Re:Wayland on NixOS: Confusion, Conquest, Triumph
by bdhcuidbebe on Sunday July 02, 2023 @09:21AM
(#36561253)
I game on wayland, using steam and proton/wine. Xwayland works, and wine-wayland fork is functional and in the process of being merged. What is holding you back?
Re:Wayland on NixOS: Confusion, Conquest, Triumph
by superkuh on Sunday July 02, 2023 @09:28AM
(#36561305)
None of the handful of different wayland implementations have managed to support any of the network based keyboard/mouse sharing programs like synergy/barrier/input-leap (and vice versa). This lack of functionality is a real dealbreaker for me.
Re:Wayland on NixOS: Confusion, Conquest, Triumph
by bdhcuidbebe on Sunday July 02, 2023 @09:52AM
(#36561488)
Okay. I use hardware solution for that, so wasn’t aware of issues. is it related to issues with evdev?
(my hardware solution is logitech mx keys & their mouse, pair up to 3 machines at once)
Re:Wayland on NixOS: Confusion, Conquest, Triumph
by dashboardmess on Sunday July 02, 2023 @10:47AM
(#36561938)
Wait, does this work on Linux with wayland?
Re:Wayland on NixOS: Confusion, Conquest, Triumph
by yjftsjthsd-h on Sunday July 02, 2023 @12:41PM
(#36563119)
Why wouldn't it? It's hardware; it sends the inputs to the machine you tell it to, regardless of whether that machine is running X11 on Linux, Wayland on Linux, or Windows 3.11 on DOS.
Re:Wayland on NixOS: Confusion, Conquest, Triumph
by yjftsjthsd-h on Sunday July 02, 2023 @10:02AM
(#36561568)
Wait, not even a Wayland version of x2vnc? That wouldn't take much, surely?
Re:Wayland on NixOS: Confusion, Conquest, Triumph
by superkuh on Monday July 03, 2023 @10:07AM
(#36573074)
I have 4 computers and 7 monitors in my keyboard/mouse sharing span. Nothing vnc* is going to do it.
Re:Wayland on NixOS: Confusion, Conquest, Triumph
by sylware on Sunday July 02, 2023 @10:20AM
(#36561738)
Well, I meant wayland-wayland, not wayland thru Xwayland. I'll keep Xwayland, and those horrible 748397438924 client libs (yeah wayland code is static/private to distributed binaries), for games still missing a wayland backend (with unity/unreal5.x/godot/etc and via libSDL[23], I wonder if that exists on modern elf/linux games unless a custom engine).
But it seems the really hard part for valve is dropping their 32bits legacy code which is hardcoded for x11 and opengl... they are adamant at keeping it.
If the hardware provides the luxuary of "presentation" (~vblank) control, an application has to query the appropriate "presentation" wayland interface... namely the application must not expect this interface to be around.
You can see that in vulkan3d with its presentation queue: you post your pixels and forget about it (but there are extra presentation interface beyond the core interface like in wayland).
It through away everything many knew about rendering timing... for very good reasons, aka not planned obsolescence. This is why many are "wtf" about core wayland. Yes, we reached a point in software where innovation means removing and simplifying, not adding and complexifying.
The cherry on top: it makes the wayland core interfaces sooo much simpler, one dev can quickly have a working alternative implementation, and grow it step by step with luxuary extra interfaces.
I say that, I am still running good old native x11, because I game on elf/linux (#noproton), but the second the steam client drops its 32bits legacy code and have a working wayland backend, I start to code my own wayland compositor, probably based on the drm/vulkan one from valve deck, but in plain and simple C, or straight to x86_64 assembly (lurking on RISC-V ofc, since porting modern assembly ISAs is brutal but far from being hard).