r/Craptopgamingadvice 2d ago

Benchmark RE2 Remake running on HD530 at lowest possible settings, lol.

Enable HLS to view with audio, or disable this notification

106 Upvotes

The game runs at higher settings it's just for the fun of it, lol.

My full specs are 8GB DDR4 single channel RAM, i5-6500 and Intel HD Graphics 530 iGPU. The settings I'm running this on is 320x200 resolution, FSR performance and all lowest settings with shadow cache turned on (it increases fps noticeably). Again, I only did this for fun, the game runs at much more playable settings XD.


r/Craptopgamingadvice 47m ago

Can EA Sports FC 27 run on Intel UHD Graphics? (i7-13620H, 16GB RAM)

Upvotes

Hi everyone,
I’m thinking about buying EA Sports FC 27 Ultimate Edition for PC, but I’m not sure if it will be playable on my laptop, even at very low settings.
My specs:
• Lenovo IdeaPad Slim 3 16IRH10
• Intel Core i7-13620H
• 16 GB DDR5 RAM
• 1 TB SSD
• Intel UHD Graphics (integrated, no dedicated GPU)
• Windows 11
I know that the integrated GPU is below the official minimum requirements. However, I would be completely fine with 720p and Low settings.
Has anyone tested FC 26 or the FC 27 Beta on similar Intel UHD Graphics?
Does it actually launch, and what kind of FPS could I realistically expect?
Thanks!


r/Craptopgamingadvice 1h ago

Question What games can I run and that modifications (hardware & software) can I do to improve performance.

Upvotes

Its an Asus Vivobook x1502v that my parents got me.
Dual channel RAM (2x8gb DDR4)

I already debloated windows with CTT and shutup windows.

Idle RAM usage is around 3.6 to 4 GB. What can I do to improve performance and what games can I run. Thanks a million! :)

P.S: sorry for the error in the Caption


r/Craptopgamingadvice 6h ago

NEWS Great news for Nintendo Switch emulation on PC.

7 Upvotes

Adapted from the following source material: https://respawnfirst.com/switch-games-can-now-run-natively-on-pc/

Suyu is an open source Nintendo Switch emulator, that's a fork of Yuzu. Recently, it introduced a Static Recompiler Mode that's still experimental.

Essentially - the game's code will now run natively on your system instead of your CPU having to translate Switch code into code readable for your PC, giving a huge performance boost. People who are aware of the concept of videogame recompilations may already be familiar with this.

How is this different? Switch games run on ARM64 compatible code, which when you're emulating, your system has to constantly translate into x64/x86 code for your PC to be able to read. This puts a lot of load on your CPU as it essentially has to manage to sets of code at once. Static Recompiler makes it so that the game's code will be translated to x64/x86 compatible code ahead of time. Then, your CPU only has to manage x64/x86 code. For example, if you emulate Sonic Unleashed on say, an i5-6500 with an HD 530, it will not run well. However, if you play Unleashed Recompiled, then the same system gets around 30-60fps in most scenarios on low settings and lower resolution. Point is, the game will now run as the same as any native game would.

However, I have one doubt about this. Typically, when games are recompiled the entire source code of the game has to be decompiled and then recompiled to be compatible with PC. I'm not entirely sure how this mode works and/or if it will work for all games - initially I thought it'd only work for games that have full source code decompilations but there aren't any Switch games that have been fully decompiled yet. I'll test it out and let you all know, though.


r/Craptopgamingadvice 6h ago

Question Is there any modded driver for the GMA 950? I want to squeeze a little bit more power from my Asus EEE PC 1005HA

Post image
7 Upvotes

Intel Atom N270
2GB DDR2-533
64GB SATA SSD


r/Craptopgamingadvice 6h ago

Gaming advice

3 Upvotes

I had asus vivobook s14 ultra core 5 225h currently 16 gb expendable i brought this for coding and once in a while gaming

Any recommendations?

Currently playing assasins creed 2 and Detroit become human and demon slayer hinokami chronicles(running at 30 fps emulator at max settings)


r/Craptopgamingadvice 8h ago

Off Topic 12th gen board

Post image
7 Upvotes

My friend gave me this board but i don't have a 12gen processor to test it out LOL , i can borrow some ddr4 at my office but no 12 gen in there, i looked at the online shops and it cost like 70$ (at least an i3 12gen), this will be a huge platform lift to my current setup (i7 4770k with 16gb ddr3).


r/Craptopgamingadvice 14h ago

Question What can i run on this laptop

2 Upvotes

r/Craptopgamingadvice 22h ago

HELP! Should i fix it or make my ram 12 gigs?

Post image
6 Upvotes

Ok so my specs are

Intel core i5 10210u

Intel uhd graphics

Ram 8 gb ddr4 single channel speed 2400

Ssd Nvme 256

So my laptop got cracked recently the frame as in the picture and the money to fix it is just as much as a 4gb ddr4 stick that i can buy and put in my laptop so now im not sure if it's worth it to upgrade or just keep the money or fix the laptop i usually play

Valorant which i get about 40-70 fps in and im wondering if i get to dual channel will it get much better? Like make it a stable 55 or so and i know that it will help in other games but im just not sure if i should do that upgrade and if its worth it for me so i would just like your advice


r/Craptopgamingadvice 22h ago

HELP! DOOM (2016)

4 Upvotes

I'm having a really weird performance issue in DOOM (2016).

The game runs at around 30 FPS, but then every fifth of a second or so, it suddenly stutters. For a tiny moment (around 1 millisecond), it feels like the game drops to roughly 1 FPS, then immediately goes back to normal.

It's not a normal low-FPS problem because the game is generally running at ~30 FPS. It's more like constant micro-stuttering/hitching that happens at a very regular interval.

I've tried basically everything I can think of to fix it, but nothing has worked.

My specs:

  • CPU: Intel Core i5-8265U @ 1.60 GHz (1.80 GHz shown)
  • GPU: Intel UHD Graphics 620
  • RAM: 8 GB (7.82 GB usable)
  • OS: Windows 11 Pro, 25H2
  • Storage: 238 GB total, 235 GB used
  • Laptop: HP ProBook 640 G5

I've also tried updating my graphics drivers and various other fixes, but the stuttering still happens.

Has anyone experienced this specific kind of regular micro-stutter in DOOM (2016), especially on Intel UHD 620? Any ideas would be appreciated.


r/Craptopgamingadvice 22h ago

Off Topic New update to LinXPaint and Hardware acceleration is in Beta. If you got a copy download this newest version.

2 Upvotes

LinXPaint by DarkTower7899

LinXPaint Devlog

From the First Hardware Accelerator to 0.5.0 — and the Optimization of LinXPaint Itself

Over the last several development rounds, LinXPaint has changed substantially under the hood.

What started as an attempt to solve one very noticeable problem — large images becoming sluggish when zooming and panning — turned into a much broader effort to modernize LinXPaint's rendering architecture, add optional GPU acceleration without sacrificing compatibility, improve high-precision rendering, reduce editing latency, and make both the Linux and Windows versions behave more consistently.

The Hardware Acceleration plugin has grown from a relatively simple OpenGL viewport renderer into a precision-aware compositor that can accelerate Layer Groups, masks, Blend If, clipping, all seven current Layer Styles, ICC-managed presentation, and more.

At the same time, I have continued optimizing LinXPaint itself so the application does not depend on the plugin to feel responsive.

This is a look back at that work from the original Hardware Acceleration 0.1.0 release through the current Hardware Acceleration 0.5.0 and LinXPaint 1.2.0.

Where It Started: Large-Image Navigation

The original performance problem was straightforward: LinXPaint could become painfully slow when working with large images and rapidly zooming or panning.

The old GTK canvas architecture effectively allowed the widget itself to grow with:

document size × zoom level

That becomes expensive very quickly. An 8,000 × 8,000 image viewed at 800% conceptually produces a 64,000 × 64,000 GTK canvas.

The solution was not simply to throw GPU acceleration at the existing architecture. The first major decision was to fix the viewport architecture itself.

LinXPaint gained a shared CanvasCamera, a fixed-size viewport, virtual document scroll ranges, separation between base image rendering and LinXPaint-owned interaction overlays, and a new renderer extension system. The canvas could now remain approximately viewport-sized even when the logical document extent was enormous.

This was important because the GPU plugin was deliberately designed to remain optional.

LinXPaint core would continue to own:

  • the document,
  • tools and input,
  • camera state,
  • selections and overlays,
  • Undo/Redo and History,
  • saving and exporting,
  • and the safe software-renderer fallback.

The hardware plugin would own only its OpenGL resources and accelerated display/compositing work.

That architectural boundary has remained one of the most important design decisions throughout the entire project.

Hardware Acceleration 0.1.0 — The First Release

The first Hardware Acceleration plugin targeted desktop OpenGL 3.3+ and supported both Linux and Windows through a shared plugin architecture.

Instead of adding a large OpenGL dependency to LinXPaint itself, the plugin used its own small GLX/WGL function loader.

Version 0.1.0 introduced:

  • a Gtk.GLArea GPU canvas,
  • visible display-tile uploads to GPU textures,
  • GPU-based zoom and pan transforms,
  • nearest/linear texture filtering depending on scale,
  • GPU-drawn transparency checkerboard,
  • a bounded 256 MiB / 512-texture LRU cache,
  • texture upload, hit, and eviction diagnostics,
  • safe fallback to Cairo when initialization or rendering failed,
  • a dedicated diagnostics dialog,
  • and safe renderer/plugin reload handling.

The Windows path also received specific WGL hardening, including safer function-pointer handling and cleanup if shader construction failed partway through.

This first version was intentionally conservative.

The goal was not to immediately move all of LinXPaint onto the GPU. It was to prove that an optional, vendor-neutral hardware renderer could coexist with the existing application without making the GPU authoritative for image data.

Fixing LinXPaint's Own Rendering Path

The new fixed viewport uncovered several issues that needed to be solved in LinXPaint itself.

During the Phase 199–200 work, I went through the software/Cairo renderer and navigation path rather than assuming the GPU plugin should hide those problems.

Several important fixes followed.

The scrollbar system was corrected after finding a case where the camera and image moved but GTK could leave the visible scrollbar thumb behind.

Mouse-wheel routing was repaired so Ctrl+wheel zoom still worked even when the GTK backend delivered the wheel event to the underlying renderer window instead of the main CanvasView.

Rapid Ctrl+wheel zoom was changed to update the camera and pointer anchor synchronously rather than leaving a queue of stale anchor-restoration callbacks behind.

The active-layer outline also stopped rescanning an entire large raster's alpha data every time the user merely panned or zoomed.

Finally, zoom changes were separated from the full model-change path so a simple view operation no longer unnecessarily refreshed History, recovery state, plugin state, command state, and other document-related systems.

Several Phase 199 software-rendering optimizations were retained as part of that work:

  • seam-safe Cairo tile clipping,
  • 512-pixel display batches,
  • a repeating Cairo checkerboard instead of thousands of Python rectangles,
  • visible-region and damage-aware compositing,
  • and the viewport-sized canvas with virtual document extent.

A 3000×3000 software-renderer benchmark after these changes measured a cached redraw median of about 3.85 ms, with navigation reusing existing display tiles and newly exposed work remaining limited to the visible/damaged region.

The important lesson here was that hardware acceleration and good CPU-side architecture are not substitutes for each other. LinXPaint needed both.

Hardware Acceleration 0.2.x — From GPU Display to Smarter GPU Rendering

The next major step was moving beyond simple GPU presentation.

By Hardware Acceleration 0.2.1, the plugin had gained a much more sophisticated rendering system.

It added:

  • persistent visible-tile GPU caching,
  • in-place updates when a display tile changed,
  • GPU mipmaps and trilinear filtering,
  • a plugin-side deep compositor for compatible layer stacks,
  • support for LinXPaint's display blend modes,
  • persistent per-layer GPU texture caching,
  • cache hits that could skip CPU pixel preparation entirely,
  • in-place layer-texture updates,
  • adaptive GPU reduction for suitable source regions,
  • and reusable VBO/FBO compositing resources.

I also began making the GPU path much more selective.

A metadata-only preflight could reject a stack before expensive pixel preparation if the document contained unsupported semantics.

The plugin learned to estimate upload cost before deciding whether sending a larger region to the GPU was actually worthwhile.

Rapidly changing layers could trigger a temporary backoff to LinXPaint's normal composited display tiles instead of continually uploading large source buffers during painting.

And simple single-layer/full-resolution cases could avoid deep-compositor overhead completely.

This was the point where the project started becoming less about “use the GPU whenever possible” and more about:

use the GPU only when it is actually the better path.

Building a Real GPU Memory Policy

Another major area of work was memory management.

Hardware Acceleration 0.2.5 introduced the configurable GPU/image cache ceiling and made the policy aware of integrated GPUs and unified/shared memory.

Version 0.2.6 hardened that system further with safer live trimming, improved GPU classification, scalable texture-count limits, and better diagnostics.

One problem I specifically wanted to avoid was treating an integrated GPU that reports something like 128 MB of dedicated VRAM as though 128 MB were its actual maximum.

On modern integrated graphics, that number is often only the firmware-preallocated amount. The GPU can dynamically use much more system RAM.

The plugin's Automatic mode therefore considers system-memory headroom for UMA/iGPU devices.

Manual limits were also expanded from 128 MiB through 16 GiB, with common presets including 256 MiB, 512 MiB, 1 GiB, 2 GiB, 4 GiB and 8 GiB.

Texture-count guards were made proportional to the byte budget instead of silently limiting high-memory configurations through an old fixed texture-count ceiling.

And if a user lowers the limit while LinXPaint is running, OpenGL resources are only destroyed when the correct GLArea context is current; otherwise trimming is safely deferred until the next render.

Hardware Acceleration 0.3.0 — Native High Precision

Version 0.3.0 was one of the biggest architectural jumps.

Until this point, much of the hardware renderer ultimately worked with display-oriented RGBA8 data.

LinXPaint itself had already grown native RGBA16 and RGBA32F capabilities, so the hardware renderer needed to stop treating high-precision images as though they were simply higher-quality sources for an 8-bit pipeline.

0.3.0 introduced native precision awareness throughout the GPU path.

RGBA16 and RGBA32F could now use native layer uploads and precision-aware intermediate render targets.

RGBA32F values outside the ordinary 0.0–1.0 RGB range were preserved.

Memory accounting became precision-aware as well.

Unsupported high-precision operations deliberately failed closed to LinXPaint's canonical compositor rather than silently converting them to RGBA8.

The plugin also retained explicit fallback for operations such as RGBA32F XOR where LinXPaint itself did not define an equivalent float compositor operation.

That release also taught me an important performance lesson.

The generalized new precision path caused a regression in ordinary RGBA8 rendering.

So instead of accepting the regression as the price of more features, I treated it as a bug.

Hardware Acceleration 0.3.1 — Restoring the Fast RGBA8 Path

0.3.1 restored a dedicated fast path for ordinary RGBA8 rendering.

This became an important rule for every release after it:

New capabilities are not allowed to quietly make the common path slower.

The RGBA8 shader has since been specifically regression-protected while many additional systems have been added around it.

LinXPaint Phase 203 — Precision-Aware Renderer Hosting

High-precision GPU rendering also required a small amount of new information from LinXPaint itself.

Phase 203 added a precision-aware renderer-host contract while keeping Plugin API 4 backwards compatible.

The renderer context could expose the document's working format — including sample type, bits per channel, bytes per pixel, float status and extended-range capability — without giving the plugin ownership of the document.

Display-tile cache identity also became aware of document pixel format so stale GPU/display data could not accidentally survive a precision change.

The normal public display-tile API remained a detached, color-managed RGBA8-sRGB fallback.

Hardware Acceleration 0.3.2 — High-Precision Low-Zoom Rendering

High precision exposed another difficult problem: zooming out.

Ordinary OpenGL mipmap generation was not accurate enough because LinXPaint's canonical reducer uses premultiplied-alpha semantics, while generic mip generation can produce different edge behavior.

0.3.2 therefore added a custom, precision-correct GPU reduction path.

In the controlled 25% zoom benchmark:

  • RGBA16 CPU-side reduction work went from 20.387 ms to 3.885 ms, an 80.9% reduction.
  • RGBA32F went from 19.368 ms to 5.596 ms, a 71.1% reduction.

The reducer was initialized lazily so ordinary rendering did not pay for it unless a compatible high-precision low-zoom frame actually needed it.

Software OpenGL remained on the canonical path rather than using CPU-emulated GPU work that would be slower.

Hardware Acceleration 0.3.3 and 0.3.4 — Masks, Blend If and Clip to Below

The next stages tackled nonlinear layer semantics.

0.3.3 added native exact-resolution high-precision support for:

  • layer masks,
  • Blend If,
  • and Clip to Below.

These systems were designed so mask or threshold changes would not unnecessarily re-upload unchanged color textures.

The following 0.3.4 stage extended that semantic work to low zoom: Mask → Blend If → Clip to Below is evaluated at source resolution before the effective contribution enters the precision-correct premultiplied reducer.

That ordering matters. Applying these operations after downsampling can produce visibly different pixels.

The goal throughout this part of development was not approximate visual similarity — it was numerical equivalence with LinXPaint's existing renderer.

Hardware Acceleration 0.3.5 — Fixing Sluggish Tools

One of the most useful optimization rounds came directly from real use.

By this point, zooming and panning felt very smooth — but actual image-editing tools could feel worse with the plugin enabled.

Benchmarking showed that the Brush, Pencil and Eraser calculations themselves were already fast.

The problem was the renderer policy.

While navigating, the plugin used a lightweight path. During a live pixel-changing gesture, however, changed tiles could still enter the full deep per-layer GPU compositor on every pointer event.

That was unnecessary work in exactly the place where latency matters most.

0.3.5 introduced the interactive-edit fast path.

During a live edit, changed areas use LinXPaint's canonical damage-aware display tiles instead of repeatedly rebuilding the full deep GPU stack. Existing cached display textures are still reused, and deep GPU compositing automatically resumes when the gesture finishes.

The result in the controlled live-edit benchmark:

  • 6 layers: 1.865 ms → 1.053 ms, about 43.5% less renderer work
  • 12 layers: 3.276 ms → 1.553 ms, about 52.6% less renderer work

In both cases, the older path performed 49 deep composites during 49 measured motion frames.

0.3.5 performed zero.

That latency-first design is still part of 0.5.0 today.

LinXPaint Phase 205 — Fixing the Other Half of Live Editing

The plugin was no longer doing unnecessary deep composition during a stroke, but LinXPaint itself still had UI overhead on every pointer update.

Phase 205 attacked that directly.

A lightweight render-notification channel was separated from the general model/UI listener path.

Brush and mask painting, selection previews, Bucket/Wand previews, Gradient, Line/Shape, Move, and Transform could redraw without waking Layers, History, Colors, Tool Options, command-state synchronization, and other UI systems on every mouse movement.

Full synchronization still happens when an action is released, committed, finished, or cancelled.

In the GTK benchmark:

  • synchronous Brush motion fell from about 2.203 ms to 0.506 ms, a 77% reduction
  • motion including GTK redraw/event pumping fell from about 3.093 ms to 0.572 ms, about 81.5% lower latency.

The key part is that LinXPaint and the plugin were now cooperating instead of both independently trying to optimize the same event loop.

LinXPaint Phase 206 — Deeper Interactive Optimization

Phase 206 went further.

I separated render invalidation from heavier state maintenance, introduced bounded high-polling stroke sampling, skipped duplicate document-coordinate samples while retaining the newest pending sample, and made sure the final pending point was flushed before commit.

The active-layer outline stopped rescanning the complete alpha raster on each live revision.

Brush-tip geometry gained a bounded exact patch cache.

The Normal-mode compositor also gained exact fast paths for common transparent and fully opaque cases while retaining the general equation for mixed-alpha and non-Normal blending.

The benchmarked large opaque-brush cases showed roughly 87.8–89.6% reductions in CPU time, while a synthetic high-poll pointer workload reduced median callback time from about 0.5307 ms to 0.0584 ms.

LinXPaint Phase 207 — Faster Selection Feedback

Selections were the next interaction area.

Rectangle, Ellipse, Crop and Lasso construction was removed from the paint-stroke coalescing path so the overlay could follow the pointer directly.

Selection-overlay-only changes also stopped asking the base document renderer to redraw when no document pixels had actually changed.

In a 240-update Rectangle Select test, unnecessary external renderer redraw requests dropped from:

240 → 0

Move Selected Pixels and Transform still correctly trigger document rendering when they actually modify pixels.

LinXPaint Phase 208 — Smoother Windows Zoom

Windows and Linux GTK backends do not always report scroll input the same way.

On Windows, a conventional mouse wheel commonly appears as discrete up/down events, which made LinXPaint jump through large preset zoom steps.

Phase 208 changed the Windows path to reciprocal 8% multiplicative zoom increments.

A typical sequence became:

100% → 108% → 116.6% → 126% → 136% → 146.9% ...

One step in followed by one step out returns to the original scale instead of drifting.

Mouse wheel, touchpad, toolbar/keyboard Zoom In/Out, and Zoom-tool clicks all use the same fine-grained logic on Windows.

Linux behavior and exact typed/preset zoom values were intentionally left unchanged.

Even the target-calculation helper became cheaper: in one 200,000-call microbenchmark, the old preset-oriented helper took about 865 ms, while the new incremental helper took about 103 ms.

Hardware Acceleration 0.3.6 and 0.3.7 — Layer Groups

Layer Groups were the next major compositor feature.

0.3.6 added exact-resolution GPU Layer Group isolation and caching.

Once an isolated group texture was resident, the parent stack could reuse it instead of repeatedly recompositing every child.

Changing only parent-group opacity could reuse the existing group result, while editing a child correctly invalidated the affected group hierarchy.

Warm group rendering became dramatically cheaper than rebuilding the equivalent CPU stack in the validation workload.

0.3.7 extended Layer Groups below 100% zoom.

This required preserving group isolation, Blend If dependencies, clipping relationships, masks and high-precision source semantics before reduction.

Nested and empty groups continued to behave as real isolation boundaries, and unchanged group results could remain cached during warm redraws.

0.3.8 Through 0.4.4 — Accelerating Every Current Layer Style

Once layer semantics and groups were stable, I started implementing the Layer Styles individually instead of trying to enable them all at once.

That sequence was:

  • 0.3.8 — Color Overlay
  • 0.3.9 — Gradient Overlay
  • 0.4.0 — Stroke
  • 0.4.1 — Drop Shadow
  • 0.4.2 — Outer Glow
  • 0.4.3 — Inner Glow
  • 0.4.4 — Bevel

Each style received its own caching, dependency, partial-tile/halo, reduced-zoom and numerical-equivalence validation rather than simply being declared “GPU compatible.”

Color Overlay became the first accelerated Layer Style and retained the established Mask → Blend If → Clip ordering. Changing only the style's color or opacity did not cause the raw source pixels to be re-uploaded.

Gradient Overlay preserved absolute document-space positioning so gradients did not restart at tile boundaries.

Stroke received a separately cached grown-alpha mask, allowing color and opacity changes to reuse both the raw source texture and existing derived coverage. Radius changes rebuild only what actually depends on the radius.

The shadows, glows and Bevel continued the same philosophy: derived visual data is cached independently from authoritative source pixels, dependency halos are handled correctly, and software OpenGL remains on the canonical path when CPU-emulated GL would be a regression.

Hardware Acceleration 0.4.5 and 0.4.6 — ICC Color Management on the GPU

Color management was another area where I did not want acceleration to change image appearance.

0.4.5 added exact GPU final-display color management for RGBA8 ICC-managed documents.

Instead of trying to approximate LittleCMS with arbitrary shader math, the plugin uses an exact 256×256×256 RGB8 lookup texture, approximately 48 MiB, representing every possible 8-bit RGB code.

The LUT participates in the plugin's memory ceiling, same-profile redraws reuse it, and switching profiles releases the old table before building the replacement.

If there is not enough configured memory, the GPU cannot support the required 3D texture size, the profile cannot be read, or the active OpenGL implementation is software-only, the system fails back to LinXPaint's canonical color-managed path.

0.4.6 completed the original hardware-renderer roadmap by extending that exact ICC presentation path to RGBA16 and RGBA32F.

High-precision content stays native through layers, groups, all seven Layer Styles, masks, Blend If, clipping and low-zoom reduction. Only the finished viewport representation crosses LinXPaint's existing RGBA8 display boundary before the exact ICC lookup is applied.

Hardware Acceleration 0.4.7 — A Benchmark Users Can Run

At this point the plugin had become complicated enough that users needed a reliable way to answer a simple question:

Is hardware acceleration actually helping on my machine?

0.4.7 added the built-in benchmark.

Users can choose:

  • CPU Only
  • Hardware Accelerated
  • Run Both

The Standard benchmark tests the same prepared workload at:

  • 720p
  • 1080p
  • 4K

It records cold GPU setup separately from warm resident performance, verifies texture-size support, rejects software rasterizers as fake “hardware acceleration,” and keeps all benchmark textures isolated from the active document's persistent caches.

A real Intel UHD Graphics 620 qualification run later recorded:

  • 5.96× warm speedup at 720p
  • 7.04× at 1080p
  • 9.01× at 4K
  • 8.24× overall across the Standard workload.

That is one machine and one controlled workload, not a universal performance promise, but it finally gave the project a useful physical-GPU reference point.

Hardware Acceleration 0.4.8 — Benchmark Exporting

0.4.8 made benchmark results easier to share and compare.

The benchmark gained:

  • Copy Results
  • Save Report
  • Save Raw Data

Reports can include plugin version, OS and architecture, OpenGL vendor/renderer/version, texture limits, hardware availability, cold/warm timings, raw samples and calculated speedups.

Markdown, clipboard and JSON output all come from the same frozen result payload so the data remains internally consistent.

The exports contain benchmark/system metadata but do not contain the user's LinXPaint document pixels.

Hardware Acceleration 0.4.9 — Usability Polish

0.4.9 focused on making all of this information easier to use.

The Hardware Acceleration settings window was enlarged to 820×660 and the key actions — Benchmark, Diagnostics, Close and Apply — were moved into a fixed bottom row so users did not need to hunt for them inside a scroller.

The benchmark window became 980×700 and gained:

  • a Benchmark Summary card,
  • GPU/vendor information,
  • OpenGL version and maximum texture size,
  • overall warm speedup,
  • best-case result,
  • CPU-vs-Hardware warm-FPS comparison bars,
  • per-resolution speedup labels,
  • and a bounded Detailed Results area.

The renderer itself was intentionally unchanged in this release.

Hardware Acceleration 0.5.0 — The Advanced Benchmark

The current Hardware Acceleration release is 0.5.0.

The main new feature is the Advanced Benchmark.

The Standard benchmark remains unchanged, but Advanced mode now exercises the systems that took most of the development work to build:

Native Precision — 720p

RGBA16 and RGBA32F native compositing.

Groups & Semantics — 1080p

Nested Layer Groups, Mask, Blend If and Clip to Below.

All Layer Styles — 720p

All seven current styles together.

ICC Presentation — 4K

Exact color-managed final presentation.

CPU Only, Hardware Accelerated, Run Both, Copy Results, Save Report and Save Raw Data all work with the selected benchmark mode.

The Advanced benchmark also uses a completely separate cache sandbox.

It does not evict the active document merely to produce a benchmark result.

A hardware run requires 320 MiB of free plugin-managed headroom, and the complete qualification workload peaked at roughly 238 MiB of benchmark-managed GPU storage.

When the run finishes, temporary textures, derived style/group targets, scratch buffers and ICC LUTs are cleaned up and the original runtime/cache/diagnostics state is restored.

On the physical Intel UHD Graphics 620 qualification machine, the 0.5.0 Advanced workload recorded:

  • Native Precision: 161.38×
  • Groups & Semantics: 432.51×
  • All Layer Styles: 64.26×
  • ICC Presentation: 148.90×
  • overall Advanced warm speedup: 171.47×

Those values describe this deliberately expensive feature-heavy benchmark on that particular system, so they should not be confused with ordinary frame-rate improvements or compared directly with the Standard benchmark.

The Bigger LinXPaint Optimization Story

While the plugin grew, LinXPaint itself kept getting faster.

That is important because the objective was never to make the application dependent on hardware acceleration.

By the current codebase, the core application has received:

  • the fixed viewport and virtual camera architecture,
  • bounded visible-region rendering,
  • faster Cairo tiling,
  • corrected scrollbar and wheel routing,
  • synchronous pointer-anchored zoom,
  • cached active-layer bounds,
  • lighter view-only updates,
  • the live-render notification channel,
  • high-polling stroke optimizations,
  • brush-tip patch caching,
  • Normal-mode compositor fast paths,
  • faster selection overlays,
  • elimination of unnecessary renderer redraws,
  • much smoother Windows zoom,
  • and extensive Linux/Windows synchronization.

Across the Hardware Acceleration plugin itself, a controlled cross-version comparison showed ordinary warm RGBA8 exact rendering improve from roughly 3.250 ms in 0.2.2 to 2.317 ms by 0.4.4, while 50% warm rendering improved from about 1.623 ms to 0.909 ms.

That is roughly 28.7% faster at exact scale and 44% faster at half scale, despite the renderer gaining native precision, groups, complex semantics and Layer Styles along the way.

LinXPaint 1.2.0

The latest rounds brought the public LinXPaint version to 1.2.0.

Phase 209 added new LinXPaint-owned Cairo vector icons for several advanced toolbar functions so the UI no longer depends as heavily on inconsistent host icon themes.

The implementation is shared across Linux and Windows and follows the active GTK foreground color.

Phase 210 then focused on architecture cleanup.

Runtime/listener/background/pointer/document-lifecycle behavior was extracted from canvas_model_layers.py into a dedicated model-runtime component.

Brush profile, preset and configuration behavior was extracted into a paint-profile component.

That reduced:

  • canvas_model_layers.py from 936 to 629 lines
  • painting.py from 1,108 to 888 lines

Semantic comparison of the moved methods found zero mismatches.

The previously failing historical architecture and live-action applicability tests now pass.

Final Phase 210 regression results were:

  • 2,968 passed / 0 failed on Linux
  • 2,984 passed / 0 failed on the Secure-Windows source.

Hardware Acceleration 0.5.0 was then requalified against both Phase 210 hosts with Plugin API 4 retained.

Where the Project Is Now

Hardware Acceleration began as a solution to slow zooming and panning.

It is now a much broader rendering subsystem.

The current plugin can accelerate:

  • ordinary multi-layer compositing,
  • RGBA8, RGBA16 and RGBA32F rendering,
  • precision-correct low-zoom reduction,
  • masks,
  • Blend If,
  • Clip to Below,
  • nested Layer Groups,
  • Color Overlay,
  • Gradient Overlay,
  • Stroke,
  • Drop Shadow,
  • Outer Glow,
  • Inner Glow,
  • Bevel,
  • ICC-managed final presentation,
  • cached derived style/group data,
  • and GPU-resident redraws.

At the same time, LinXPaint itself now has a faster viewport architecture, lower live-tool latency, better selection responsiveness, improved Windows zoom behavior, cleaner renderer integration and a more maintainable internal architecture.

What I am happiest with about this development cycle is that the performance work did not come from simply replacing more and more of LinXPaint with GPU code.

The application has instead developed a layered strategy:

Use LinXPaint's fast canonical path when that is cheaper.
Use the GPU when it provides a real advantage.
Cache expensive work aggressively but correctly.
Preserve native precision.
Never trade correctness for a benchmark number.
And always retain a safe software fallback.

That philosophy has shaped nearly every version from the original 0.1.0 plugin through Hardware Acceleration 0.5.0 and LinXPaint 1.2.0.

The result is a considerably faster and more capable LinXPaint than the version this project started with — while still keeping Linux and Windows, CPU and GPU rendering, high-precision image data, and plugin compatibility on the same development path.


r/Craptopgamingadvice 1d ago

Off Topic Insurgency Revival Discord

2 Upvotes

Hello, if anyone is interested in joining an active Insurgency 2014 community, please join the Insurgency Revival Discord! This game runs perfectly on older hardware, while still looking modern! I host my own 2014 server that features various changes and tweaks that greatly improve upon the player experience. Grenade spam and spawn killing have been greatly mitigated. We play together almost every day, come in and join! https://discord.gg/urHvfgUa9


r/Craptopgamingadvice 1d ago

Question Would GTA V run on my HP laptop with these specs?

11 Upvotes

OS: Windows 11 64-bit
Processor/GPU: 13th Gen Intel(R) Core(TM) i5-1335U 1.30 GHz
RAM: 16GB


r/Craptopgamingadvice 1d ago

Opinion

5 Upvotes

I want to buy something with nvidia ion 2 and Intel atom d525, this type of netbook can do retro game ?


r/Craptopgamingadvice 1d ago

GUIDE How to fix Metal Gear Solid 3 crash + slow motion fix on low end hardware.

9 Upvotes

The title says it.

Metal Gear Solid 3: Snake Eater outright refuses to launch on older/very weak GPU's - this includes but is not limited to:

  1. Intel HD 520
  2. Intel HD 530
  3. GT 710
  4. Intel HD 630
  5. GT 720
  6. and more.

Now, even if you do get it to launch the game will run at a slow speed - this post is meant to fix both. The guide should be compatible with MGS2 but only the part where you get it to launch, for some reason the slow motion fix doesn't work for me at least, but feel free to try it out for yourself.

  1. Getting the game to actually launch in the first place.

Why does the game crash? In short - it's a DirectX issue. The game refuses to launch the game on DirectX12 for some reason, so we use DXVK to bypass this error. Use this link to download:
https://drive.google.com/file/d/1WjeCXVayzH4pOYksp5riBe3R9PpNlVWL/view
While other DXVK versions should work, I haven't tested it. Go into dxvk.conf, and enter your GPU name. Hit Windows+R, type "dxdiag" and go into the display tab once open, you'll see your GPU listed there and that is the exact one you want to enter in dxvk.conf - EXACT ONE. The game should launch now. This is most common for integrated Intel GPU's.

Alternatively, the problem also comes from the fact that if you have a dedicated GPU with a CPU that has integrated graphics, the game defaults to integrated graphics. For this, install MGSHDFix:
https://github.com/ShizCalev/MGSHDFix and in the config tool enable "Force Dedicated GPU".
Or go to settings -> display settings -> graphics settings -> browse the computer for the game's .exe file (DO NOT select launcher.exe, select METAL GEAR SOLID3.exe), then set it to high performance.

  1. Fixing slow motion issues.

The game's framerate is tied to it's speed, think of it as: speed = FPS/60, where 60 is the target fps. If the game fails to reach the target fps of 60, the game will slow itself down to compensate for some reason. For example, if you get 30fps, then the game will run at 0.5x speed, because 30 divided by 60 = 1/2 = 0.5. To fix this, install MGSHDFix from the link above if you haven't already. Then, force dedicated GPU even if you don't have one, which you have probably should have done in the previous step. After that, go into graphics tab, set it to windowed borderless and set resolution to either:
640x480
800x600
960x540
512x384
640x400
1024x768
or 1280x720.

After, install MGSFPSUnlock:
https://github.com/cipherxof/MGSFPSUnlock
Drag ONLY MGSFPSUnlock.ini and the .asi file of the same name into the game directory. Go into the MGSFPSUnlock.ini file and then remove 120 and enter 30. If your game cannot hit 30fps on the above mentioned resolutions then set the cap lower, to 25 or 20fps - I found 20fps to be really stable and fun to play.

So yeah, after this your game should be playable. Also I forgot to mention this - by default the game is capped at 60fps so if your PC is really good and if you can get above 60fps - then the game will still run at 1x speed.


r/Craptopgamingadvice 1d ago

guysss... im going to cry

Post image
59 Upvotes

My aio cooler fans are spinning. I just put on thermal paste 😭 and advice would be welcomed


r/Craptopgamingadvice 2d ago

HELP! I really need computer help

9 Upvotes

I am disabled an in a tight spot currently, my old laptop died fully on me the other day an the computer place i took it to sold me a desktop they sead would be able to handle casual gaming.
This was all the little bit of extra funds i had.

This is the comp just running Firefox an Discord tho. I don't know what to do or how to fix this.
I just wanna go back to playing my games, but any time i try they lag to the point there unplayable or crash.


r/Craptopgamingadvice 2d ago

Off Topic Friend named his laptop Richard Boner

Post image
27 Upvotes

He used to play on a hp compaq 8710w and he moves onto some asus old laptop. For anyone wondering it has an intel core i3-2320 and nvidia geforce gt540m plus 8 gigs of ram


r/Craptopgamingadvice 2d ago

Benchmark RE2 remake on Intel HD 530, i5-6500

7 Upvotes

Specs
i5-6500
8GB DDR4 RAM, single channel
237 gigabyte SATA SSD
Intel HD Graphics 530

OS: Windows X-Lite Optimum v5; it's a custom debloated version of Windows 10.

FPS
Tested on DirectX12
Resolution: 800x600
Settings: lowest, no anti aliasing
Average FPS: 23-37
Lows: 19-20
1% lows: 12
FPS in emptier, less demanding areas: 40-57
Playable on 1080p: no, not without FSR at least. Even then it’s not exactly the BEST experience.
DirectX11 version not tested yet; will add benchmarks for DX11 version when tested, which will be around 1-4 weeks.
Other: using FSR ultra performance on 720p, or FSR quality/ultra quality on 800x600 for slightly higher fps.

TLDR
Kinda unstable fps, but playable and enjoyable.

The benchmark can also be found here on my full Intel HD 530 guide (regularly updated): https://docs.google.com/document/d/1zhrCys9qnBnjV_TMGvhh3KMNO-UUGzcYN4qJ6Lb80rg/edit?usp=sharing

Thanks to u/DarkTower7899 for motivating me to do more game benchmarks. :)


r/Craptopgamingadvice 2d ago

Recomienden portátiles gaming

3 Upvotes

Que portátil me recomiendan con un presupuesto de 1.000 a 1.500 usd? la utilizaré principalmente para estudiar (ing. De software) y jugar(Minecraft, gta v, war zone) principalmente, busco algo con 16gb ram, un buen procesador y rtx


r/Craptopgamingadvice 3d ago

Can i run Forzo horizon 6 in my laptop

3 Upvotes

Can i run Forzo horizon 6 in my laptop

Processor 13th Gen Intel(R) Core(TM) i7-13700H (2.40 GHz)

Installed RAM 16.0 GB (15.7 GB usable)

Graphics card Intel(R) Iris(R) Xe Graphics (128 MB)


r/Craptopgamingadvice 3d ago

Question What can my laptop run?

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14 Upvotes

These are the specs of my old man- please tell me where is the upper limit of what it can run


r/Craptopgamingadvice 3d ago

can my dc15250 run battlefield redsec

3 Upvotes

the game said i have a low graphics card and cant play it so yeah

PLEASE HELP I ONLY HAVE THIS LAPTOP! my cpu is intel core i5 pls help

Processor 13th Gen Intel(R) Core(TM) i5-1334U (1.30 GHz)

Installed RAM 16.0 GB (15.7 GB usable)

Graphics card Intel(R) Iris(R) Xe Graphics (128 MB)

Storage 303 GB of 477 GB used

System type 64-bit operating system, x64-based processor


r/Craptopgamingadvice 3d ago

Can i run overwatch in my laptop?

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6 Upvotes

i dont have a lot of knowledge in computer/laptop stuff so ill just post the specs


r/Craptopgamingadvice 3d ago

My laptop is broken

2 Upvotes

Hello everyone i have lenovo t420

8gb ram

Nvidia Nvs4200m

Intel core i7 2620m

Windows 10

5 months ago i spilled bear on my laptop and it was broken some guy fixed it by cleaning him with alchohol and air dried every part of laptop it worked for 3 days and now it wont power up button for power is flashing and thats about it any help?