peak memory usage in games such as God of War by up to 1 GiB in extreme cases.
  • Memory defragmentation is now performed periodically to return some unused memory back to the system. The goal is not to reduce VRAM usage at all costs; instead this is done conservatively if the system is under memory pressure, or if a significant amount of allocated memory is unused. Keeping some unused memory is useful to quickly service subsequent allocations.

Note: Defragmentation is currently disabled on Intel's ANV driver, see #4434. The dxvk.enableMemoryDefrag config option can be set to enable or disable this feature via the the Configuration file.

Driver support

While technically not required, the new memory management works best on drivers that support both VK_EXT_memory_budget and VK_KHR_maintenance5. The Driver Support page was updated accordingly.

D3D8 / D3D9

Software cursor

Support for emulated cursors was implemented for the D3D9 cursor API, which allows games to set an arbitrary image as the mouse cursor. This fixes an issue in Dungeon Siege 2 (#3020) and makes the cursor appear correctly in Act of War and various older D3D8 games. (PR #4302)

Bildschirmfoto-693

Sampler pool

Unreal Engine 3 games using D3D9 have a quirk in that they pass a seemingly uninitialized value as the mipmap LOD bias. In order to avoid creating more Vulkan sampler objects than the driver supports, previous versions of DXVK would round the LOD bias to a multiple of 0.5, which could introduce visual inaccuracies. As a more correct soluition, DXVK will now destroy unused Vulkan samplers on the fly and use the correct LOD bias.

Note: The aforementioned workaround was never needed or used in the D3D11 implementation, it only affected D3D9.

Bug fixes and Improvements

  • On Nvidia driver version 565.57.01 and newer, strict float emulation is enabled by default for improved correctness. Games for which this option was already enabled may see a small performance uplift on this driver.
  • Made various changes to potentially improve performace on certain mobile GPUs. (includes PR #4358)
  • Display modes are now ordered by refresh rate to be more consistent with wined3d and fix issues with some games picking the wrong display mode.
  • Fixed a large number of wine test failures.
  • Ascension to the Throne: Fixed old regression that would cause parts of the ground to render black. (#4338, PR #4341)
  • Command & Conquer: Generals: Fixed performance issue caused by a missing D3D8 entry point. (PR #4342)
  • King's Bounty: Warriors of the North: Fixed water rendering issue. (#4344, PR #4350)
  • Tomb Raider: Legend: Fixed flickering geometry with strict float emulation. (#4319, PR #4442)
  • Rayman 3: Fixed a regression that caused rendering issues. (#4422, PR #4423)

D3D11 / DXGI

Resource management changes

In order to reduce system memory pressure and improve stability in 32-bit games, creating, uploading and discarding resources is now throttled if the amount of temporary staging memory allocations exceed a certain threshold. This fixes crashes in Total War: Rome II and a number of other games. Additionally, large DYNAMIC textures commonly used for video playback will no longer use a staging buffer.

The d3d11.maxDynamicImageBufferSize and d3d11.maxImplicitDiscardSize options were removed accordingly; affected games such as Total War: Warhammer III and Ryse: Son of Rome should now perform well by default, without excessive memory usage.

Note: These changes negatively affect CPU-bound performance in a number of games, including Shadow Warrior 2.

Bug fixes and Improvements

  • SEQUENTIAL swap effects are now implemented for DXGI swap chains, which allows games to read previously presented backbuffers. This fixes an issue wherein savegame thumbnails would appear black in certain visual novels. (https://github.com/ValveSoftware/Proton/issues/7017)
  • Devirtualized some D3D11 method calls to improve compatibility with Special K.
  • Fixed incorrect shader code generation for EvaluateAttributeSnapped.
  • Lock contention is reduced in certain games that use Deferred Contexts for rendering. This may improve performance on older CPUs in Sekiro: Shadows Die Twice and some other games.
  • Call of Duty: Modern Warfare 2 Campaign Remastered: Fixed a possible GPU hang. (#3884)
  • Diablo 4: Work around an issue where the game does not start if an integrated GPU is exposed.
  • The Sims 4: Work around a use-after-free bug in the game's D3D11 renderer for real this time. (#4360)
  • Vindictus: Work around potential rendering issues caused by uninitialized constant buffer data. (#4405, #4406)
  • Yakuza 0 and Yakuza Kiwami: Fixed a regression introduced in DXVK 2.4.1 that would cause these games to lock up on start. (PR #4297)

Miscellaneous changes

  • An SDL3 backend was added for dxvk-native. (PR #4326, #4404)
  • Fixed an issue introduced in DXVK 2.4.1 which would lead to error messages about failed buffer creation.
  • Fixed a long-standing issue where overlapping occlusion queries would lead to incorrect Vulkan usage. (#2698)
  • Fixed a rare issue wherein timestamp queries would not be tracked correctly and could read incorrect data.
  • Fixed various other issues that led to Vulkan validation errors in games such as Dishonored 2, Tales of Arise and The Sims 4.
  • Fixed various issues with MSVC builds. (PR #4444)
  • Disabled a workaround for boken render target clears on Nvidia drivers prior to version 560.28.03 on unaffected drivers.
  • If supported, VK_EXT_pageable_device_local_memory is now used to enable better driver-side memory management.
 

Today, we’re introducing Kagi Translate. It’s not revolutionary - it’s simply a better translation service.

Our combination of advanced language models and precise output selection delivers translations that surpass existing solutions, including Google Translate and DeepL.

Here’s a comparison table for main features:

Feature Google Translate DeepL Kagi Translate
Quality Average High Very High
Webpage translation Yes No Yes (most)
Languages supported 243 33 244

*Quality ratings based on internal testing and user feedback
*Language count as of November 2024

For quick translations, documents, or daily browsing, the difference is clear in the first sentence.

Try it:

Try Kagi Translate with any text →

Translate this blog post into Spanish → (note the simple URL structure)

Using Kagi Translate

Add translate.kagi.com/ before any URL for instant translation. No apps needed. Access 244 languages with zero tracking. Install our browser bookmarklet for quick access.

KagiTranslate

Visit translate.kagi.com for direct use.

We will be bringing Kagi Translate soon inside Kagi Search as a widget for instant translation inside search results.

Kagi Translate is free for everyone. If you’re not a logged in Kagi user, you’ll encounter a simple captcha to prevent automated abuse - a small step that helps us maintain quality while keeping the service free. Kagi members get direct access without captchas, integrating seamlessly with their existing workflow.

Limitations

We do not translate dynamically created content (eg. pages where content is loaded with JavaScript) or paywalled pages.

Kagi Translate uses a combination of LLMs, selecting and optimizing the best output for each task. While this creates immensey powerful translation capabilities, it can occasionally lead to quirks that we’re actively working to resolve.

If you encounter issues or want to suggest improvements (or just want to share your most ridiculous Google Translate fail), please send us feedback. This is our first release and expect many improvements down the road.

Next

This isn’t just about better translation. It’s about raising standards in everyday tools. We believe that privacy and quality can coexist, that powerful tools don’t need to track their users, and that the best technology should simply work without compromises for the user.

Kagi Translate joins our suite of tools (‘treats’): Small Web, Universal Summarizer, and FastGPT alongside Kagi Search and Orion Browser.

Transform your internet experience - become a Kagi member. Access the world’s most powerful search engine and help create a future where digital tools serve their users – not the interest of third parties or advertisers.

 

Announcing Kagi Translate

Never get lost in translation again. Today, we launch Kagi Translate, offering superior translations across 244 languages.

Key features:

  • Higher quality translations than Google Translate and DeepL
  • Zero tracking, no apps needed
  • Free for everyone (Kagi members get captcha-free access)

Try it now at translate.kagi.com or read the announcement post.

Kagi on mobile

We've added search buttons to our homepage to make it easier for you to choose your search type on mobile:

Install Kagi for Android and help us reach 5,000 installs needed for Kagi to submit application for Android choice screen.

Kagi iOS app is currently pending Apple review.

What else are we working on?

We are currently working on Kagi for Teams plan. This will allow you to bring your entire team or organization to Kagi. We'll have two options available: Professional and Ultimate tier, with fair and flexible pricing (inactive team members do not pay). We expect to launch in two weeks. Let us know if you would like to test this earlier by emailing support@kagi.com.

Improvements and bug fixes

Bangs

This release includes several new bangs and a significant cleanup of older ones. You can read the full changelog here. These changes were driven by our community, and we appreciate all contributions to our open source Bangs repo!
Here's a preview of our latest additions:

  • !attack: search site:attack.mitre.org
  • !jsr: jsr.io
  • !fast: moved to FastGPT
  • !javadoc: Java 23 API docs, docs.oracle.com/en/java/javase/23/docs/api/search
  • !startech: startech.com
  • dropout: dropout.tv

Kagi in the wild

Here is this week's featured social media mention:

Tag our account or use #Kagi when mentioning us in your posts!

 

Welcome Auraxians! 

In today’s letter we have a very special announcement for you! Server merge! That’s right, we’ve been working on testing this major shift and are excited to share the details with you. 

Before we discuss that topic, we want to address the serious matter of cheating in the game. We understand that online cheating has affected your gaming experience, and as we tackle this issue and crack down on hackers, your reports and feedback are immensely valuable.  

Our development team is committed to improving the game and providing you with the best possible experience. We are actively addressing these issues and appreciate your patience during this time. 


Merging Servers 

We are excited to share that we will be merging the Cobalt and Miller servers tomorrow! We believe that this will not only improve gameplay for our EU players by creating larger battles but will also forge new opportunities for cooperation and competition between players and outfits that may have never faced off before. 

Over the last three releases, we have been testing a character porting feature to ensure that no data or progress is lost in the server merge process. Our tests have shown that the porting is complete and lossless.  

Tomorrow, October 29 at 6am PDT / 2pm CET, we will do a database backup and merge both Cobalt and Miller. Please check the status of your characters on that day and do not make purchases with DBC for at least the first 2-3 hours after the servers merge. If we see feedback that something drastically went wrong, we will revert the database state back to the morning of October 29. 

Also, please notify your friends and outfit members of the upcoming server merge so that the process goes as smoothly as possible for everyone.  

The following are some FAQs that should help with the merge process: 

  • What will be the name of the merged server? 

    • We decided to keep "Miller" as the server name, home to both groups of players. 
  • What about the other servers? Are you merging those? 

    • We want to review the results of merging our EU servers first. If all goes well we will evaluate the options to merge more servers later. 

 

  • What happens if a player's name is already taken on one of the servers? 
    • Each player name is unique across all servers. There shouldn’t be any issues with your player name after the merge. 

 

  • Does Daybreak All-Access membership transfer? 
    • Daybreak All-Access membership should be unaffected as it is linked to your daybreak account. 

 

  • Will directive and mission progress transfer ok? 
    • Directive data should transfer just as fine, however we will monitor for any reports of missing data after the transfer. 

 

  • What happens with Outfits on either server? Do all outfits stack up and co-exist in one server after the merge? What if an outfit of the same acronym exists already on either server? 
    • Outfits should remain unaffected by the merge but as this is a major shift of player data, we will review the results after the merge for any issues. 

 

  • How long will the merge take? 
    • All servers will be offline for the merge process to complete which may take anywhere from 3 – 6 hrs. Please check our status on X for further updates. 

See you in-game! 

The PlanetSide 2 Team 

 

Leveling up our infrastructure

This Sunday at 6am UTC, we're making a step forward on our production infrastructure.

After years of faithful service, our original database server is being replaced with significantly more powerful hardware.

Expected downtime: 10 minutes

Protecting young minds: Enhanced video safety for families

Your children deserve better than clickbait and shock value. We're making it happen with advanced video controls.

Family account owners can now shape a safer, cleaner video experience for family members:

Authentic thumbnails

  • Replace misleading clickbait with actual video screenshots
  • See what you're really getting before clicking
  • End the bait-and-switch

Clean video titles

  • Choose between title case or lowercase formatting
  • Create a consistent, distraction-free experience
  • Focus on content, not hype

Example (click to enlarge):

To access these options, navigate to: Settings > Parental Controls (section: Video Search Settings) or click here.

Why this matters

Recent research confirms a disturbing truth: children's video searches frequently expose them to inappropriate content, violence, and frightening images. We believe our children deserve better. Kagi's new parental controls help parents better manage the video content their children are exposed to, reducing the risk of exposure to inappropriate content and creating a safer online experience for them.

Help us protect more young minds - share your thoughts on making this protection available more broadly to all plan types. In case you wonder why we did not make this option enabled by default - video thumbnails and titles serve as a marketing tools for content creators, and changing them unilaterally would introduce us as a biased intermediary on a matter that is still in the air. This could have a negative impact for publishers and potentially conflict with our mission to "humanize the web". It is a delicate issue, and this is why we had propagated the control over this to the user level, as with all personalization features in Kagi.

Custom Assistant Bangs

Launch your Custom Assistant instantly from anywhere with a Bang shortcut. Simply set your preferred command and you're ready to go.

This seamless integration means your Assistant is always just a keystroke away, whether you're researching, writing, or exploring new ideas.

Improvements and bug fixes

  • We fixed many issues causing interruptions with the Assistant. please let us know if you see any further issues.
  • Standalone bang shortcut ignores snap #5083 @tuesday
  • Timer shown for unrelated query #4103 @azdanov
  • Duplicate video results #4306 @loloriz
  • Z-index on icon covers tooltip #4849 @bebowilson
  • Custom bangs that override builtin bangs no longer work #5148 @avkiselev
  • Focus address field after clicking reverse image search button #4906 @tuesday
  • Override the ai downranking if you are searching ai images #5082 @Thibaultmol
  • Quick answer weird code block formatting #4770 @timo
  • Background for Advanced search in dark mode is too light #4586 @eirk
  • Keep focus on the search field upon accepting suggestion #4973 @xdc
  • Pricing page translation typo #4596 @Albi
  • !gflights incorrect target #5132 @Connor
  • Untimely redirect when typing a verse #5107 @X145678908765
  • Assistant: Option to use Shift+Enter to send prompt instead of just Enter #2121 @Value7609
  • Enhancement Request: Customizable Multiple AI Assistant Prompts with User-Defined !bang Commands #2183 @ZarK
  • Assistant input text box stubbornly places itself under the keyboard #4902 @gunslingerfry
  • New Assistant - Touch Issues on Mobile (Dynamic Viewport Resizing, Covering Sources) #4835 @silvenga
  • Microphone on assistant doesn't work #5105 @sleepysnooze
  • Assistant web search gets stuck #5025 @azdanov
  • Typo in the FAQ #5079 @duck

Join the Kagi revolution in the wild!

Here are all the cool places you can find us at:

Use #Kagi when mentioning us in your posts! Which brings us to this week's featured post from social media:

We also have a Kagi Community Discord server where you can join our community for real-time discussion about the product and chat with other Kagi users. There is also /r/SearchKagi on Reddit - steadily growing unofficial community.

Thank you for being a vital part of our journey - your support inspires us every day, and we can’t wait to see where this adventure takes us next! 🙏

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