flightlessmango
flightlessmango
I agree, it's better to use `WIN32`
### The current status of MangoHud on windows - It compiles with mingw or msvc - It can hook dx11/12, opengl and vulkan - GPU usage on NVIDIA and AMD...
I need some more information on this, can you compile with this patch and run a scenario where you replicate the issue? ```diff --git a/src/gpu.cpp b/src/gpu.cpp index 549f6fd..8df7d86 100644 ---...
Uninstall the current version of mangohud before installing this one, just in case. ``` git clone --recurse-submodules https://github.com/flightlessmango/MangoHud.git cd MangoHud ``` save the patch in a file inside MangoHud, call...
sorry I forgot I disabled 32bit locally, this patch should work better ```diff --git a/src/gpu.cpp b/src/gpu.cpp index 549f6fd..75d2e5d 100644 --- a/src/gpu.cpp +++ b/src/gpu.cpp @@ -37,6 +37,11 @@ bool checkNvidia(const char...
That it's case sensitive and that it doesn't include the `.exe` could be good to mention. I don't see it very likely that people will assume that they should use...
There is no good way to detect if it's dgpu or igpu being used, it's a whole mess with prime and all the different versions. The current workaround we're using...
what do you mean exactly? `GL_RENDERER` ?
1. That name is not uniform with how the rest of mangohud displays gpu names 2. It would only work for OpenGL 3. It might only work for your specific...
No I don't think that would be a good start, it would be a workaround for OpenGL and PRIME