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matf-kabouik

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Posts posted by matf-kabouik

  1. I agree with @Craig's suggestions. I liked the shifted qwerty, and purchased the Pro1x thinking it still had the same layout (based on pictures). However, seeing now that it is non-shifted, I think Craig's suggestions make perfect sense.

     

    - Freeing P and L's second layer would be great and more standard

    - ?/ next to L would also be closer to full keyboards

    - Moving \| to Sym should not be an issue for anyone, even coders

    - Keeping yellow arrows duplicated on left and right is a must for international layouts (no one wants to type right arrow + o or left arrow + e)

    - Fx key should be Super (I don't think SailfishOS considers it Super or even Meta yet, I could only achieve that using custom xmodmap commands in Xephyr within Debian container)

  2. I forgot to post it here because I was no longer following the forum discussions, but I guess now is a good time to show that LXC containers on SFOS made the whole desktop experience even smoother:

    https://youtu.be/8PnDZtKzsSc

    I use a tiling window manager but Xfce would work fine too, I just prefer using the keyboard over having to tap on tiny buttons. Works pretty well for a mobile device with small screen. I like the UI this way, but DPI can be adjusted for those who would want UI and fonts bigger; same in Xfce.

    Apologies to those who've seen it already, but I didn't take the time to make a new and shorter video of LXC in action, and I didn't see the Pro1x coming.

    • Like 4
    • Thanks 1
  3. Not sure if this was mentioned, but it is now possible to use simultaneous key presses (chording) on the Pro¹ using @netman's custom kernel. It is already included in SFOS, and might be included in future updates for stock Android. Not being able to chord keys was the most important limitation to overcome before a Game gripper could be useful at all. Now I see nothing really hindering the possibility of a Pro¹ Game gripper.

    WASZ are what I am currently using if I need a D-pad (I don't play on my phone usually, but would still be interested in a game gripper just in case), works great in Supertux 2 for instance, but it does not allow slant directions inputs easily. I believe their alignement on the Pro¹, as shown by @EskeRahn above, make them good candidates for a Game gripper D-pad. On the right hand side of the QWERTY keyboard, <, >,  make a perfect grid of 8-key, so I guess that's plenty Up, Shift, Yellow, Left, Down and Right. It could even be extended to 10 keys with M and Ctrl. The leftmost keys would be a bit too far to actually be usable, however, in a 10-key grid organized in just two rows.

    • Like 1
  4. I have been playing with chroot on the Pro¹ lately, extremely happy with it, even though it is still rough around the edges. Even my N900 never felt so close to an actual pocketable computer. Therefore, moar pics. I typed this post and uploaded images using the Pro¹.

    cmus (not affected by SFOS volume, but it has its own volume settings anyway):

    zRJA.jpg

    cmus and nnn file manager side by side, I really appreciate tiling since SFOS does not allow that:

    zRJT.jpg

    And an additional tile for another tool:

    zRJN.jpg

    Some random programs in different terminals in Tilix and the sidebar showing current sessions toggled on:

    zRJK.jpg

    Neomutt:

    zRJ8.jpg

    Tilix can be run in its own window without xfce4 and other processes in the bacground, as shown here with two tiles with micro and some nice cli-tools (the 0x0 script works in SFOS shell too by the way):

    zRJo.jpg

    Same, seen from the home screen:

    zRJi.jpg

    xfce4 multitasking:

    zRJs.jpg

    In the end I mostly use chroot with xfce4 because the multitasking between terminal and full fledged web browser is great, and Tilix can be toggled to full screen anyway, which looks even better than when run as a standalone SFOS window:

    zR4C.jpg

    • Like 10
    • Thanks 3
  5. On 1/1/2020 at 1:46 AM, moogaloo said:

    Thanks for the video! I can't quite see what's going on in the screen but it seems some light pages load quickly and scrolling is decent. I wonder how more "heavy" websites fair like Amazon product pages (the product images tend to take a while to load) or loading multiple webpages at the same time.

    It looks like the Xcfe session acts like just another app. Is that right? If so, when it's in the background, does it sleep or keep running?

    Thank you.

    Page load really is quick, much faster than with the Sailfish Browser, and it can handle up to ten tabs with no memory issue. Scrolling is fast, sometimes too fast, you have to be more gentle than with a mobile browser. Most of all, the video shows that I can operate tabs and navigation just from the keyboard (new tabs, close tabs, focus address field, reopen tabs, switch tabs, previous/next), which not only feels great, but also is very efficient and faster than anything else I could imagine on a phone. Coming back to the Sailfish Browser really feels painful just when I need to open a tab or switch tab, despite the Sailfish Browser UI being easier to use than most Android browsers (no buttons are to reach on the top of the screen).

    Amazon wouldn't be an issue, the limit really is the network connection at the time of loading to be honest. Any website works, it literally is a desktop browser and the 6 GB of the Pro¹ are plenty enough unless you have many tabs open. You can see also in the video that I open the Chromium window with an ongoing session with multiple tabs opened, not a problem for the Pro¹.

    Xfce behaves like another app (but will only work in landscape), and it has of course its own multitasking capability, which is really nice. Alt+Tab is already mapped on my Pro¹ to switch between SFOS applications (including Xfce itself), so I mapped another keybinding for Ubuntu Xfce's own task switcher. The window snapping is very useful, since SFOS has no split screen feature. Ubuntu chroot is not sleeping when minimized, and after several days of use, I can confirm it does eat more battery, but that was to be expected. It still is a huge functional and convenience leap forward for a mobile device. I use it every day, Chromium within Xfce is by far the application I use the most on my Pro¹. Feels like having a laptop at hand all the time without the need to plug it or put it to sleep between uses.

    • Thanks 4
  6. Exactly, I have the same hw decoding issues with my Chromium-based browser on Linux, and even an i5 7th generation struggles on Youtube. I typically use mpv <URL> all the time in terminal. I tried that on Ubu chroot, but unfortunately running a command in the Ubu shell will fail to open a graphic window in SFOS. I don't know if there is a workaround. Maybe this would work from the terminal within Ubu chroot though, I'll try that.

  7. No hw decoding, at least not in Chromium:

     

    
    Graphics Feature Status
    Canvas: Software only, hardware acceleration unavailable
    Flash: Unavailable
    Flash Stage3D: Unavailable
    Flash Stage3D Baseline profile: Unavailable
    Compositing: Unavailable
    Multiple Raster Threads: Enabled
    Out-of-process Rasterization: Unavailable
    Hardware Protected Video Decode: Unavailable
    Rasterization: Unavailable
    Skia Renderer: Disabled
    Video Decode: Unavailable
    Viz Display Compositor: Enabled
    Viz Hit-test Surface Layer: Enabled
    Vulkan: Disabled
    WebGL: Hardware accelerated but at reduced performance
    WebGL2: Unavailable
    Driver Bug Workarounds
    clear_uniforms_before_first_program_use
    count_all_in_varyings_packing
    decode_encode_srgb_for_generatemipmap
    disable_post_sub_buffers_for_onscreen_surfaces
    disable_timestamp_queries
    exit_on_context_lost
    remove_invariant_and_centroid_for_essl3
    scalarize_vec_and_mat_constructor_args
    disabled_extension_GL_ARB_timer_query
    disabled_extension_GL_EXT_disjoint_timer_query
    disabled_extension_GL_EXT_disjoint_timer_query_webgl2
    disabled_extension_GL_EXT_timer_query
    disabled_extension_GL_KHR_blend_equation_advanced
    disabled_extension_GL_KHR_blend_equation_advanced_coherent
    disabled_extension_GL_MESA_framebuffer_flip_y
    Problems Detected
    Accelerated video decode is unavailable on Linux: 137247
    Disabled Features: accelerated_video_decode
    Only enable WebGL for the Mesa Gallium llvmpipe driver: 571899
    Disabled Features: flash_stage3d, gpu_compositing, gpu_rasterization, flash3d, metal, accelerated_webgl2, accelerated_2d_canvas, protected_video_decode, oop_rasterization, accelerated_video_decode, android_surface_control, vulkan, flash_stage3d_baseline
    Protected video decoding with swap chain is for Windows and Intel only
    Disabled Features: protected_video_decode
    Clear uniforms before first program use on all platforms: 124764, 349137
    Applied Workarounds: clear_uniforms_before_first_program_use
    Mesa drivers in Linux handle varyings without static use incorrectly: 333885
    Applied Workarounds: count_all_in_varyings_packing
    Always rewrite vec/mat constructors to be consistent: 398694
    Applied Workarounds: scalarize_vec_and_mat_constructor_args
    Disable partial swaps on Mesa drivers (detected with GL_VERSION): 339493
    Applied Workarounds: disable_post_sub_buffers_for_onscreen_surfaces
    Decode and encode before generateMipmap for srgb format textures on os except macosx: 634519
    Applied Workarounds: decode_encode_srgb_for_generatemipmap
    Mesa driver GL 3.3 requires invariant and centroid to match between shaders: 639760, 641129
    Applied Workarounds: remove_invariant_and_centroid_for_essl3
    Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
    Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
    Crash in glQueryCounter() and glBeginQuery() with VMware driver : 811661
    Applied Workarounds: disable_timestamp_queries, disable(GL_ARB_timer_query), disable(GL_EXT_timer_query), disable(GL_EXT_disjoint_timer_query), disable(GL_EXT_disjoint_timer_query_webgl2)
    Some drivers can't recover after OUT_OF_MEM and context lost: 893177
    Applied Workarounds: exit_on_context_lost
    Disable GL_MESA_framebuffer_flip_y for desktop GL: 964010
    Applied Workarounds: disable(GL_MESA_framebuffer_flip_y)
    Version Information
    Data exported	2019-12-23T13:25:05.584Z
    Chrome version	Chrome/79.0.3945.79
    Operating system	Linux 4.4.153-perf+
    Software rendering list URL	https://chromium.googlesource.com/chromium/src/+/29f75ce3f42b007bd80361b0dfcfee3a13ff90b8/gpu/config/software_rendering_list.json
    Driver bug list URL	https://chromium.googlesource.com/chromium/src/+/29f75ce3f42b007bd80361b0dfcfee3a13ff90b8/gpu/config/gpu_driver_bug_list.json
    ANGLE commit id	unknown hash
    2D graphics backend	Skia/79 64f0af0f6548f7b8c45e7e3b2630e34deb04c1aa
    Command Line	/usr/lib/chromium-browser/chromium-browser --enable-pinch --force-device-scale-factor=1.5 --window-size=1440,720 --window-position=0,0 --flag-switches-begin --flag-switches-end --disable-webrtc-apm-in-audio-service
    Driver Information
    Initialization time	112
    In-process GPU	false
    Passthrough Command Decoder	false
    Sandboxed	false
    GPU0	VENDOR= 0x0000 [VMware, Inc.], DEVICE=0x0000 [llvmpipe (LLVM 8.0, 128 bits)] *ACTIVE*
    Optimus	false
    AMD switchable	false
    Driver vendor	Mesa
    Driver version	19.0.8
    GPU CUDA compute capability major version	0
    Pixel shader version	3.30
    Vertex shader version	3.30
    Max. MSAA samples	1
    Machine model name	
    Machine model version	
    GL_VENDOR	VMware, Inc.
    GL_RENDERER	llvmpipe (LLVM 8.0, 128 bits)
    GL_VERSION	3.3 (Core Profile) Mesa 19.0.8
    GL_EXTENSIONS	GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_MESA_ycbcr_texture GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_OES_EGL_image GL_S3_s3tc
    Disabled Extensions	GL_ARB_timer_query GL_EXT_disjoint_timer_query GL_EXT_disjoint_timer_query_webgl2 GL_EXT_timer_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_MESA_framebuffer_flip_y
    Disabled WebGL Extensions	
    Window system binding vendor	SGI
    Window system binding version	1.4
    Window system binding extensions	GLX_ARB_context_flush_control GLX_ARB_create_context GLX_ARB_create_context_no_error GLX_ARB_create_context_profile GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_multisample GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_EXT_fbconfig_packed_float GLX_EXT_framebuffer_sRGB GLX_EXT_import_context GLX_EXT_libglvnd GLX_EXT_no_config_context GLX_EXT_texture_from_pixmap GLX_EXT_visual_info GLX_EXT_visual_rating GLX_MESA_copy_sub_buffer GLX_OML_swap_method GLX_SGI_make_current_read GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group
    Window manager	Unknown
    Compositing manager	No
    Direct rendering version	direct but version unknown
    Reset notification strategy	0x8261
    GPU process crash count	0
    System visual ID	35
    RGBA visual ID	639
    gfx::BufferFormats supported for allocation and texturing	R_8: not supported, R_16: not supported, RG_88: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRX_1010102: not supported, RGBX_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, P010: not supported
    Compositor Information
    Tile Update Mode	One-copy
    Partial Raster	Enabled
    GpuMemoryBuffers Status
    R_8	Software only
    R_16	Software only
    RG_88	Software only
    BGR_565	Software only
    RGBA_4444	Software only
    RGBX_8888	Software only
    RGBA_8888	Software only
    BGRX_8888	Software only
    BGRX_1010102	Software only
    RGBX_1010102	Software only
    BGRA_8888	Software only
    RGBA_F16	Software only
    YVU_420	Software only
    YUV_420_BIPLANAR	Software only
    P010	Software only
    Display(s) Information
    Info	Display[0] bounds=[0,0 1440x720], workarea=[0,0 1440x720], scale=1.5, external.
    Color space information	{primaries:INVALID, transfer:INVALID, matrix:INVALID, range:INVALID}
    SDR white level in nits	80
    Bits per color component	8
    Bits per pixel	24
    Refresh Rate in Hz	59
    Video Acceleration Information
    Log Messages
    [9670:9670:1223/140057.137885:ERROR:sandbox_linux.cc(372)] : InitializeSandbox() called with multiple threads in process gpu-process.

     

    • Like 1
  8. Performance is OK for me, Xfce4 starts fast, and navigation in the menus or in the browser is smooth. Video playback works, but I don't know if it's hardware decoded. I installed vainfo but it doesn't display anything useful. 

    I am not sure about the pointer, I haven't looked into it yet. You would want something like Teamviewer mobile, right? At the moment, it works like a touch screen, not a touchpad, and you cannot pinch to zoom, so you need better accuracy than with an emulated touch pad. Perhaps there are ways to do it though, I'm not sure.

    You can change the dpi to change the UI size, however. The size you see on the screenshots is the right spot for me for maximal screen estate and acceptable click accuracy. I also have the stylus you can see on the pictures, but being a capacitive stylus, it doesn't change much compared to the fingers, except it doesn't obstruct the view.

    Weirdly, long tap does not emulate right click on XFCE4 apparently, but it does in Chromium. This is something I would like to fix, perhaps using a different DE.

    • Like 1
  9. 3 hours ago, Zamasu said:

    No, the said since MWC, that's a pretty big timespan. And that also doesn't say when they closed the deal (pre-orders could be placed during MWC, which would be when those people closed the deal), not to mention when they paid which should indicate when people got their phones (lmao).

    See above, don't spread misinformation please.

     

    I am not spreading any misinformation. Erik did say they were approached at MWC and have been discussing since then. I specifically wrote that I don't know when they paid, but that discussions started at MWC. If they were approached at MWC, then I think it is safe to assume they replied. It was a stand, not discussions over emails at that time.

  10. 20 minutes ago, abielins said:

    Did fxtec ever disclose this? Did they ever say something like "pre order customers are our third priority, after retailers and IGG motomod backers"?

    I do not see the link between those two sentences. They did not disclose when agreements and payments were made, but Erik said those few retailers approached F(x)tec in February at MWC.

    • Confused 1
  11. Actually discussions with the retailers started in February, before any individual pre-order, so I do not think it is shoking that they receive their units at the same time as pre-orderers. The thing is it takes longer than expected to deliver all pre-orderers, so it technically is not at the same time as all pre-orderers, hence the frustration. But why should their order be postponed because of that? They ordered long in advance just like us, perhaps even more.

    • Like 1
  12. Remember also that the Pro¹ is not crowdfunded (I know some will say it is almost the same due to the delays since payments, but well, it still is not a crowdfunded project), meaning F(x)tec had investors. I am not saying those investors included retailers, but that' is a possibility, especially as Clove seems to be UK-based. Or they could just be pre-orderers or IGG backers too. In both cases, it wouldn't be shocking that they get devices at the same time as pre-orderers.

    What increases the feeling of being fooled is the slow production followed by long export process. I don't think anyone would have seen a big issue if individual preorders had been fulfilled in a few weeks as initially planned (meaning many more units per week, and shorter duration between those in one batch, those in another one, and retailers). There still is no general availability, those retailers had very limited stocks, so we can't really jump conclusions that F(x)tec skipped pre-orderers to please stockists.

    • Like 2
  13. Delayed to Thursday at best:

    f80908fe3fe77a6f19c4669cb9c7b2eccb0c0a57

    Still soonish.

    This shows that delays happen and estimates can be wrong, even for companies bigger than Fxtec and much more focused on logistics. In less than 24 hours, UPS changed their estimate twice, and tripled the shipping time. Of course it's only two extra days here, but they are not dealing with the same level of complexity as Fxtec are, they just didn't manage to put the box in the trailer on time. 

    • Like 1
    • Sad 1
  14. I don't think the delay is due to the events, UPS changed the scheduled delivery when the status went to "Picked up" to "In transit" in the same location. Probably they realized one-day international delivery was a bit optimistic. I expect further delay if the strikes/protests actually interfere with UPS.

    Plus I agree with the protestors' claims. 😮 

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