How do I change the rendering speed in the Project Monitor? - lag

I have just installed Kdenlive on Ubuntu 20.04 and I am following the quickstart manual, and it's all fine except for one thing: Whenever I try to preview the video in the Project Monitor, it stutters very badly.
When I preview a clip in the Clip Monitor, it plays smoothly, incrementing the frames one by one, but when I preview the video in the Project Monitor, it skips the timeline cursor by a second instead incrementing the frames.
Here's a video of what's happening.

Okay I've found the problem, it was a problem with my GPU drivers, as I had a Nvidia GPU but it wasn't being detected. Today I refreshed and upgraded the packages and solved some secure boot issue and Kdenlive is working fine now.

Related

VS code Blurs out when mouse is not on it

I have a 1070ti and my VS code used to run perfectly I fresh installed Windows and now VS code blurs out and can't see if my mouse moves away.
I have already tried turning off "Fix Apps that are blurry"
I have already tried adding it to NVIDIA settings, and I have no problems playing heavy rendering games. Only when I am coding and it is driving me crazy.
i solved this problem , you should open nvidia and do restore

Electron transparent window on raspberry pi (4)

As demoed here Can't succeed in making transparent window in Electron (javascript), I manage to run the hello world application on a debian buster with background transparency.
However, when I try this demo on a raspberry pi 4 (raspbian desktop), it doesn't work out of the box. I read here https://ourcodeworld.com/articles/read/315/how-to-create-a-transparent-window-with-electron-framework that it could be caused by some driver bugs.
Can someone help me understand the issue with more depth ?
The need in my project is to display an HD video in the background and a few buttons in the foreground. Chromium-browser does not benefit as much from the hardware acceleration as omxplayer does (and drops frames), so I'm trying not to embed the video in the browser. Instead, I plan to have the smooth omxplayer run in the background and display an electron app with transparency.
(Pi 4B)
Doing some looking into openbox, the docs here say that you can use:
xcompmgr -c -t-5 -l-5 -r4.2 -o.55 &
I tested it, and it works with the parameters specified here. You can set the xcompmgr command to run in an autostart file when X initializes.
EDIT: In my testing, the latest electron build where transparency works correctly is electron#9.2.1.

Google VR SDK stuck in portrait mode

I've built the app and compiled it with VR enabled and cardboard selected as my VR device. I can install and run it on my phone (Samsung S8) BUT the in game camera is stuck in portrait mode and the yew is inverted (turning my head left turns the camera right). I have scoured the internet but still can't find a way to fix this.
I've enabled VR in playersettings and added google cardboard as my VR.
I've also disabled portrait views under orientation.
I've set the camera as both a child and parent object.
I've built the app with both cardboard and daydream selected as the VR (and each individually) but still the same issue.
I've tried forcing different higher levels of API requirement
I have added and removed GvrEditorEmulator from the project and the GvrControllerMain and no luck.
I've even flipped the camera manually by a 180 degrees and this made the view be in landscape but in this case the pitch was inverted (when I look up the camera looks down) and I haven't found a way to resolve this.
In the editor view the screen looks fine, but every time I run it on my Android phone it force starts in portrait mode and the pitch or yew is inverted.
Is there a hidden option I need to switch, does anybody have more suggestions that I could try?
You can see what the app looks like when I hold the phone i portrait mode on the link bellow (the image breaks when I try to add it to the post for some reason).
https://imgur.com/a/o80NRe4
Its worth mentioning that I'm working with Unity version 2019 2.0b2 because any other version I tried would not detect my installed Android SDK and would not let me build the project. I've tried on multiple machines and always had that problem so I'm afraid of attempting an upgrade to a newer version would break my build ability.
This seems to be a known and reported issue for Google VR SDK for unity. Its been reported on their github page.
The only possible fix is reverting back to Unity 2018.3.14f1. I did this by exporting my v2019 project, then creating a new 2018.3.14f1 version project and importing the original into it. This rebuilds the project and should avoid conflicts if you're lucky.

Unity 3d crashing on mac when I press "play" in the editor

I downloaded Unity 3d on my macbook air and created a new project with a single 3d object (a plane).
When I press the "play" button (Triangle icon), unity hangs and crashes.
It happens no matter if I create a new project again and add a different 3d object (a sphere).
The only way my project doesnt crash when I press play is if it's a completely blank project with no 3d objects.
Interestingly I can build a mac build of a project and it runs okay (I can see the 3d objects, the plane or the sphere).
Can anyone offer any advice?
Edit: OS / X version 10.9
My version of OS/X was a little outdated.
Upgrading from 10.9 to 10.12.X fixed the problem (after a 4 GB download and 60 minute install)
Ok, i think i solved it. My project settings had metal editor support disabled. Enabling this option solved the crashing problem. I reproduced this issue with a freshly created project and just disabled the Metal editor support. I tried on a macbook pro 2018 (with dedicated graphics card) and could not reproduce the issue. This could be an Intel graphics driver related problem.

GoogleVR 1.0.1: stereo cameras are OK in the Unity Game View but too separated when compiled to Android

I'd say the value I have to change is the stereoMultiplier of the StereoController script attached to the main camera. Anyway I think I have changed every single value of GvrViewer, MainCamera and StereoController. Nothing seems to change the separation of the left and right cameras when compiled to the Android smartphone.
I can see a correct separation in the Unity Game View, but when I compile it to the smartphone, the cameras are too separated (see image below).
I think this issue has happened after updating the Smartphone to Android 6.0 Marshmallow (CyanogenMod 13.0), on Samsung S4.
UPDATE: I have updated to GoogleVR 1.0.1. The same problem is still happening.
Changing scale to 0.007 (which is a very similar scale to the objects in the provided demo scene of GoogleVR: 0.003) seems to fix the problem.
Note: discussed here: https://github.com/googlevr/gvr-unity-sdk/issues/351
UPDATE: in the previous link, somebody wrote:
Android app:
/sdcard/Cardboard/current_device_params
all gvr(cardboard) app will use this file --- "current_device_params".
maybe you should go the url to setup your device profile https://vr.google.com/cardboard/viewerprofilegenerator/
in addiation, you can also do this:
How to change Field of View in Google VR SDK for Unity