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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)NC
Posts
19
Comments
409
Joined
2 yr. ago

  • Since pipewire is the default in Nobara (I recently started with it), I hope I don't need to care too much about it (fingers crossed!). What I want to achieve is a realistic feeling of the room accoustics in games. I recently noticed that in Cyberpunk 2077 (windows, with the xbox headset): I could close my eyes and still tell where I am in the game.

  • I'm not sure AptX is capable enough. In LowLatency mode, it may sound dull again. But higher bitrates come with too much latency.

    I guess LLAC would be the codec to go, but I lack the experience with it.

  • Maybe "Spatial audio" fits my description better than "surround sound". I wasn't quite sure whether additional processing is mandatory for realistic ingame sound. Back in the day (long long ago), EAX 4.0 was a huge improvement above direct sound. I guess that has changed, luckily!

    Long story short: What I'm looking for is an immersive sound simulation for ingame environments, and I don't like to lack behind proprietary solutions.

  • Maybe start again with the network share, if you don't mind. SambaV1 is outdated. You could set up a thin client, RasperryPi or similar for your network share. You could then format its HDD to ext4 or btrfs and install samba and nfs-kernelserver.

    Same applies to your local steam library: better put your games on a Linux-native filesystem. It may safe you some headache.

  • I started with blender and I agree: It's not made for technical modelling. There is a custom blender version with common CAD features, but I've been put off by the - typical for Blender - steep lerning curve.

    Long story short: You can't go wrong with FreeCAD.