elliotttate

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8posts
Nov 50 posts
  1. Reddit · · r/SteamFrame · u/Lrops · elliotttate/SteamFrame-Advanced-Options

    SteamFrame Advanced Options — more control over Steam Frame streaming A free, open-source Windows app for tuning Steam Frame streaming, with bitrate, resolution, refresh rate, image quality controls, live diagnostics, and Auto Tune. In my fork, I fixed Auto Tune compatibility and reconnection issues with SteamVR 2.18.4, plus a few smaller fixes and clearer error messages. Pictured on S25 Ultra, WiFi off, just the dongle Processing img 4xp11i0209zh1... Processing img kl870ee109zh1... My updated version · Original project

    2 points
  2. SteamFrame Advanced Options(elliotttate/SteamFrame-Advanced-Options)入れてTuned HEVC(400Mbps目標)プリセットの解像度で遊んでたんだけど、そういえば解像度上げすぎると声ガビるみたいな話があったような。実際どうなんだろう。今日はちょつと画質落とすか…。

    1 like · 192 views
  3. How to override the 232 mbps software limit! elliotttate/SteamFrame-Advanced-Options I'm not taking any credit for this github project except because I had nothing to do with it, and it's the strangest thing because the repo isn't findable with a normal google search as of this post - chatgpt specifically directed me to it when I was looking for solutions to the now-infamous 232mbps bit rate limit and that's how I found it. SteamFrame-Advanced-Options is slick as hell. There are built-in profiles that target things like best picture, lowest latency, something in between - you name it. You can customize these profiles or create your own - allowing you to change the actual codecs, the bit rate, the encode rate, and much much more. It can also do a stress test on your exact network config to see what stable speeds are possible and it'll tell you key pieces of information, such as if your dongle is in a USB 2 port instead of a USB 3. In my case I actually was using an older extender that was giving my dongle USB 2 speeds, even though it was in a 3.2 port. Easy fix, got a new extender. Obviously this is a lot to chew into for the community and I can't wait to see what profiles people come up with. I hope the author (elliotttate?) is both okay with me telling everyone about this and that he gets the proper credit deserved. Again, very polished piece of software and I ran into zero issues. If you choose a bit rate over 232 it informs you that you will need to install a patch to allow an override of to 500mbps - no reboot, nothing, it's just wa-bam and you're in. I tested H264 as well as AV1 and a plethora of bit and encode rates on everyone's favorite vr port, Titanfall 2. I'll warn you that Valve is not fundamentally reinventing the wheel with any of the networking they are doing (though the multilink is clever) - you just can't have it all. If you go for max encode rate and bit rate you'll have a very good experience but it's still not *display port* quality and at significant input lag to boot. Mind you, I absolutely love the quality at this level, but certain scenes are *still* problematic for the compression algos and you can be adding input lag on top of that. There is a reason Valve chose these stock values and they aren't bad values for the everyman - though it troubles me that they hard throttle the bit rate while *also* exposing UI controls to lift it up to 350, which of course does nothing. My testing was of a particular level in Titanfall 2. The level "Cause and Effect" , has both a very well algo performing situation (back in the past where everything is shimmery and new and well lit), and a bad algo performing situation (the present calamity with lots of darker areas and similar shader tones, lots of blacks and reds). Going back and forth you can tell that the past version is going to be absolutely near perfect with higher bit rate and encode, the present, still will struggle a bit but is much improved by higher rates. It's worth trying a higher rate for sure. I'll tell you right now max encode (read not bit rate) rate has a very strong effect on latency. The stock value of 1536 is nowhere near the max of 2048 and if you bring it to max you will experience noticeable input lag. It really taxes the encode and decode processes. Bringing the max bit rate from 232 to something like 400 on the other hand is an almost unnoticeable trade off and I can recommend it for those with a strong network setup. In fact my favorite setting in my brief 2 hours of testing is simply upping the bit rate from 232 to 400 and leaving everything else with stock valve values. I feel like you get that wonderful Steam frame latency but also very good image quality on all but the trickiest streaming scenarios. It makes me very happy and I'm thinking it might also for some of the other image snobs out there, to whom I say, I am among you! I also *highly* recommend disabling both ASF (Advanced Supersample Filtering) AND "Sharpen Image before Encoding(Fidelity FX CAS)". The former trades sharpness for blur and the latter is unsettingly sharp even at the lowest value IMHO. I think they made more sense in the valve index when the jaggies were more jarring, but now the sheer amount of pixels is doing a good job of getting rid of jaggies. As a bonus I also want to say this made flat games like Avowed playable for me; I can finally see detailed scenes in the far off distance, and also just cruising around on remote desktop is great, as long as you've made the remote window the biggest size possible. Speaking of better remote desktop - Also consider changing Overlay Render Quality to LOW. TL;DR - Download release 1.8.2, run it, patch the override, set bit rate to 400mbps and profit. github.com/elliotttate/SteamFrame-Advanced-Option… This just made the Steam Frame that much better! EDIT: I threw the hardest games for compression algos at it - no man's sky, Skyrim, and arken age. Near flawless in all cases and the best wireless VR I've ever seen. Note that all I've done is turn up the bit rate to 400. I have ASF and CAS sharpening off. I have the foveated encode rate (size of the box) to 1024. All other settings are stock. I am using multi link with a dedicated 5ghz router and the dongle is within 10 feet and in view and using a 3.2 USB slot. Both are on 160mhz channels. Stock 10 bit HEVC encode codec.

    111 points · 40 comments
  4. @brockpierson There is a Wave Race 64 recomp for PC that came out: elliotttate/wave-race-64-recomp

    16 views
  5. YouTube · · YouTube description · Repo Radar · elliotttate/Wind-Waker-Recomp

    AI Is Porting Console Games to PC, and It's All on GitHub Bloodborne has never had an official PC release, yet three GitHub projects now run it on PC. I tracked the 300 most-starred new repos on GitHub in three snapshots: console games running natively on another platform went from 2 (Oct 7) to 6 (Oct 15) to 13 (Oct 19). Then I checked how many of them show AI help in their own repositories. In this video: → 13 projects, 5 consoles: PS4, Switch, Wii U, GameCube, PS2 → How the PS4 ports work (not emulators) and what static recompilation is → 11 of 13 show AI help: 3 say so in the README, 9 list Claude as co-author in recent commits (bbport: 92 of its last 100) → The agent tools climbing the same list, and a project that bans AI outright ⏱️ Chapters 0:00 Intro: 2 → 6 → 13 ports in 12 days 0:20 The lineup 0:35 How the PS4 ports work 0:52 Static recompilation isn't new 1:11 Guess: how many used AI? 1:21 11 of 13 show AI help 1:36 The agent tools 1:49 The other side: no-AI 1:59 The fine print 2:11 Takeaways 📊 Method GitHub Search API: public repositories created in the previous 30 days, sorted by stars, top 300 kept, in three snapshots (2026-10-07 20:21, 2026-10-15 15:42, 2026-10-19 00:10). A "port" here is a console game made to run natively on another platform (PC, Mac, iPhone, browser) that requires your own copy of the game; the list was reviewed by hand, repo by repo, from each README. "AI help" means the README says AI was used, or recent commits (up to 100, read Oct 19) carry a Claude "Co-Authored-By" line. No trace does not mean no AI: 2 projects simply don't state it. Star counts change daily. 🎮 The 13 projects (all say they include no game files; you need your own copy) • Diablo II: Resurrected (Switch): jhaizhou-ops/d2r-mobile • Bloodborne (PS4): deadinside28/bloodborne_pc • P.T. (PS4): LoreanXavier/pt-pc • Uncharted Collection (PS4): Supermedo/uncharted_pc • Link's Awakening (Switch): peiikai/LASRecomp • Shadow of the Colossus (PS4): AjncSystem/ShadowOfTheColossus-PC • PS2 games (PS2): snuri00/ps2-web-recomp • Tears of the Kingdom (Switch): ly05010419/MacNativeGames • Wind Waker HD (Wii U): ZeldaWWHDRecomp/ZeldaWWHDRecomp • Bloodborne (PS4): droogie/bbhost • inFAMOUS Second Son (PS4): HayatoG/iss_pc • The Wind Waker (GameCube): elliotttate/Wind-Waker-Recomp • Bloodborne (PS4): Awakenchan/BloodBorneButPc 🛠️ Agent tools mentioned • rehan-remade/universal-modder (#14, 8,358 ★) rehan-remade/universal-modder • Zfinix/eleven (#213, 761 ★) Zfinix/eleven • aicodeking/leanrea (#246, 651 ★) aicodeking/leanrea • morluto/awesome-reverse-engineering (#179, 846 ★) morluto/awesome-reverse-engineering 📚 Sources • bbport "the counterpart of Wine + DXVK for a single game": deadinside28/bloodborne_pc • LASRecomp, "made almost exclusively with AI": peiikai/LASRecomp • Zelda 64: Recompiled, no-AI stance: Zelda64Recomp/Zelda64Recomp • N64: Recompiled: N64Recomp/N64Recomp • Unleashed Recompiled: hedge-dev/UnleashedRecomp • shadPS4 (credited by every PS4 port): shadps4-emu/shadPS4 • No official Bloodborne PC release (PCWorld): pcworld.com Left out on purpose: a GTA V port that doesn't explain where the game build it needs comes from, a PS2 emulator for jailbroken PS5s (not a port to PC), and two reverse-engineering repos (one ships license-bypass playbooks, one is an uncredited copy of morluto/rea). This video does not show or link any game files. Bloodborne, Shadow of the Colossus, Uncharted, inFAMOUS, P.T., Zelda, Diablo and the consoles named are trademarks of their owners. Repo Radar is not affiliated with any project or company mentioned. Previous videos: youtube.com · youtube.com 📅 Next month I'll check whether this wave keeps growing. Which game do you want ported next? Tell me in the comments. ℹ️ The voice in this video is AI-generated (ElevenLabs), and the person in the thumbnail is an AI-generated image. The data and analysis are real. #GitHub #OpenSource #Gaming

    2 comments · 216 views
  6. Steam Link VR Settings: open-source Steam Frame stream tuning app, Experimental AV1 & H.264 Support + lots of advanced controls Hey everyone! I wanted to share Steam Link VR Settings – Steam Frame edition, an open-source Windows app for tuning and diagnosing PC-to-Frame streaming. A few things it can do: - Adjust bitrate and shift quality between where you're looking and the periphery. - Graph actual encoded bitrate, FPS and network traffic alongside your requested bitrate. - Capture streaming faults to help investigate stalls, recovery events and dropped frames. - Expose advanced encoder controls and Steam Link settings that aren't in SteamVR's UI. - Optionally raise the driver's bitrate ceiling to 500 Mbps, with verified backups and restoration (though you probably won't be able to get near this) The latest release, v1.3.0, adds complete tuning presets and a Back to stock workflow that saves your current tuning before restoring defaults. There are also experimental AV1 and H.264 modes (though these require modifying the driver). Switching codecs restarts the stream. The app requires Windows 11 x64. Encoder measurements and custom foveation use NVIDIA NVENC. 500 Mbps is a software ceiling, not guaranteed throughput; actual bitrate depends on the scene and connection, and higher targets can make streaming worse. Source and documentation · Download the latest release Extract the entire ZIP and run SteamLinkVRSettings.exe; the runtimes are bundled. If you try it, I'd be interested to hear your results—especially your GPU, connection type, codec and any changes in image quality or stuttering. preview.redd.it

    16 points · 6 comments
  7. @Tyrielwood You might find this helpful for your research into it. You can tweak everything, use AV1 and h.264 among a bunch of other things elliotttate/SteamLinkVRSettings-SteamFrame

    1 like · 104 views
  8. DKC1 Quest VR: a beginner's native Quest 3 experiment - feedback and help welcome Hi everyone! I'm new to VR development and learning as I go with AI-assisted tools. I'd like to share DKC1 Quest VR, an unofficial, noncommercial experiment from Sylar.soluciones / Sylars Lab, based on elliotttate's DKC1Recomp: elliotttate/DKC1Recomp The goal is to run Donkey Kong Country natively on Meta Quest 3 using Android ARM64 and OpenXR, without RetroArch. The game keeps its side-view gameplay, presented as a large panoramic VR scene. The current private prototype has working sound and Touch controls, plus approximate animated sprite relief for Donkey and Diddy in supported first-level frames. One lesson so far: separating background layers alone doesn't give the characters the miniature-like volume I wanted. Runtime sprite relief has been a promising experiment, and image filtering has helped the original low-resolution art look better in the headset. The depth is approximate, and testing has mainly focused on Jungle Hijinxs; broader level coverage and sustained performance testing still need work. I'd really appreciate advice, honest feedback, testing help or small code contributions, especially with: - Quest performance profiling and OpenXR lifecycle handling. - Image scaling/filtering and sprite relief across more levels. - Android build portability and independent clean-machine builds. GitHub: romer79-create/DKC1-Quest-VR The repository is source only: no ROM, extracted game artwork/audio or prebuilt game APKs. Local builds require your own lawfully obtained USA v1.0 ROM. I'm here to learn, and any help or suggestions are very welcome. Thanks for taking a look!

    1 point · 3 comments

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