Those require an additional crack to the game exe. Some use all the above with additional DRM packaged by the original game publisher. Some require the dll and also use something called Steam Stub which you can remove yourself with a program called Steamless. ![]() I mention this especially since this app might make a great way to shoot Youtube video tutorials for the Raspberry Pi (if one is logged in remotely to the Pi, say over VNC, or XDMCP). Others require the dll to run so you need to use an emulator like Goldberg. It worked great for me, and I have a laptop with an Intel i5 CPU, including Intel HD graphics 4000, for the video. Thanks to this offloading-the-encoding-to-the-GPU, OBS can encode video as it's shot (say, of what you're doing on your desktop, including desktop sound effects, and including you narrating into your microphone as you go), and the file is saved right at the time you end the recording (no matter how long the video clip was). And it was apparently really hard to code (after watching an interview with the OBS lead developer on the Linux Action Show, but I can't find that episode to link to, sorry). However I am now completely stumped and Steam support are not responding to me at all. I think there is one really noteworthy, awesome app in the i386/i686/amd64 world, which does this offloading (of video encoding) to the GPU, which is OBS. These have included simple restarts, re-installs, game cache integrity checks and even as far as disable windows 8 system protection & running the steam client in administrator mode (also tried running the installer like this just in case. The following Qt modules are needed: core, gui, widgets, network, sql (using the Sqlite plugin), declarative, dbus, x11extras. The developers might be thinking "let's just allow the CPU to do the brute force work for us, which will make our jobs as developers much easier". git clone -recursive You need Qt > 5.12 and MPV > 0.29.0. Perhaps there is little motivation in the i386/i686/amd64 world (to painstakingly offload encoding/decoding to the GPU), since the CPU is so powerful. ![]() In fact, the use of HW acceleration for video is not very common yet on most desktop i686 systems, but much more common in the "ARM world". Why is it such an uphill battle for Raspbian/Debian/Linux/Open Source developers on ARM, when it comes to multimedia? I ran into many comparable multimedia woes once I painstakingly installed Debian Jessie onto my 2012 Samsung Chromebook (replacing ChromeOS). It would seem the ARM architecture seems to have some sort of multimedia "curse" on it (when using any Linux Distro, ignoring Android/ChromeOS/ChromiumOS here). ALSA (where most sound-reliant apps depend on the newer PulseAudio, but only apps that support the older ALSA have any good odds of having sound work at all). What is it with the ARM architecture, whereby it seems to be so "allergic" to multimedia applications in general? I know a similar major annoyance exists when it comes to PulseAudio vs. OK, can somebody please explain why video hardware acceleration has to be built-in on an app-by-app basis on the Pi (or on any ARM SBC, it would seem)? I'm much more accustomed to how things work on the i386 or amd64 architectures, where once you get x.org working with hardware acceleration whatsoever, then any and all x.org-reliant apps gain hardware acceleration (which want it). Hence, the name "Application program interface".Fruitoftheloom wrote:OmxPlayer is the only Media Player Hardware Accelerated. So you can think, API as header files, which connect function/class declarations with function/class definitions. And if you run theīoth these executable will use different system libraries to display it on screen, as C language provides set of APIs like "STDIO.h","STDLIB.h", You need not worry about the underlying library implementations. ![]() If you write a program in C to print "Hello World". Hence, libraries contain (APIs(.h), lib and dll files).ĪPIs make application development independent of underlying library implementations. In case this is helpful, I have a Linux Mint 17.2 laptop, and, (after installing minitube 2.2 from the Software Manager) I could hand-install minitube 2. lib files, these files will resolve the address of function definition during run-time and that particular dll files are loaded. deb for ARMv6, but the source code is available here. API are the header files (.h) which contain function and class declarations (input and output parameters), the implementation of these declaration i.e definitions of class or functions will be in particular dlls.īut to connect (dynamic linking) both these.
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