OmniVision OV08X40 integrated webcam
I got a Dell Pro Max Premium with the OmniVision OV08X40 integrated webcam, but I can't get it working with ubuntu 24.04 lts.
Does anyone have a suggestion to get it working?
When running command dmesg the camera is detected. Also enabled in bios
https://redd.it/1oze9tw
@r_linux
I got a Dell Pro Max Premium with the OmniVision OV08X40 integrated webcam, but I can't get it working with ubuntu 24.04 lts.
Does anyone have a suggestion to get it working?
When running command dmesg the camera is detected. Also enabled in bios
https://redd.it/1oze9tw
@r_linux
Reddit
From the linux community on Reddit
Explore this post and more from the linux community
VKD3D 3.0 released!
Lots of changes and improvements!
Full changes [here](https://github.com/HansKristian-Work/vkd3d-proton/releases/tag/v3.0).
I'm going to leave you with the full changelog because this is amazing. There are lots of improvements in performance, speed, and more! Although it's very technical to read all of this.
A new major release, yay!
A few milestones have been reached over the last year, warranting a new major bump.
It's been quite a while since the last release due to new things coming up constantly.
These tags are mostly arbitrary anyway, and tend to be done when islands of calm and stability emerge.
# Major items
# DXBC shader backend rewrite
[u/doitsujin](https://github.com/doitsujin) rewrote the entire DXBC backend, replacing our legacy vkd3d-shader path.
DXVK and vkd3d-proton now share the same DXBC frontend which gives us clean,
"readable" (as readable as DXBC can be) and lean IR to work with.
dxil-spirv standalone project now supports DXBC as well as a result.
Lots of games which used to be completely broken before due to bugs and missing features
in the legacy vkd3d-shader backend are now fixed. E.g. Red Dead Redemption 2 runs just fine now in D3D12 mode.
Some recently released DXBC based games also only work on the new path.
The amount of regressions found the last months in DXBC games has been very minor,
but it's possible there are still bugs in this area.
However, given that DXVK uses it now as well, it's been battle tested quite extensively already.
# FSR4 support
We added support for AGS WMMA intrinsics through `VK_KHR_cooperative_matrix` and `VK_KHR_shader_float8`,
which is enough to support FSR4.
Note that these shaders are tightly coded for AMD GPUs with some implementation defined behavior
(particularly around matrix layouts), and they will not necessarily work on other GPU vendors.
There is also a quite hacky emulation path of this which relies on int8 and float16 cooperative matrix support,
which can run on older GPUs at significant performance cost (and some cost to theoretical correctness).
Note that the default "official" build of vkd3d-proton only exposes this feature when the native
`VK_KHR_shader_float8` is properly supported, i.e. RDNA4+ only.
The emulation path is available when building from source with the appropriate build flags.
The decision to not include this emulation path by default is over my pay grade.
The aim is to be able to ship FSR4 in a more proper way in Proton.
# Features
We've more or less caught up on the things we can feasibly implement,
so there isn't much exciting stuff happening on the feature front.
* Implemented experimental support for D3D12 work graphs. No real-world content ships this yet. This implementation is far from complete, but it works on "any" GPU since we emulate the feature with normal compute shaders. Funnily enough, the performance of this emulation can massively outperform native driver implementations of the feature in many scenarios we've tested (at the cost of some extra VRAM usage). See `docs/` for more details on implementation and some performance numbers.
* Expose `AdvancedTextureOpsSupported` by default from SM 6.7 if `VK_KHR_maintenance8` is supported.
* Expose the recently added sparse TIER\_4.
* Bump exposed D3D12SDKVersion to latest 618.
* Experimentally expose support for opacity micromaps. There are some details which aren't quite compatible with the D3D12 API, but some basic demo content is working fine.
* Add support for AMD\_anti\_lag when exposed. The current implementation does not take frame-gen into account.
* Implement support for tight alignment from recent AgilitySDK.
* Add support for shared resource path on upstream Wine.
# Performance
* Overhaul the texture copy batching situation. The new batching logic should be able to improve performance in many more cases than before.
* Implemented support for `VK_KHR_unified_image_layouts`. Image copy batching in particular can take advantage of this to avoid a lot of unnecessary barriers.
* Removed manual
Lots of changes and improvements!
Full changes [here](https://github.com/HansKristian-Work/vkd3d-proton/releases/tag/v3.0).
I'm going to leave you with the full changelog because this is amazing. There are lots of improvements in performance, speed, and more! Although it's very technical to read all of this.
A new major release, yay!
A few milestones have been reached over the last year, warranting a new major bump.
It's been quite a while since the last release due to new things coming up constantly.
These tags are mostly arbitrary anyway, and tend to be done when islands of calm and stability emerge.
# Major items
# DXBC shader backend rewrite
[u/doitsujin](https://github.com/doitsujin) rewrote the entire DXBC backend, replacing our legacy vkd3d-shader path.
DXVK and vkd3d-proton now share the same DXBC frontend which gives us clean,
"readable" (as readable as DXBC can be) and lean IR to work with.
dxil-spirv standalone project now supports DXBC as well as a result.
Lots of games which used to be completely broken before due to bugs and missing features
in the legacy vkd3d-shader backend are now fixed. E.g. Red Dead Redemption 2 runs just fine now in D3D12 mode.
Some recently released DXBC based games also only work on the new path.
The amount of regressions found the last months in DXBC games has been very minor,
but it's possible there are still bugs in this area.
However, given that DXVK uses it now as well, it's been battle tested quite extensively already.
# FSR4 support
We added support for AGS WMMA intrinsics through `VK_KHR_cooperative_matrix` and `VK_KHR_shader_float8`,
which is enough to support FSR4.
Note that these shaders are tightly coded for AMD GPUs with some implementation defined behavior
(particularly around matrix layouts), and they will not necessarily work on other GPU vendors.
There is also a quite hacky emulation path of this which relies on int8 and float16 cooperative matrix support,
which can run on older GPUs at significant performance cost (and some cost to theoretical correctness).
Note that the default "official" build of vkd3d-proton only exposes this feature when the native
`VK_KHR_shader_float8` is properly supported, i.e. RDNA4+ only.
The emulation path is available when building from source with the appropriate build flags.
The decision to not include this emulation path by default is over my pay grade.
The aim is to be able to ship FSR4 in a more proper way in Proton.
# Features
We've more or less caught up on the things we can feasibly implement,
so there isn't much exciting stuff happening on the feature front.
* Implemented experimental support for D3D12 work graphs. No real-world content ships this yet. This implementation is far from complete, but it works on "any" GPU since we emulate the feature with normal compute shaders. Funnily enough, the performance of this emulation can massively outperform native driver implementations of the feature in many scenarios we've tested (at the cost of some extra VRAM usage). See `docs/` for more details on implementation and some performance numbers.
* Expose `AdvancedTextureOpsSupported` by default from SM 6.7 if `VK_KHR_maintenance8` is supported.
* Expose the recently added sparse TIER\_4.
* Bump exposed D3D12SDKVersion to latest 618.
* Experimentally expose support for opacity micromaps. There are some details which aren't quite compatible with the D3D12 API, but some basic demo content is working fine.
* Add support for AMD\_anti\_lag when exposed. The current implementation does not take frame-gen into account.
* Implement support for tight alignment from recent AgilitySDK.
* Add support for shared resource path on upstream Wine.
# Performance
* Overhaul the texture copy batching situation. The new batching logic should be able to improve performance in many more cases than before.
* Implemented support for `VK_KHR_unified_image_layouts`. Image copy batching in particular can take advantage of this to avoid a lot of unnecessary barriers.
* Removed manual
GitHub
Release Version 3.0 · HansKristian-Work/vkd3d-proton
A new major release, yay!
A few milestones have been reached over the last year, warranting a new major bump.
It's been quite a while since the last release due to new things coming up constant...
A few milestones have been reached over the last year, warranting a new major bump.
It's been quite a while since the last release due to new things coming up constant...
clear workaround on newer (6.15.9+) kernels on AMD, where an old kernel regression was finally fixed. Kernels older than 6.10 are also not affected by this workaround.
* Use push denoscriptor path on Qualcomm GPUs over BDA for speed.
* Improve handling of GDeflate when decompression extension is not available. We now ship our own fallback shader in GLSL instead of the more awkward HLSL shader that dstorage ships.
* Bump DGC scratch size on NVIDIA. Should avoid some massive perf drops in Halo Infinite on NVIDIA.
* Add performance optimization for The Last of Us Part 1 to prefer 2D tiling on 3D images. Requires [an update to Mesa](https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38084) as well to get the proper effect.
* Handle depth/stencil <-> color image copies better when `VK_KHR_maintenance8` is supported.
* Make use of `VK_EXT_zero_initialize_device_memory` to avoid manual clears on allocation.
# Fixes
* Emit render pass barriers as expected on tiled GPUs. Fixes misc rendering bugs reported on e.g. Turnip.
* For performance reasons, we deliberately skirt the spec a bit on desktop GPUs.
* Fixed a bunch of minor correctness problems exposed by new Vulkan-ValidationLayers.
* Adjust how `PointSamplingAddressesNeverRoundUp` is reported to match recent driver behaviors.
* Fix overflow bugs in massive (> 4GiB) sparse resource handling.
* Fix reporting of some esoteric format properties to better match native drivers.
* Fix handling of NULL acceleration structure denoscriptors.
* Fix some texturing bugs in Helldivers II on NVIDIA.
* Fix some bugs with memory type handling on very old NVIDIA GPUs.
* Fix bug when pixel shader includes root signature.
* Make ClearUAV barrier insertion the default now. Too many games screw this up, and D3D12 drivers seem to do it by default.
* Fix shared fences when initial value is not 0. Fixes some Star Citizen issues.
* Fix rare deadlock scenario in Ninja Gaiden 4. Fixes some long-standing issues with how we deal with fence rewinds.
* Fix some long-standing issues with how we deal with placed MSAA resources and alignment.
* Make sure we don't clear memory of imported resources. This doesn't fix any known games, but you never know :V
* Improve correctness for many odd GS/HS/DS corner cases with primitive types and API validation.
* Fixes crashes when index buffer SizeInBytes = 0, but VA was invalid. Seen in some Saber Interactive games.
* Fixes some potential deadlocks in VR interop APIs when multiple threads attempt to acquire Vulkan queue.
* Fixes 16-bit aligned structured buffer strides. Not observed in any real content, but you never know!
# Workarounds
* Add FF VII rebirth sync bugs workarounds. Fixes some rare GPU hangs.
* Add misc AMD workarounds for Monster Hunter Wilds caused by bugged hardware around sparse SMEM.
* A proper hardware workaround in RADV is still pending.
* Workaround some Starfield bugs around `NonUniformResourceIndex` use.
* Add performance workarounds for extremely large tessellation factors used in misc new Koei Tecmo games.
* Add Wreckfest 2 workarounds for illegal texture placement aliasing. Fixes some broken textures.
* Add barrier in Satisfactory that game missed. Fixes some corrupt rendering especially on AMD.
* Ignore NOT\_CLEARED flags on allocation in all games now. Native drivers seem to always clear regardless of the flag, and e.g. Street Fighter 6 relies on NOT\_CLEARED memory to actually be cleared :(
* Workaround some issues with RGB9E5 and alpha write masks observed in Ninja Gaiden 4.
* Add missing barrier in Death Stranding (the older build, not Director's Cut).
* Add missing barrier in Wuthering Waves.
* Workaround bugged uninitialized loop variable in Dune MMO.
* Disable UAV compression in Spider-Man Remastered. Fixes some weird RT issues on RDNA2.
* Add Root CBV robustness workaround for Gray Zone Warfare.
* Disables color compression in Rise of the Tomb Raider. Fixes some glitches due to game bug on AMD.
* Workaround some bugs in Port Royal benchmark.
* Workaround Mafia: Definitive Edition hanging GPU when using FSR on startup due
* Use push denoscriptor path on Qualcomm GPUs over BDA for speed.
* Improve handling of GDeflate when decompression extension is not available. We now ship our own fallback shader in GLSL instead of the more awkward HLSL shader that dstorage ships.
* Bump DGC scratch size on NVIDIA. Should avoid some massive perf drops in Halo Infinite on NVIDIA.
* Add performance optimization for The Last of Us Part 1 to prefer 2D tiling on 3D images. Requires [an update to Mesa](https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38084) as well to get the proper effect.
* Handle depth/stencil <-> color image copies better when `VK_KHR_maintenance8` is supported.
* Make use of `VK_EXT_zero_initialize_device_memory` to avoid manual clears on allocation.
# Fixes
* Emit render pass barriers as expected on tiled GPUs. Fixes misc rendering bugs reported on e.g. Turnip.
* For performance reasons, we deliberately skirt the spec a bit on desktop GPUs.
* Fixed a bunch of minor correctness problems exposed by new Vulkan-ValidationLayers.
* Adjust how `PointSamplingAddressesNeverRoundUp` is reported to match recent driver behaviors.
* Fix overflow bugs in massive (> 4GiB) sparse resource handling.
* Fix reporting of some esoteric format properties to better match native drivers.
* Fix handling of NULL acceleration structure denoscriptors.
* Fix some texturing bugs in Helldivers II on NVIDIA.
* Fix some bugs with memory type handling on very old NVIDIA GPUs.
* Fix bug when pixel shader includes root signature.
* Make ClearUAV barrier insertion the default now. Too many games screw this up, and D3D12 drivers seem to do it by default.
* Fix shared fences when initial value is not 0. Fixes some Star Citizen issues.
* Fix rare deadlock scenario in Ninja Gaiden 4. Fixes some long-standing issues with how we deal with fence rewinds.
* Fix some long-standing issues with how we deal with placed MSAA resources and alignment.
* Make sure we don't clear memory of imported resources. This doesn't fix any known games, but you never know :V
* Improve correctness for many odd GS/HS/DS corner cases with primitive types and API validation.
* Fixes crashes when index buffer SizeInBytes = 0, but VA was invalid. Seen in some Saber Interactive games.
* Fixes some potential deadlocks in VR interop APIs when multiple threads attempt to acquire Vulkan queue.
* Fixes 16-bit aligned structured buffer strides. Not observed in any real content, but you never know!
# Workarounds
* Add FF VII rebirth sync bugs workarounds. Fixes some rare GPU hangs.
* Add misc AMD workarounds for Monster Hunter Wilds caused by bugged hardware around sparse SMEM.
* A proper hardware workaround in RADV is still pending.
* Workaround some Starfield bugs around `NonUniformResourceIndex` use.
* Add performance workarounds for extremely large tessellation factors used in misc new Koei Tecmo games.
* Add Wreckfest 2 workarounds for illegal texture placement aliasing. Fixes some broken textures.
* Add barrier in Satisfactory that game missed. Fixes some corrupt rendering especially on AMD.
* Ignore NOT\_CLEARED flags on allocation in all games now. Native drivers seem to always clear regardless of the flag, and e.g. Street Fighter 6 relies on NOT\_CLEARED memory to actually be cleared :(
* Workaround some issues with RGB9E5 and alpha write masks observed in Ninja Gaiden 4.
* Add missing barrier in Death Stranding (the older build, not Director's Cut).
* Add missing barrier in Wuthering Waves.
* Workaround bugged uninitialized loop variable in Dune MMO.
* Disable UAV compression in Spider-Man Remastered. Fixes some weird RT issues on RDNA2.
* Add Root CBV robustness workaround for Gray Zone Warfare.
* Disables color compression in Rise of the Tomb Raider. Fixes some glitches due to game bug on AMD.
* Workaround some bugs in Port Royal benchmark.
* Workaround Mafia: Definitive Edition hanging GPU when using FSR on startup due
GitLab
ac/surface,radv: select better swizzle mode for 2D compatibles images or 3D CB render targets (!38084) · Merge requests · Mesa…
Mesa 3D graphics library
to use-after-free.
* The workaround applies to all uses of FSR. Plausibly workaround a hang in MGS: Delta as well, but not confirmed it was this bug.
* Workaround Control RT path occasionally observing NaNs due to bad normalize() patterns.
* Workaround Final Fantasy Tactics Ivalice Chronicles illegally using dynamically indexed root constants.
# Misc
* Added a lot more debug instrumentation as usual.
* Not user facing, so omitting details.
* Make it a bit easier to use vkd3d-proton in Linux-native projects.
* Remove `DXVK_FRAME_RATE` to align with DXVK's removal. Only `VKD3D_FRAME_RATE` remains (at least for now).
https://redd.it/1ozk3aj
@r_linux
* The workaround applies to all uses of FSR. Plausibly workaround a hang in MGS: Delta as well, but not confirmed it was this bug.
* Workaround Control RT path occasionally observing NaNs due to bad normalize() patterns.
* Workaround Final Fantasy Tactics Ivalice Chronicles illegally using dynamically indexed root constants.
# Misc
* Added a lot more debug instrumentation as usual.
* Not user facing, so omitting details.
* Make it a bit easier to use vkd3d-proton in Linux-native projects.
* Remove `DXVK_FRAME_RATE` to align with DXVK's removal. Only `VKD3D_FRAME_RATE` remains (at least for now).
https://redd.it/1ozk3aj
@r_linux
Reddit
From the linux community on Reddit: VKD3D 3.0 released!
Explore this post and more from the linux community
All the Govt. schools and colleges in my state (in India) uses Linux for education
https://preview.redd.it/qn5b8jujwu1g1.png?width=1163&format=png&auto=webp&s=3420cc47d12eadb356050e0721a85eb4afe8edf9
Kerala, a southern state in India with a current population of over 35 million, has consistently led the way in embracing free and open-source software (FOSS) across various sectors. Since 2006, the state has championed a transition to open technologies, reflecting its commitment to sustainable and accessible digital development. This movement is most evident in the education sector, where the government has seamlessly integrated FOSS into its school curricula.
this was my first introduction to linux during my high school now im posting this using my arch machine.
https://redd.it/1ozndgd
@r_linux
https://preview.redd.it/qn5b8jujwu1g1.png?width=1163&format=png&auto=webp&s=3420cc47d12eadb356050e0721a85eb4afe8edf9
Kerala, a southern state in India with a current population of over 35 million, has consistently led the way in embracing free and open-source software (FOSS) across various sectors. Since 2006, the state has championed a transition to open technologies, reflecting its commitment to sustainable and accessible digital development. This movement is most evident in the education sector, where the government has seamlessly integrated FOSS into its school curricula.
this was my first introduction to linux during my high school now im posting this using my arch machine.
https://redd.it/1ozndgd
@r_linux
I fear that a lot of new Linux tools are losing the “Linux way “
More and more software seems to be abandoning the “older” ways of Linux and maybe even unix, more and more modern tools seem to entirely forgo man pages and more and more software seems to be using non copyleft licenses (MIT specifically), I fear that this is a misstep, man pages are a staple for a reason and are usually easier to use than the average -h of a program, MIT and similar licenses allow malicious actors to just steal the source code and sell it without repercussions or to just not give back to the people that worked on it originally
https://redd.it/1ozslwz
@r_linux
More and more software seems to be abandoning the “older” ways of Linux and maybe even unix, more and more modern tools seem to entirely forgo man pages and more and more software seems to be using non copyleft licenses (MIT specifically), I fear that this is a misstep, man pages are a staple for a reason and are usually easier to use than the average -h of a program, MIT and similar licenses allow malicious actors to just steal the source code and sell it without repercussions or to just not give back to the people that worked on it originally
https://redd.it/1ozslwz
@r_linux
Reddit
From the linux community on Reddit
Explore this post and more from the linux community
Git 2.52 Released With More Preparations Toward Git 3.0
https://www.phoronix.com/news/Git-2.52-Released
https://redd.it/1ozteqy
@r_linux
https://www.phoronix.com/news/Git-2.52-Released
https://redd.it/1ozteqy
@r_linux
Phoronix
Git 2.52 Released With More Preparations Toward Git 3.0
Git 2.52 is out today as the newest feature release of this distributed revision control system and in working toward Git 3.0 that will hopefully release by the end of 2026.
SUSE Developer Working To Reimplement SSH Using The Zig Programming Language
https://www.phoronix.com/news/SUSE-SSH-In-Zig-Language
https://redd.it/1ozwn4d
@r_linux
https://www.phoronix.com/news/SUSE-SSH-In-Zig-Language
https://redd.it/1ozwn4d
@r_linux
Phoronix
SUSE Developer Working To Reimplement SSH Using The Zig Programming Language
SUSE engineer Lucas Mülling is leading an effort to work on implementing SSH within the Zig programming language, a popular language for robust, optimal, and reusable software. In development now and planned for further work during SUSE's upcoming Hack Week…
Will we see a Linux OS on smartphones that can revive old devices like it can do with computers?
I'm a desktop user and needed a laptop for bench testing and didn't want to spend money just to buy a piece of crap laptop. So I dug out my Lenovo T400 from 2009and installed mint and bam, it's working like a charm! Even the after market battery I had like over 10 years ago surprising holds a charge which it didn't when I last installed windows eons ago.
Also recently, my pixel 7 pro battery swelled up so I ended up using my old Essential PH-1 phone all the way back from 2018. Albeit a bit slower it's still working and I don't even want to get a new phone.
That made me wonder if it's possible we will see an OS for smartphones we could reuse existing order hardware. Unlike computers, most smartphone applications aren't even that demanding. And doesn't Android run on some sort of a Linux Kernel?
https://redd.it/1ozzunh
@r_linux
I'm a desktop user and needed a laptop for bench testing and didn't want to spend money just to buy a piece of crap laptop. So I dug out my Lenovo T400 from 2009and installed mint and bam, it's working like a charm! Even the after market battery I had like over 10 years ago surprising holds a charge which it didn't when I last installed windows eons ago.
Also recently, my pixel 7 pro battery swelled up so I ended up using my old Essential PH-1 phone all the way back from 2018. Albeit a bit slower it's still working and I don't even want to get a new phone.
That made me wonder if it's possible we will see an OS for smartphones we could reuse existing order hardware. Unlike computers, most smartphone applications aren't even that demanding. And doesn't Android run on some sort of a Linux Kernel?
https://redd.it/1ozzunh
@r_linux
Reddit
From the linux community on Reddit
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Gaming on Linux
Some background. About 4 years ago I started using Linux. Mostly a basic ass I3 setup on my homework/work laptop because tiling window managers are absolutely goated for taking notes. Haven't really done anything Linux related on it besides run updates for a long time because i3 never changes.
I mostly use my desktop to game. I tried Linux, but it was less than ideal. There were always weird stutters while shaders compiled. Most games ran, but a lot of them took a shit ton of troubleshooting and performed badly. I gave up and went to windows for gaming.
Not long ago, my kid wanted me to help set up Linux on his computer. I decided to try it on my desktop again.
Holy shit, what happened? Games just work now, perfectly smooth, instantly. You can easily find noscripts on GitHub that give you a fully functional Hyprland setup in minutes, instead of spending a full day screwing around and troubleshooting it, please don't judge me.
Anyway, the point is that desktop Linux feels like it came a shockingly long way in a very short amount of time. I don't know who the people are that are doing this, but I just want to let you know I appreciate the hell out of all of you. GG
https://redd.it/1p01c8o
@r_linux
Some background. About 4 years ago I started using Linux. Mostly a basic ass I3 setup on my homework/work laptop because tiling window managers are absolutely goated for taking notes. Haven't really done anything Linux related on it besides run updates for a long time because i3 never changes.
I mostly use my desktop to game. I tried Linux, but it was less than ideal. There were always weird stutters while shaders compiled. Most games ran, but a lot of them took a shit ton of troubleshooting and performed badly. I gave up and went to windows for gaming.
Not long ago, my kid wanted me to help set up Linux on his computer. I decided to try it on my desktop again.
Holy shit, what happened? Games just work now, perfectly smooth, instantly. You can easily find noscripts on GitHub that give you a fully functional Hyprland setup in minutes, instead of spending a full day screwing around and troubleshooting it, please don't judge me.
Anyway, the point is that desktop Linux feels like it came a shockingly long way in a very short amount of time. I don't know who the people are that are doing this, but I just want to let you know I appreciate the hell out of all of you. GG
https://redd.it/1p01c8o
@r_linux
Reddit
From the linux community on Reddit
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GIMP 3.2 RC1: First Release Candidate for GIMP 3.2
https://www.gimp.org/news/2025/11/17/gimp-3-2-RC1-released/
https://redd.it/1p02l4q
@r_linux
https://www.gimp.org/news/2025/11/17/gimp-3-2-RC1-released/
https://redd.it/1p02l4q
@r_linux
www.gimp.org
GIMP - GIMP 3.2 RC1: First Release Candidate for GIMP 3.2
Release news for version GIMP 3.2 RC1
Eye tracking mouse?
I'm a disabled eye tracking user and the technology has become an amazing tool on Windows with stuff like Mill Mouse that makes hands free AAA gaming possible. Do you know of anything on Linux, apart from Talon Voice ( it's complex to setup and jittery)? I'd be prepared to pay anyone who build something basic and easy to setup for mouse cursor control (for Tobii 4C).
https://redd.it/1p0bkr6
@r_linux
I'm a disabled eye tracking user and the technology has become an amazing tool on Windows with stuff like Mill Mouse that makes hands free AAA gaming possible. Do you know of anything on Linux, apart from Talon Voice ( it's complex to setup and jittery)? I'd be prepared to pay anyone who build something basic and easy to setup for mouse cursor control (for Tobii 4C).
https://redd.it/1p0bkr6
@r_linux
Reddit
From the linux community on Reddit
Explore this post and more from the linux community
Avahi DoS vulnerability (CVE-2025-59529): Logic flaw allows unprivileged users to exhaust daemon resources
https://zeropath.com/blog/avahi-simple-protocol-server-dos-cve-2025-59529
https://redd.it/1p0hnb4
@r_linux
https://zeropath.com/blog/avahi-simple-protocol-server-dos-cve-2025-59529
https://redd.it/1p0hnb4
@r_linux
Zeropath
Avahi Simple Protocol Server DoS (CVE-2025-59529) - ZeroPath Blog
A logic flaw in Avahi Simple Protocol Server ignored the configured client limit, allowing any user to open unlimited connections and exhaust memory and file denoscriptors, causing a system-wide denial of service for mDNS and DNS-SD.
Python Developers Looking At Introducing The Rust Programming Language In CPython
https://www.phoronix.com/news/Proposal-Rust-In-CPython
https://redd.it/1p0j2cp
@r_linux
https://www.phoronix.com/news/Proposal-Rust-In-CPython
https://redd.it/1p0j2cp
@r_linux
Reddit
From the linux community on Reddit: Python Developers Looking At Introducing The Rust Programming Language In CPython
Posted by anh0516 - 9 votes and 2 comments
List of Linux distributions on Wikidata // Largest collaborative table of distros
https://www.wikidata.org/wiki/Wikidata:List_of_Linux_distributions
https://redd.it/1p0lb72
@r_linux
https://www.wikidata.org/wiki/Wikidata:List_of_Linux_distributions
https://redd.it/1p0lb72
@r_linux