bekopharm

joined 2 years ago
 

This is aging like good wine: https://www.youtube.com/watch?v=3U8bLArlRXw

6 yrs now and I still love every single scene. So well done 👏 👏

Hard to imagine a time where we were struggling with Games on Linux at all nowadays :>

(Yes many of the snippets were contributed by me but @[email protected] did a stellar job glueing everything together)

[–] [email protected] 1 points 6 days ago

I'd like more detailed data on the game events to interface with. Especially when it comes to ship telemetry. Shield status is e.g. a boolean; on or off. No percent available. Which kinda sucks :/ There's also no speed or vector data.

That'd be a rather trivial change but I doubt it'll come. The player base that makes use of this is way too tiny.

[–] [email protected] 3 points 2 weeks ago

I lost it when I read that line 🤣

[–] [email protected] 2 points 4 weeks ago

I totally wonder the same with the ViperPit and the panel here :D It should be possible. A preliminary test with a printed version on paper looked good xD

[–] [email protected] 4 points 4 weeks ago

It's compatible with Elite Dangerous, and I like it's colour theme more this is why it looks familiar I guess.

It's a Colonial Viper from Battlestar Galactica, that I really like. So I try to either fly Vipers or VF-1 from Macross, what I also dig :-)

I also fly with XR (3D thanks to SBS mode). VR gives me motion sickness and has some other drawbacks [for me]. See my ViperPit videos to get an idea how that looks 👍

 

cross-posted from: https://discuss.tchncs.de/post/32116629

This uses my X4-SimPit extension for X4: Foundations, that sends ship telemetry via a socket to my node-red plumbing pipeline, which in turn forwards data to Websockets, SocketIO and MQTT. Various subscriber listen on the new messages to run blinken lights and my HUD app. I’m using the well known message format also used by Elite Dangerous so it’s compatible with that game as well.

Pick your poison: https://makertube.net/w/nUoG2ZPeAW1QhT3A2BXRrM / https://www.youtube.com/watch?v=wp1PkVhH9cc

Oh yeah… and on Linux PC 🤓

Let me know what you think!

X4-SimPit code (pending changes) is here: https://github.com/bekopharm/x4-simpit The cockpit panel has a dedicated project page here: https://simpit.dev/

 

cross-posted from: https://discuss.tchncs.de/post/32116629

This uses my X4-SimPit extension for X4: Foundations, that sends ship telemetry via a socket to my node-red plumbing pipeline, which in turn forwards data to Websockets, SocketIO and MQTT. Various subscriber listen on the new messages to run blinken lights and my HUD app. I’m using the well known message format also used by Elite Dangerous so it’s compatible with that game as well.

Pick your poison: https://makertube.net/w/nUoG2ZPeAW1QhT3A2BXRrM / https://www.youtube.com/watch?v=wp1PkVhH9cc

Oh yeah… and on Linux PC 🤓

Let me know what you think!

X4-SimPit code (pending changes) is here: https://github.com/bekopharm/x4-simpit The cockpit panel has a dedicated project page here: https://simpit.dev/

 

This uses my X4-SimPit extension for X4: Foundations, that sends ship telemetry via a socket to my node-red plumbing pipeline, which in turn forwards data to Websockets, SocketIO and MQTT. Various subscriber listen on the new messages to run blinken lights and my HUD app. I’m using the well known message format also used by Elite Dangerous so it’s compatible with that game as well.

Pick your poison: https://makertube.net/w/nUoG2ZPeAW1QhT3A2BXRrM / https://www.youtube.com/watch?v=wp1PkVhH9cc

Oh yeah… and on Linux PC 🤓

Let me know what you think!

X4-SimPit code (pending changes) is here: https://github.com/bekopharm/x4-simpit The cockpit panel has a dedicated project page here: https://simpit.dev/

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

I get you. And I get them. They sadly have very good reasons for this :-/

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

Heh yeah I hate that too :D Especially because preview of the link fails often (or isn't implemented at all :D) - Fediverse 🤷

ty!

 

Played XWVM (closed) Alpha with my ViperPit and with XR glasses. I’m simply in awe that I can replay missions from XWing (or TIEFighter) with more modern graphics and modern interface devices again. I spent so many hours playing this as a kid.

This is the heavily cut VOD of the live stream over at https://live.famkos.net/ (pick your poison):

https://makertube.net/w/hW6cJeqBY42YoryJL1gRg5 / https://www.youtube.com/watch?v=8at4P5rf-gE

I go over the input settings and show it’s capabilities to connected various joystick devices, demo the Proofing Grounds and showcase mission 1+2. In the end I go over various settings for the XWVM engine and how the machine hardly sweats displaying the gorgeous cockpit.

XWVM is not an official product from Lucasfilm Ltd. or Disney. It is not endorsed or authorized by either. It is a fan recreation of the game engine used to play X-Wing and TIE Fighter for the sake of accessibility and requires the original game assets to work.

The game was played with Viture Pro XR running in Side-By-Side mode thanks to ReShade on a Linux PC.

Kudos to the XWVM team, they are doing a stellar job here.

[–] [email protected] 2 points 2 months ago

Ah… because I was looking up or down in the game as well? I didn't tweak the input curves for SC, unlike I did in the last video with Diaspora. The rest is perspective. I looked slightly upwards when I calibrated OpenTrack, which is a more comfortable position for me. The floating image should be way higher to match that but that'd be outside of the camera view.

 

So I was asked if my head tracking approach of reading the IMU data from my Viture Pro to OpenTrack and SBS (side-by-side) mode with ReShade would also work with StarCitizen.

Guess it does 🤷

Pick your poison to watch the video: https://www.youtube.com/watch?v=rWUC2Y3TRh4 / https://makertube.net/w/8L7gVN8NnLvjhQCPGNmd6W

I start Star Citizen via Lutris (and not with Steam), which requires slightly different settings once ReShade is installed:

Enable Gamescope: ON Output Resolution: "3840x1080" Game Resolution: "3840x2160" (set this also ingame!) Custom Settings: "--scaler stretch"

Can this get you banned? Who knows 🤷 Jury is still out on this. Do I care? Nope. I won’t miss my puny starter pack.

YMMV.

The proof of concept code to read the IMU data can be found at https://github.com/bekopharm/xr_to_opentrack (pending changes).

It works with the Breezy GNOME xr_driver: https://github.com/wheaney/breezy-desktop (but the Vulkan one works probably too but that’s untested). It should also be compatible with other glasses that have IMU for Breezy available.

There is an unlisted SBS version of this video linked in the description. You will need XR glasses that do FULL SBS though to watch it!

Originally posted at: https://beko.famkos.net/2025/02/01/star-citizen-with-head-tracking-from-xr-glasses-in-sbs-mode-on-linux-pc-yes-it-works/

[–] [email protected] 2 points 2 months ago* (last edited 2 months ago)

You know… I wondered about this before too and I tried to lower the seating position through manipulation of the Y value before and while this works to some extend => it's not really possible to look over the fuselage any more so I guess it's a compromise (or you'd be simply unable to aim at anything in the game).

[–] [email protected] 3 points 2 months ago

I was briefly offended but then I noticed this is about Beko Electronics 🤓

 

cross-posted from: https://discuss.tchncs.de/post/29574981

Until now I used OpenTrack with my DIY IR tracker or the Neuralnet tracker. I knew that my XR glasses feature IMU data though and the xr_driver of the Breezy Desktop project allows to access the data via IPC on Linux PC. So I did what Linux user do: I wrote a script to access the IMU data and forwarded it via UDP to OpenTrack:

Pick your poison to watch the video: https://www.youtube.com/watch?v=njuumLUvqrM / https://makertube.net/w/2bNyxJhdyydTeFq17onikv

This reminded me that I also wrote a proof of concept to implement the FaceTrackNoIR (or OpenTrack) protocol into FreeSpace 2 Open on Linux PC ( https://makertube.net/w/7VtfAjW7EiAUS5aiPwG7if ) so I gave it a spin to test the data bridge. That was smooth sailing!

The mod is Diaspora: Shattered Armistice, still awesome today: http://diaspora.hard-light.net/ (Warning: This may fuel a desire to re-watch the BSG series again 😀).

The bridge code can be found at https://github.com/bekopharm/xr_to_opentrack (pending changes).

It works with the Breezy GNOME xr_driver: https://github.com/wheaney/breezy-desktop (but the Vulkan one works probably too but that’s untested). It should also be compatible with other glasses that have IMU for Breezy available.

 

Until now I used OpenTrack with my DIY IR tracker or the Neuralnet tracker. I knew that my XR glasses feature IMU data though and the xr_driver of the Breezy Desktop project allows to access the data via IPC on Linux PC. So I did what Linux user do: I wrote a script to access the IMU data and forwarded it via UDP to OpenTrack:

Pick your poison to watch the video: https://www.youtube.com/watch?v=njuumLUvqrM / https://makertube.net/w/2bNyxJhdyydTeFq17onikv

This reminded me that I also wrote a proof of concept to implement the FaceTrackNoIR (or OpenTrack) protocol into FreeSpace 2 Open on Linux PC ( https://makertube.net/w/7VtfAjW7EiAUS5aiPwG7if ) so I gave it a spin to test the data bridge. That was smooth sailing!

The mod is Diaspora: Shattered Armistice, still awesome today: http://diaspora.hard-light.net/ (Warning: This may fuel a desire to re-watch the BSG series again 😀).

The bridge code can be found at https://github.com/bekopharm/xr_to_opentrack (pending changes).

It works with the Breezy GNOME xr_driver: https://github.com/wheaney/breezy-desktop (but the Vulkan one works probably too but that’s untested). It should also be compatible with other glasses that have IMU for Breezy available.

[–] [email protected] 3 points 2 months ago

Really any webcam from the last decade gets the job done. The trick is to add a filter to ignore everything that is not on the IR wavelength. Configuring camera and OpenTrack correctly is also vital. Like most webcams get really really slow when the scene is dark trying to raise gain and exposure. This must be disabled or their fps plummet into oblivion.

Find my scribbles on https://beko.famkos.net/2021/07/08/diy-headtracker-for-gaming-on-linux-pc/ (or watch the video) - whole thing did cost me 5 EUR. Mebbe it has some pointers for you too.

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

Think I got the aspect ratio somewhat under control. It's not perfect but much better. At this point I think it's simply a bug of EliteDangerous. It's like the HUD doesn't get the rescaling memo after the intro played.

The settings make no sense to me but I can live with that. SBS (right/left side) images attached. The HUD is now at least readable and not squished too much.

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

That is interesting. Do I understand this correct that it has to be SBS left/right for this to work? I read conflicting reports on this.

Thing is my glasses need right/left and most of what's on YT does simply not work when I just go fullscreen with SBS enabled so I have to drag it out of YT first and run it through Bino (or use ffplay with stereo3d filter) to "fix" this again.

This looks like if I want to make it convenient for VR I make it inconvenient for XR glasses users like XREAL and Viture users. I'm highly confused.

Oh and what about h265 or V1? The example only suggests h264:

ffmpeg -i input_file.mkv -vcodec libx264 -x264opts "frame-packing=3" output_file.mp4

Tried if h265 would happily eat frame-packing too but it's an unknown option for it :/

 

cross-posted from: https://discuss.tchncs.de/post/28819332

So… this is news to me, because I don’t have a VR headset, but I can set my Viture Pro XR glasses into SBS (side by side) mode by pressing the small button longer. Some games, like EliteDangerous, can do this as well without fiddling around with Reshade. I didn’t really expect it but it just works. This way I even get 3D on foot, which is not supported for VR in Elite Dangerous Odyssey at all! Side by side Crosseye mode (right eye left, left eye right) though? Add some head tracking to the mix, which is totally possible, and I get a very nice VR-like experience even on foot in Elite Dangerous – and on Linux PC!

This is the SBS version that does REQUIRE VR/XR glasses and mebbe something like xr-video-player: https://www.youtube.com/watch?v=KEtRijojBx8

This is the MONO version that does NOT require VR/XR glasses: https://www.youtube.com/watch?v=bYPTk1vygM4

The FOV is somewhat cramped. No idea if this can be tweaked any further but I’ll fiddle with the settings on my next test. Mebbe this can be tweaked (or I use #Breezy Desktop to zoom in somewhat).

Update: I got the aspect ratio somewhat under control. It’s not perfect but much better and an odd combination of window mode and resolution and upscaling, that somehow affects the HUD only but make no sense to me at all. At this point I think it’s simply a bug of Elite. It’s like the HUD doesn’t get the memo to scale up after the intro played. I’m also not sure if this is a side effect of gamescope but I can totally live with this result.

New footage with better aspect ratio: https://www.youtube.com/watch?v=5qdvfdpTy_k

New footage with better aspect ratio framepacked, which MAY just work with VR (or fall back to anaglyph) – the YT FAQ is very thin on 3D content: https://www.youtube.com/watch?v=KWYYJTqnpz8

Update2: Haha it works! https://www.reddit.com/r/EliteDangerous/comments/2o5j30/using_google_cardboard_or_equivalent_kit_as_a_vr/ had a lead: It suggests to double the vertical resolution to get a proper aspect ratio with SBS and shrink the resulting window again.

That’s easy with gamescope:

gamescope -h 2160 -w 3840 -H 1080 -W 3840 –scaler stretch

e voila, perfect aspect ratio. Wonder if my GPU manages to keep this up though. May have to throw FSR into the mix.

 

So… this is news to me, because I don’t have a VR headset, but I can set my Viture Pro XR glasses into SBS (side by side) mode by pressing the small button longer. Some games, like EliteDangerous, can do this as well without fiddling around with Reshade. I didn’t really expect it but it just works. This way I even get 3D on foot, which is not supported for VR in Elite Dangerous Odyssey at all! Side by side Crosseye mode (right eye left, left eye right) though? Add some head tracking to the mix, which is totally possible, and I get a very nice VR-like experience even on foot in Elite Dangerous – and on Linux PC!

This is the SBS version that does REQUIRE VR/XR glasses and mebbe something like xr-video-player: https://www.youtube.com/watch?v=KEtRijojBx8

This is the MONO version that does NOT require VR/XR glasses: https://www.youtube.com/watch?v=bYPTk1vygM4

The FOV is somewhat cramped. No idea if this can be tweaked any further but I’ll fiddle with the settings on my next test. Mebbe this can be tweaked (or I use #Breezy Desktop to zoom in somewhat).

Update: I got the aspect ratio somewhat under control. It’s not perfect but much better and an odd combination of window mode and resolution and upscaling, that somehow affects the HUD only but make no sense to me at all. At this point I think it’s simply a bug of Elite. It’s like the HUD doesn’t get the memo to scale up after the intro played. I’m also not sure if this is a side effect of gamescope but I can totally live with this result.

New footage with better aspect ratio: https://www.youtube.com/watch?v=5qdvfdpTy_k

New footage with better aspect ratio framepacked, which MAY just work with VR (or fall back to anaglyph) – the YT FAQ is very thin on 3D content: https://www.youtube.com/watch?v=KWYYJTqnpz8

Update2: Haha it works! https://www.reddit.com/r/EliteDangerous/comments/2o5j30/using_google_cardboard_or_equivalent_kit_as_a_vr/ had a lead: It suggests to double the vertical resolution to get a proper aspect ratio with SBS and shrink the resulting window again.

That’s easy with gamescope:

gamescope -h 2160 -w 3840 -H 1080 -W 3840 –scaler stretch

e voila, perfect aspect ratio. Wonder if my GPU manages to keep this up though. May have to throw FSR into the mix.

 

My ViperPit got an awesome upgrade today. It’s a pressure activated heating mat for the seat usually used in cars (12V are 12V 🤷). For the record: I have to heat full power to get my cave to 18C during the wintertime wasting a lot of energy. This doesn’t make much sense so I’m really happy with my solution that I also have in use for my office chair for years now 👌

 

cross-posted from: https://discuss.tchncs.de/post/27452629

Got some help carrying the ViperPit from the basement into my man cave today and since I got the peripherals operational again already, and got Ace Combat 7 on a sale, which seemed to be a good fit, I decided to play that first: https://makertube.net/w/wiKFYNPaKhhCmrrz3aGLYb / https://www.youtube.com/watch?v=HEPK0lHX_3s

Little did I know what a pain in the neck it would be to get this running. No, Linux wasn't the problem. That was just Press Play, as usual.

There is however no settings menu for HOTAS joysticks so any mapping has to be done by manually editing the Input.ini of the game in an text editor, which is a guessing game. Head tracking is also a no go. I pulled the old trick to map the head tracker to a virtual XBOX controller but the game comes with an annoying deadzone where the camera snaps to the center.

Ah well, got it all working okay-ish in the end and enjoyed some pew pew in the skies. There seem to be plenty of Macross mods too so trying that will be next 🤘

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