It’s astounding to me that in Linux, in 2025, I can’t just simply output a custom resolution. You are probably typing a response right now with some xrandr nonsense and I PROMISE you, it won’t do it. I can’t even scale my screen within a normal resolution to make it fit within a boundary. But I can do this in windows with an nvidis gpu. Crazy
You don't have to use xrandr to create a custom framebuffer with scaling and/or centering, although it is capable of doing so. You can also use Gamescope ( https://wiki.archlinux.org/title/Gamescope ), which works on both X11 and Wayland, and with any GPU. Traditionally it's used to launch a full-screen application, usually a game, but you can launch your window manager through it, if you want your desktop session to…
Ancient X11 scaling technology
141–150 of 264 posts
Re: Ancient X11 scaling technology
#142That's probably better than most scaling done on Wayland today because it's doing the rendering directly at the target resolution instead of doing the "draw at 2x scale and then scale down" dance that was popularized by OSX and copied by Linux. If you do it that way you both lose performance and get blurry output. The only corner case a compositor needs to cover is when a client is straddling two outputs. And even in…
Then when you're on Wayland using fractional scaling, XWayland apps look very blurry all the time while Wayland-native apps look great.
Re: Ancient X11 scaling technology
#143It’s astounding to me that in Linux, in 2025, I can’t just simply output a custom resolution. You are probably typing a response right now with some xrandr nonsense and I PROMISE you, it won’t do it. I can’t even scale my screen within a normal resolution to make it fit within a boundary. But I can do this in windows with an nvidis gpu. Crazy
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CUDA, and ray tracing performance.
I get it, I've heard the same from the sway maintainer, maintaining their crusade against Nvidia for a couple years now (the --unsupported-gpu flag used to be something like --my-next-gpu-will-be-amd), with some good arguments about how anti-foss Nvidia is. And if that's how sway wants to be then that's how sway's gonna be.
But with steamdeck and now steam os showing better performance than windows on handheld gaming devices, and with people getting more and more annoyed with Microsoft's bullshit in windows (like unwanted AI integrations), I think all of us Linux enthusiasts have a really good opportunity here to pull a huge influx of people in, if we're willing to budge just a bit on some of our dogmatic crusades against companies like Nvidia.
There's more Nvidia cards in the wild than AMD, according to steam surveys by a huge margin. If we can get Wayland display managers working well on Nvidia thenthat's a lot of new people we can bring into the fold!
Re: Ancient X11 scaling technology
#144Re: Ancient X11 scaling technology
#145Earlier quoted context omitted.
Why is Wayland trying to monkey patch something that's broken elsewhere?
Do you want to be right or do you want to display apps.
Re: Ancient X11 scaling technology
#146Brilliant. This is another piece of evidence on the pile of why we got Wayland: it's because people who understood X11 mostly retired and everyone else couldn't be bothered to learn X11 because it's "yucky C code" or something. And it bothers me that we lose remote rendering with Wayland (unless one fights with waypipe) that was just built-in to X11. Yes, it was slow, but actually if you're running a VM on your local…
> Yes, it was slow, Not particularly if you are on a low latency network. Modern UI toolkits make applications way less responsive that classical X11 applications running across gigabit ethernet. And even on a fast network the wayland alternative of 'use RDP' is almost unusable.
Re: Ancient X11 scaling technology
#147It's like the "oh no, X11 suffers from tearing video" problem that they pull out all the time. (A) I have no idea what "video tear" is and (B) I play video all the time on my crappy laptop running X11 and it seems fine for me. But can I ssh to my remote server and run emacs or another program completely transparently yet with Wayland? Nope. I do that with X11 continuously.
Re: Ancient X11 scaling technology
#148Earlier quoted context omitted.
> can't do anything about the fact that part of the window will look wrong if it overlaps two displays with different scaling It's silly that people keep complaining about this. It's a very minor effect, and one that can be solved in principle only by moving to pure vector rendering for everything. Generally speaking, a window will only ever span a single screen. It's convenient to be able to drag a window to a separ…
> It's silly that people keep complaining about this. It's a very minor effect, and one that can be solved in principle only by moving to pure vector rendering for everything. If you have DPI virtualization, a very sufficient solution already exists: pick a reasonable scale factor for the underlying buffer and use it, then resample for any outputs that don't match. This is what happens in most Wayland compositors. Ex…
Users think they want a lot of things they don't really need. Do we really want to hand users that loaded gun so that they can choose incorrectly where to fire?
Re: Ancient X11 scaling technology
#149Earlier quoted context omitted.
> That's still mostly the case in what's shipping right now I believe All major compositors support fractional scaling extension these days which allows pixel perfect rendering afaik, and I believe Qt6 and GTK4 also support it. https://wayland.app/protocols/fractional-scale-v1#compositor...
That's great, however why do we use a "scale factor" in the first place? We had a perfectly fitting metric in DPI, why can't I set the desired DPI for every monitor, but instead need to calculate some arbitrary scale factor? I'm generally a strong wayland proponent and believe it's a big step forward over X in many ways, but some decisions just make me scratch my head.
Because certain ratios work a lot better than others, and calculating the exact DPI to get those benefits is a lot harder than estimating the scaling factor you want.
Also the scaling factor calculation is more reliable.
Re: Ancient X11 scaling technology
#150Drawing a circle is kind of cheating. The hard part of scaling is drawing UI elements like raster icons or 1px hairlines to look non-blurry.
>> The hard part of scaling is drawing UI elements like raster icons or 1px hairlines to look non-blurry. And doing so actually using X not OpenGL.