An open source re-implementation of the “NvDisplayConfigLDJ"
tool with additional enhancements.
This can be used to tweak your nvidia GPU driver settings to
create custom display timings to address IIDX’s requirement
if expecting proper display timings. This can also be used for
any legacy IIDX versions that even expect very specific display
timings, e.g. 59.95 or 60.05 hz.
Furthermore, creating application profiles allows further tweaks
to important GPU settings such as the current performance mode
setting. This is crucial to ensure the GPU is not going into any
kind of power saving states which results in non-smooth
scrolling during gameplay and micro stuttering that cannot
be measured on application level.
An open source re-implementation of the “NvDisplayConfigLDJ"
tool with additional enhancements.
This can be used to tweak your nvidia GPU driver settings to
create custom display timings to address IIDX’s requirement
if expecting proper display timings. This can also be used for
any legacy IIDX versions that even expect very specific display
timings, e.g. 59.95 or 60.05 hz.
Furthermore, creating application profiles allows further tweaks
to important GPU settings such as the current performance mode
setting. This is crucial to ensure the GPU is not going into any
kind of power saving states which results in non-smooth
scrolling during gameplay and micro stuttering that cannot
be measured on application level.
Summary:
Test Plan:
An open source re-implementation of the “NvDisplayConfigLDJ"
tool with additional enhancements.
This can be used to tweak your nvidia GPU driver settings to
create custom display timings to address IIDX’s requirement
if expecting proper display timings. This can also be used for
any legacy IIDX versions that even expect very specific display
timings, e.g. 59.95 or 60.05 hz.
Furthermore, creating application profiles allows further tweaks
to important GPU settings such as the current performance mode
setting. This is crucial to ensure the GPU is not going into any
kind of power saving states which results in non-smooth
scrolling during gameplay and micro stuttering that cannot
be measured on application level.
A shim library implementing the same concept as the already
existing ddrio-async library. The iidxio implementation takes
another iidxio library and runs it asynchronously which may
improve performance for certain iidxio implementations,
e.g. if the send and receive functions are driving actual IO
calls synchrously and are expensive.
This is not a replacement for a well engineered and proper
implementation of a iidxio library for any specific use-case.
It does not fix bad performance of existing implementations,
i.e. if the poll rate is too low because actual IO is too slow.
Use with caution and know why and when you need to use
it.
Move everything to new launcher.xml configuration
files. Adjust the bootstrapping of launcher in the
.bat files. Features such as copying the default
props/ files to nvram are now handled by launcher.
Using the PATH variable, bemanitools binaries can
live in their own dedicated bemanitools/ subfolder
next to props/ and modules/ now. All original
binaries are expected to be kept in a modules/
folder like on stock data.
Kudos to Shiz for providing the groundwork for this.
Fundamentally re-think how launcher operates and
bootstrapping the games is managed and configured.
This brings it significantly closer to how the original
bootstrap is doing the job: launcher now utilizes the
data (structures) provided by the bootstrap.xml configuration
file. This creates compatibility with vanilla data dumps
and original stock images. Note that bemanitools does not
include any code or means to run DRM'd data, only decrypted.
But, this allows users to keep decrypted dumps as stock as
possible which means:
* No copying around of property files anymore
* Keep the modules/ folder with the binaries
* Have bemanitools binaries separate in the data
* No need to edit/customize the original configuration files
A list of key features of the "new" launcher:
* Boostrap games by following the configuration provided by
stock game's bootstrap.xml files
* Custom launcher.xml configuration file that adds further
launcher configurable features, composability of
bootstrap.xml configuration(s) as well as configuration
overriding/stacking of selected types of configurations,
e.g. eamuse config, avs-config. The latter eliminates
the need for modifying stock config files in the prop/
folder
* Unified logging system: launcher and AVS logging uses
the same logger, all output can now be in a single file
* Original features such as various hook types still
available
Due to the significant architectural changes, this also
breaks with any backwards compatibility to existing
launcher setups. Thus, users need to migrate by re-applying
the new configuration format and migrating their config
parameters accordingly.
Further migration instructions and updated documentation
will be provided upon release.
Co-authored-by: Shiz <hi@shiz.me>
Keep this a separate commit because this also removes
inject's own logging engine and replaces it with the
streamlined core API. The core API provides all the
features of inject's own logging engine which also
performed horribly. The entire logging operation
was locked which included expensive operations
that formatted the log messages and required
memory allocations and copying around data.
The core API's implementation at least only
synchronizes the actual IO operations
(though this can be improved further with an
actual async logging sink, TBD)
The log API stopped scaling already a while ago and needs
considerable refactoring to consider the various use-cases
that emerged since it was first created on alpha versions
of bemanitools.
Boils down to:
- Include headers
- Reduce boiler plate with helpers
- Swap out explicit usages with core API layer
and ensure the right API is configured beforehand
This module contains the "core" (API) of
bemanitools which includes an abstraction
layer for threads and logging at this time.
The threads API is very close to what
util/thread already was with some structural
enhancements which make it easier to understand
and work with the API, I hope. Some additional
helpers (*-ext module) support in doing common
tasks, e.g. setting up the thread API with other
modules.
The log(ging) part receives a major overhaul to
address known limitations and issues with the
util/log module:
- Cleaner API layer
- Separate sinks from actual logging engine
- Sinks are composable
- Improved and cleaner compatibility layer
with AVS logging API
Additional "extensions" (*-ext modules) add
various helper functions for common tasks like
setting up the logging engine with a file and stdout
sink.
The sinks also improved significantly with the file
sink now supporting proper appending and log rotation.
Logging to stdout/stderr supports coloring of log
messages which works across logging engines.
Overall, this refactored foundation is expected to
support future developments and removes known
limitations at the current scale of bemanitools such as:
- Reducing boiler plate code across hooks
- Interop of bemanitools and AVS (and setting the foundation
for addressing currently missing interop, e.g. for
dealing with property structures without AVS)
- Addressing performance issues in the logging engine
due to incorrect interop with AVS
Improve the development experience by providing
an additional docker container that can be started
and used as an interactive development environment.
It provides all the tools and a stable environment
for building (identical to the build container).
Improve the development experience by providing
an additional docker container that can be started
and used as an interactive development environment.
It provides all the tools and a stable environment
for building (identical to the build container).
Move everything to new launcher.xml configuration
files. Adjust the bootstrapping of launcher in the
.bat files. Features such as copying the default
props/ files to nvram are now handled by launcher.
Using the PATH variable, bemanitools binaries can
live in their own dedicated bemanitools/ subfolder
next to props/ and modules/ now. All original
binaries are expected to be kept in a modules/
folder like on stock data.
Kudos to Shiz for providing the groundwork for this.
Fundamentally re-think how launcher operates and
bootstrapping the games is managed and configured.
This brings it significantly closer to how the original
bootstrap is doing the job: launcher now utilizes the
data (structures) provided by the bootstrap.xml configuration
file. This creates compatibility with vanilla data dumps
and original stock images. Note that bemanitools does not
include any code or means to run DRM'd data, only decrypted.
But, this allows users to keep decrypted dumps as stock as
possible which means:
* No copying around of property files anymore
* Keep the modules/ folder with the binaries
* Have bemanitools binaries separate in the data
* No need to edit/customize the original configuration files
A list of key features of the "new" launcher:
* Boostrap games by following the configuration provided by
stock game's bootstrap.xml files
* Custom launcher.xml configuration file that adds further
launcher configurable features, composability of
bootstrap.xml configuration(s) as well as configuration
overriding/stacking of selected types of configurations,
e.g. eamuse config, avs-config. The latter eliminates
the need for modifying stock config files in the prop/
folder
* Unified logging system: launcher and AVS logging uses
the same logger, all output can now be in a single file
* Original features such as various hook types still
available
Due to the significant architectural changes, this also
breaks with any backwards compatibility to existing
launcher setups. Thus, users need to migrate by re-applying
the new configuration format and migrating their config
parameters accordingly.
Further migration instructions and updated documentation
will be provided upon release.
Co-authored-by: Shiz <hi@shiz.me>
Keep this a separate commit because this also removes
inject's own logging engine and replaces it with the
streamlined core API. The core API provides all the
features of inject's own logging engine which also
performed horribly. The entire logging operation
was locked which included expensive operations
that formatted the log messages and required
memory allocations and copying around data.
The core API's implementation at least only
synchronizes the actual IO operations
(though this can be improved further with an
actual async logging sink, TBD)
The log API stopped scaling already a while ago and needs
considerable refactoring to consider the various use-cases
that emerged since it was first created on alpha versions
of bemanitools.
Boils down to:
- Include headers
- Reduce boiler plate with helpers
- Swap out explicit usages with core API layer
and ensure the right API is configured beforehand
This module contains the "core" (API) of
bemanitools which includes an abstraction
layer for threads and logging at this time.
The threads API is very close to what
util/thread already was with some structural
enhancements which make it easier to understand
and work with the API, I hope. Some additional
helpers (*-ext module) support in doing common
tasks, e.g. setting up the thread API with other
modules.
The log(ging) part receives a major overhaul to
address known limitations and issues with the
util/log module:
- Cleaner API layer
- Separate sinks from actual logging engine
- Sinks are composable
- Improved and cleaner compatibility layer
with AVS logging API
Additional "extensions" (*-ext modules) add
various helper functions for common tasks like
setting up the logging engine with a file and stdout
sink.
The sinks also improved significantly with the file
sink now supporting proper appending and log rotation.
Logging to stdout/stderr supports coloring of log
messages which works across logging engines.
Overall, this refactored foundation is expected to
support future developments and removes known
limitations at the current scale of bemanitools such as:
- Reducing boiler plate code across hooks
- Interop of bemanitools and AVS (and setting the foundation
for addressing currently missing interop, e.g. for
dealing with property structures without AVS)
- Addressing performance issues in the logging engine
due to incorrect interop with AVS
Improve the development experience by providing
an additional docker container that can be started
and used as an interactive development environment.
It provides all the tools and a stable environment
for building (identical to the build container).