![]() So I abandon the hostile Nvidia and instead order two Radeon cards.Īti used to ship binary driver blobs, but also made specs available that enabled development of more reliable open source drivers. After reading many instructions and questions about this setup and tweaking nf every way I can imagine, I conclude that Base Mosaic can only span multiple video cards when they are connected via sli, and even if I had cards with that capability, it’s not clear whether I could expect it to work for more than three monitors.Įssentially, I have the wrong hardware. It seems that Nvidia abandoned Xinerama and they now say to use something called Base Mosaic. So I install the binary blob Nvidia drivers, enable Xinerama and get only black screen plus a cursor shaped like the letter x. It was a bit quirky, but worked well enough so long as you had a set configuration you didn’t want to change often. In 2012, Nvidia supported multi-head configurations on Linux with its proprietary X extension, Xinerama. A little research and I remember that I used to use Xinerama. ![]() Upon initial install, three of the monitors are basically functional and Kde display settings detect the fourth, but won’t let me enable it. ![]() They mostly ran Windows, but it’s 2016 and time to kick Windows out again. Since that time I’ve built about a half dozen machines with same or similar hardware: a couple dual-dvi Nvidia cards. The last time I ran multiheaded Linux, I was on Kubuntu 12. Author Josiah Ulfers Posted on SeptemSeptemCategories Projects Tags qwerty war, sound effects Leave a comment on Qwerty War: day 4 Quad-monitor Linux Well, optimization will be a problem for day five. I hadn’t noticed it before only because I did not have so many enemies on the screen at once. At first, I think that Web Audio is causing it, but a few minutes with a profiler tell me that it actually is drawing all the explosion animations when a large bomb goes off. Once all the explosion sounds are working, I realize I have a performance problem. A low-pass filter on the tail of the sounds cleans it up. Next problem is that the gunshots contain some hissing noise as they fade out it is barely noticeable for a single shot, but becomes irritating when many shots are happening close together. Even with this, though, many explosions simply add up to too loud and still clip, so I use Web Audio to insert a compressor and that mostly gets levels under control. What does turn out to be important is not playing too many explosions at once many simultaneous explosions cause clipping and many very close together just sound like noise, so I introduce a brief delay between explosions when the player hits a bomb. To make them interesting, I add a few variations that may actually be more trouble then they are worth: decreasing volume and delay depending on distance from the player. ![]() I’m playing all sounds with the Web Audio api. There are a plenty of free explosion and gunshot sounds online I pick some from, and tweak and cut them in Audacity. The original has music, but I think that is over-achieving for this little project. I could add some other effects, such as bullets whizzing by a sound when powerups appear would be nice and maybe an alarm when health gets low. There are only a two essential types of sounds:
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