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SDL, who's main developer has been at Valve for years, already has added support for it back in November: https://github.com/libsdl-org/SDL/blob/main/src/joystick/hid...

It's a bit more complicated than that (on Windows) because Steam doesn't make a virtual gamepad to the OS. The way Steam handles the input is by hooking into the games individually. So to use Steam for other games, you need to add them to Steam as non-steam games.

Even open source controller remapping tools (not just Steam Controller) and similar used ViGEmBus which is no longer maintained. You can have it do mouse/keyboard though, those don't require custom drivers.


Seeing as the original Steam Controllers kernel drivers were community reverse engineered rather than Valve contributed, I don't know if I believe in them to make one for the new one either: https://www.phoronix.com/news/Steam-Controller-RE-Kernel

That surprises me. I knew there was a hid-steam, but I didn't know its provenance.

FWIW, it appears Valve is sponsoring development now. Vicki, one of the maintainers of the SteamOS kernel, is the most recent contributor to https://github.com/torvalds/linux/blob/master/drivers/hid/hi...

It's too annoying to search more recent linux-input submissions to see if anything has been pushed upstream yet specific to the new controller.


Community servers don't want server-side anti-cheat either. Hell they invented client-side anti-cheats back in the day. Even current day community servers like Face-IT have additional anti-cheats, not less. Same with modded GTAV FiveM (even before the main game added anti-cheats)

I'm using the smaller vision models (Qwen3.5-4B currently) with Frigate, a FOSS self-hosted "AI" NVR. It's good enough at analyzing images to figure out mostly what's happening, and doesn't require the big knowledge base that bigger models have.

Also use a bigger model for summarizing or translating text, which I don't consume in realtime, so doesn't need to be fast. Would be a thing I could use OpenAI's batch APIs for if I did need something higher quality.


> v4 was built around the idea of multiple free standing networks linked by gateways.

I don't think this is what v4 was built around, but rather what v4 turned into.

CIDR wasn't introduced until 1993. NAT in 1994. Both to handle depleting IP addresses.


I've got this bookmarked for tracking: https://gitlab.collabora.com/hardware-enablement/rockchip-35...

Not on this list is the current GPU Vulkan drivers Collabora are working on too. Don't think that's really blame Rockchip since they're ARM Mali-G610 GPUs, but yeah those didn't get stable in Mesa until last year.


Current vetsion of vulkan panfrost notably doesn't run zed. Not just some games, a text editor doesn not get some surface extensions


Similarly sad for their PC38X headset. Though I know they shut down their Epos brand it was under a while ago.


Bcachefs also fulfills the requirement of checksums (and multi device support).

Also out of tree.


Isn't bcachefs even younger and less polished than btrfs? It does show more promise as btrfs seems to have fundamental design issues... but still I wouldn't use that for my important data.


I don't disagree. Gotta backups for important data either way too!

Just talking about filesystems with checksumming (and multidevice). Any new filesystem to support these features is going to be newer.

I've had both btrfs and bcachefs multidevice filesystems lock up read-only on me. So no real data loss, just a pain to get the data into a new file system, the time it was an 8 drive array on btrfs.


Does it not also eat data though?


Another method for gyro aim is flick stick, using the right stick to control the direction of your aim (on the left/right axis) and gyro for fine tuning and also up/down axis.

https://youtu.be/CiSS5OsNCNU from the creator explains it (and older gyro controls).


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