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Cake day: August 25th, 2025

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  • Thanks! This seems like something that Valve had intentionally disabled, so once they become aware that some people actually want it, I assume they will add an easy setting to re-enable it.

    But in the mean time, so people don’t have to visit Reddit, here is the relevant bit from that post:

    The Actual Fix via Konsole:

    Once you know the mouse is paired correctly, and see that it works (just the pointer is not visible) open Konsole and run this single command to force KWin to render the pointer icon over the Gamescope layer:

    mkdir -p ~/.config/environment.d && echo "KWIN_FORCE_SW_CURSOR=1" >> ~/.config/environment.d/kwin_cursor.conf

    Make sure to restart Desktop Mode (or reboot the headset) after running this for the changes to take effect.



  • I think a lot of people simply don’t have many pictures of themselves, but they do have pictures of themselves with fish/deer because it’s tradition to get a photo of yourself with someone you just killed. So they use that photo because it’s literally the only kind of photo they have of themselves on hand.


  • Mainly Beat Saber. I tried out a couple flat rougelikes (I think Brotato and Deep Rock Galactic Survivor), and they worked fine.

    I also tried PolyCube, but it did not work in VR mode. It would launch and I could see my controllers, but pressing buttons did nothing. I could not even navigate the in-game menu to start playing a session. Perhaps if I connected a standard Xbox controller or something, that would work. I know that a standard controller is recommended for that game, and from my own experience years back with older generation VR controllers that lacked traditional face buttons, that surely was preferable. But I was expecting that the Frame controllers would suffice. Unfortunately, this game was abandoned by its developer, so I doubt it will ever be patched to make the Frame controllers work properly. Perhaps an update to the Frame itself will fix whatever the issue is (EDIT: I have seen similar complaints about other VR games being unresponsive to controls, so I am optimistic that an update to the Steam Frame or SteamVR will fix this). Everything works fine if you launch the game not in VR mode, though. The VR controllers work just as well as an Xbox controller or something thanks to the fact that they actually have face buttons unlike most VR controllers when the game was originally made.

    Lastly, I keep trying to figure out how to make the mouse pointer appear. It seems like Valve disabled it because they want to just use the laser pointer thing that appears when you point your VR controller. But that means that when you connect a literal mouse to use in desktop mode, you can’t tell where you’re pointing. I am sure there is some way to revert whatever Valve had disabled, but I am not finding anything relevant in the KDE settings.

    All of this is standalone. I have not tried streaming.




  • SatyrSack@quokk.autoSelfhosted@lemmy.world•Joplin sync
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    6 days ago

    If you already have Syncthing set up, yeah, it’s probably the simplest option. No need to install anything new, set up a new account somewhere, start a new Docker container, etc. I certainly haven’t tried all the options out there, but I don’t have any complaints about performance with this Joplin sync solution.


  • SatyrSack@quokk.autoSelfhosted@lemmy.world•Joplin sync
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    7 days ago

    Certainly. This is what I do:

    1. Set up Syncthing normally (which you have obviously already done)
    2. Within the folder that you are synchronizing with Syncthing, create a new folder called joplin or something
    3. In Joplin (on desktop, mobile, and every device), set the synchronization target to your local filesystem.
    • Configuration > Synchronization > Synchronization target > File system
    1. Point it to your joplin folder that you created in step 2
    • Configuration > Synchronization > Directory to synchronize with (absolute path) > /your/path/here/joplin








  • They really glossed over the mouse issue. Without a pointer, using a mouse is worthless.

    From a comment I made in another thread:

    But for the mouse, the pointer (the little arrow, hand, cursor, etc. that indicates where your mouse is located onscreen) seems to be bound to only the VR controllers. When aiming a VR controller at the desktop, the pointer follows your laser thing. But if you try moving the mouse, it’s like the onscreen pointer is just invisible. It will activate the tooltips of page elements when you hover over them and stuff like that, and you can certainly click. But without actually seeing the pointer, a mouse is pretty useless. You can make the pointer appear by doing the “shake mouse to increase pointer size” gesture, but when you stop shaking, it disappears again.


  • Haven’t tried pairing a normal mouse and keyboard.

    I wanted to use a Bluetooth keyboard and mouse because the Frame just has the one USB port, but the KDE Plasma settings don’t even have a Bluetooth option. I use KDE Plasma on basically every computer, so I know where it’s supposed to be. But I can connect via the Bluetooth settings in game mode.

    When connected, the keyboard works fine. It operates exactly as you would expect it to on any other computer. Nothing to say about that.

    But for the mouse, the pointer (the little arrow, hand, cursor, etc. that indicates where your mouse is located onscreen) seems to be bound to only the VR controllers. If you try moving the mouse, it’s like the onscreen pointer is just invisible . It will activate the tooltips of page elements when you hover over them and stuff like that, and you can certainly click. But without actually seeing the pointer, a mouse is pretty useless. You can make the pointer appear by doing the “shake mouse to increase pointer size” gesture, but when you stop shaking, it disappears again.





  • Yes but not much.

    Not much, but apparently enough that the minimum requirement is capable of running simpler games locally.

    platforms like Luna, GeForce Now, Stadia, etc.

    Streaming foveated VR is more computationally taxing on the client than simply streaming basic pancake games. You can stream Cyberpunk to your Chromecast because it just involves the server sending a video feed to the client and the client sending controller inputs back to the server. Streaming a VR game involves all those same things, but it also involves extra computation on the client side (controller tracking, eye tracking, headset gyro, and other various spatial calculations) that then get sent off to the server along with the controller inputs. That extra computation requires more client-side processing power than is needed for streaming Cyberpunk to your Chromecast.