Atemu

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nix
[–] Atemu@lemmy.ml 3 points 1 week ago

And it's also client-side. Kagi filters them server-side AFAICT, so from your POV it's instant and without client-side filtering jank.

[–] Atemu@lemmy.ml 1 points 4 weeks ago* (last edited 4 weeks ago) (1 children)

None of this puts the user out of control; they're free to add the Flathub repository should they wish to do so.

[–] Atemu@lemmy.ml -1 points 4 weeks ago (1 children)

He

I hate to be that guy but OP gave no indication of their gender. English has the luxury of having a "natural" neutral pronoun; please just use that.

which these suggested Fedora Spins are designed to integrate with as tightly as possible

Could you explain what exactly this "tight integration" pertains? AFAIK these are just regular old global-state distros but with read-only snapshotting for said global state (RPM-ostree, "immutable").
Read-only global system configuration state in pretty much requires usage of Flatpak and the like for user-level package application management because you aren't supposed to modify the global system state to do so but that's about the extent that I know such distros interact with Flatpak etc.

Bazzite is completely the opposite of an OS designed to run one app at once, which means you haven’t tried it before rubbishing it as a suggestion.

That is their one and only stated goal: Run games.

I don't know about you but I typically only run one game at a time and have a hard time imagining how any gaming-focused distro would do it any other way besides running basic utilities in the background (i.e. comms software.).

Obviously you can use it to do non-gaming stuff too but at that point it's just a regular old distro with read-only system state. You can install Flatpak, distrobox etc. on distros that have mutable system state too for that matter.

Could you point out the specific concrete things Bazzite does to improve separation between applications beyond the sandboxing tools that are available to any distribution?

It's true that I haven't used Bazzite; I have no use for imperative global state distributions and am capable of applying modifications useful for gaming on my own. It's not like I haven't done my research though.

[–] Atemu@lemmy.ml 3 points 4 weeks ago (3 children)

"No your honour, we do not offer users any patented software, we merely ship a system which directs users to this other totally unrelated entity that we are fully aware ships patented software." will not hold up in court.

I also imagine RH would simply like control over the repository content they offer to users by default. Flathub acts more like a 3rd party user repository than a "proper" distro.

[–] Atemu@lemmy.ml 2 points 4 weeks ago (1 children)

I don't assume you to be stupid, so lack of information is the most likely explanation for not knowing what "it" refers to here.

[–] Atemu@lemmy.ml 2 points 4 weeks ago (3 children)

Read the linked issue first perhaps.

[–] Atemu@lemmy.ml 3 points 4 weeks ago (5 children)

Offering patented software would open Fedora (a RedHat product mind you) up to legal issues in places that know software patents (primarily the U.S.).

[–] Atemu@lemmy.ml 4 points 1 month ago

There is no distribution that does what you're looking for. All the ones recommended by others in this thread are just generic distributions that do nothing special to separate user applications and I have no idea why they saw fit to mention them at all.

The best recommendation here is Qubes but that's arguably not a distro but rather its own operating system that can then run some instances of distros inside of it with strong separation between those units.

The only thing that somewhat goes the direction you want is Flatpak but it's not anywhere close to Androids really quite solid app separation scheme.

The reality of it is that most Linux desktop apps are made with the assumption that they are permitted to access every resource the user has access to with no differentiation; your SSH or GPG private keys are in the same category as the app's config file.

Standard APIs to manage permissions in a more fine-grained manner are slowly being worked on (primarily by the flatpak community IME) but it's slow and mostly focused on container stuff which I'm not convinced is the way forward. There does not appear to be any strong effort towards creating a resource access control design that's anywhere near as good as Android's in any case though.

The closest thing we have is systemd hardening for system components but that's obviously not relevant for desktop apps. It's also (IMHO) inherently flawed due to using a blocklist approach rather than an allow-list one. It's also quite rigid in what resources it controls.

I'm not convinced any of the existing technologies we have right now is fit for a modern user-facing system.

Here's what I think we ought to have:

  • A method to identify applications at runtime (e.g. to tell apart your browser from your terminal and your editor at runtime)
  • A generic extensible way to declare resources to which access should be controlled within a single user context (i.e. some partition of your home filesystem or some device that your user generally has access to such as your camera)
  • A user-configurable mapping between resources and applications; enforced by kernel-level generic mechanisms

No need for any containers here for any of this; they're a crutch for poor legacy distro design that relies on global state. I don't see a need for breaking the entire UNIX process model by unsharing all resources and then passing in some of them through by overly complex methods either.

Eventhough they're quite simple and effective, I'm not convinced UNIX users are a good primitive to use for application identification like Android does it because that implies user data file ownership needs to be managed by some separate component rather than the standard IO operations that any Linux apps ever uses for everything.
I think this should instead be achieved using cgroups instead which are the single most important invention in operating systems that you can actually use today since UNIX IMHO.

The missing parts are therefore a standard for resource declaration and a standard and mechanism to assign them to applications (identified via cgroup).
I haven't done much research into whether these exist or how they could me made to exist.

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

That is not relevant here in any way. That's a distro made to easily run one app at a time without really caring about data security w.r.t. that app.

[–] Atemu@lemmy.ml 2 points 2 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 4 points 2 months ago

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 4 points 2 months ago

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

 

I recently got my Kobo Elipsa 2E and it's better than I expected, especially the simplicity of OS and how well handwriting generally works were a surprise to me.

Given that its handwritten notes features are surprisingly capable, I've been trying to use it to take notes for learning physics but quite soon ran into an issue in trying to use the advanced notebook:

In physics, there's a notation where you can write dx/dt as an x with a dot above it (), adding more dots the more often you take the derivative w.r.t. time though you typically only need 2 max. The handwriting recognition for formulas does not know this notation however and therefore converts any attempts to stupid stuff instead.

Additionally, I quite frequently write sentences that also contain some "math symbols" such as δ or θ or even just mathematical expressions such as L(x). Formula fields would recognise these just fine but no such luck with regular text fields; it tries to make normal letters or words out of these.
The maths formula mode cannot be used for annotating equations either as it garbles words into symbol structures.

The fall-back would be to just use raw drawing plots but my handwriting is quite poor and I'd rather have text because that really works quite well otherwise. I could write text mode until I need a sentence with a symbol in it but I don't know ahead of time whether I'll need it and by the time I know, it's already too late and I'd need to write the entire sentence again inside a raw canvas.

Are there any solutions or potential workarounds to my problems?

Is it possible to make the formula recognition aware of this notation somehow? I'll likely need further such niche notations in the future too.

Is it perhaps possible to have sections of text (or even formulas) that contain small raw canvases which don't get converted to text? That would also be a nice escape hatch.

Is there an alternative note-taking app one could side-load that works better perhaps? The hardware is surprisingly capable as mentioned; these issues are purely in software.

 

I've been gifted a Sony PRS-T3 over a decade ago. I've recently gotten into reading again and used it to read a manhwa/webtoon/web novel (or whatever the Korean ones are called) and most recently a light novel.
It's functional and perhaps even decent (especially given its age) but my main gripes with it are:

  • Size: It's much too small to fit an entire manga page with readable text, so you need to use hacks like kcc which is suboptimal. I'd like the display to be the size of a typical manga or slightly larger.
  • Lack of customisation: It has this ugly indented paragraph style in books which I don't like and the selection of fonts aswell as font rendering isn't great.
  • Artifacts in images: When anything more complex than text is on display (and even with text it's subtly noticeable), you always see ghosts of the previous image. This is perhaps the most critical flaw for the purpose of reading Manga. Image quality in pictures isn't great to begin with either.
  • Slow: Page turning is fast enough but doing anything else it turns into a slog. Switching between "books" (the manhwa had each chapter as a separate book) was annoying to say the least.
  • Bad UI: It's just generally poorly organised and common things required way too many interactions (which, mind you, are slow).
  • No light: I appreciate not requiring a light but I'd sometimes like to have the option.
  • Ergonomics: It's light but not very comfortable to hold. I think I've seen readers that have a thicker end on one side so that you can better hold onto it? I'd appreciate advice here.

It's also showing its age; I had to tape the lid already as the material started to disintegrate.

I did very much appreciate how simple it is though. Open the lid, it immediately turns on, (I enter my PIN) and I can continue to read my book where I left off. Just like a real book but more convenient. I'd like to retain that property.
Battery life is also still great, even after all these years. I can close the lid and leave it sitting around for weeks and return to it with barely any battery drained. Again like a book where I don't have to worry about any battery charge either.
It's also quite light which I like, though a little bulky but totally acceptable.

Deal breakers:

  • Enshittification: If the primary purpose of the reader is to sell books rather than read them, I don't want it.
  • Espionage: I don't want Google, Amazon or anyone else spying on when I read what books. I'm probably going to have its networking off anyways but I don't want anyone spying on me offline either.
  • Gesture-only page navigation. Physical buttons please.
  • Ads of any kind.
  • Any power/data connector other than USB-C

I don't care for DRM. I'll be loading epubs onto the reader from another machine.

I don't think I need colour. I mean, it'd be nice I guess (especially for manhwa, those appear to frequently be coloured?) but if that compromises on greyscale or text clarity, no thank you. I also don't know whether e-ink can reproduce colour accurately enough that it's even an upgrade over greyscale and doesn't just look ugly.

FOSS firmware would be amazing but my research suggests that's not really a thing? I'd settle for a decently customisable proprietary firmware as long as it doesn't suck donkey balls or needs to be connected to the internet.

I don't need to draw on it.

Price is secondary but I don't like wasting money either.

I'm in Germany/EU.

I don't have a single clue about the e-reader market. I'd appreciate any advice on what I want and, more importantly, don't want given the constraints and desires I described.

 

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):


 

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):


 

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):


 

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.
 

@brjsp thanks again for submitting the concern here. We have made some adjustments to how the SDK code is organized and packaged to allow you to build and run the app with only GPL/OSI licenses included. The sdk-internal package references in the clients now come from a new sdk-internal repository, which follows the licensing model we have historically used for all of our clients (see LICENSE_FAQ.md for more info). The sdk-internal reference only uses GPL licenses at this time. If the reference were to include Bitwarden License code in the future, we will provide a way to produce multiple build variants of the client, similar to what we do with web vault client builds.

The original sdk repository will be renamed to sdk-secrets, and retains its existing Bitwarden SDK License structure for our Secrets Manager business products. The sdk-secrets repository and packages will no longer be referenced from the client apps, since that code is not used there.

This appears at least okay on the surface. The clients' dependency on sdk-internal didn't change but that's okay now because they have licensed sdk-internal as GPL.

The sdk-secrets will remain proprietary but that's a separate product (Secrets Manager) and will apparently not be used in the regular clients. Who knows for how long though because, if you read carefully, they didn't promise that it will not be used in the future.

The fact that they had ever intended to make parts of the client proprietary without telling anyone and attempted to subvert the GPL while doing so still remains utterly unacceptable. They didn't even attempt to apologise for that.

Bitwarden has now landed itself in the category of software that I would rather move away from and cannot wholeheartedly recommend anymore. That's pretty sad.

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