makes me sad because for VR and AR, Unity got devkits working faster than anything. And new hardware is still supported overwhelmingly in unity sooner. but fuck everything about this shitshow
Everyr VR game I’ve played that uses Unreal feels sooo much more optimized then other games using Unity. It would be a significant win for everybody if more devs switched over.
they’re more optimized because they must be in order to hit performan frame rates. Unreal makes a fantastic FPS engie; for anything else, it must be beaten into a shape that conforms with the limitations - in VR’s case, sub 10ms frame timing so the GPU has enough time to get the scene drawn into the buffer for each eye.
I use Lidarr for most music grabs. spotdl when Lidarr fails to find (which is uncommon since I use usenet). Then I use beets to manage music files <a href="">https://github.com/beetbox/beets</a> .
I have beets setup to run as a cron every 10 min, and it looks in the location that nzbget downloads to, and it automatically converts, fixes ID3s via musicbrainz db, and moves the completed files to my music section. Anything that beets doesnt see as a 95% match, I then manually run the script and choose the correct musicbrainz ID for the band/album.
It works well, and you can trigger LMS (logitech media server) and Airsonic to update automatically. So if something goes in all automated, then your players will also ‘just’ have it available.
That sounds like a dream. We’re there any specific tutorials you followed and could recommend or did you just try to click things into place until it all worked smoothly?
So Lidarr/NZBGet (or whatever you use) are pretty straight forward.
It gets complex with beets. Not that it is inherently complex, it just has an absolute shit ton of options. You want to start with a yaml config, and just get the feel of how it operates. There are lots of “howto’s” online, but unfortunately “beets” is a way to simple search. So you need to beef it with some specifics related to ahem music.
The manual and github do have it well documented. I would suggest starting with a subset of your collection, and just tinkering, (move files from /home/a to /home/b, convert to mp3 and fix ID3). It comes together pretty quickly. But the configurables of beets is crazy (in a good way).
Other things like triggering scans from LMS etc, they are documented on their respective sites.
I’ll fess up - its not immediately for the faint hearted, but its probably not that hard for most people - who actually read documents and learn.
You do not have to run a local of Musicbrainz (I do - because I can, it removes API limits but its expensive in storage and data) just point to the public instance. Also you could do Headphones, but I moved away from that years ago and have had a much happier experience with Lidarr.
You can manually import them to the correct episodes. You should be able to go off of episode names. Sonarr uses the TVDB and that is also what Plex/Emby/Jellyfin use normally so those are the numbers you probably want.
Honestly just don’t use it for everything. Sometimes the Metadata isn’t good. That plus being highly opinionated makes some niche cases not suitable for sonarr
When looking at the series page, if you expand the seasons down to list the contained episodes, are all of the episodes there (even if not in the “correct” season)? Or are several seasons worth of episodes just not listed at all? Which show?
It’s Disenchantment. I just grabbed Season 5 manually and I’m going to put them in there as Season 3. It’s over anyway so I can just delete the show from Sonarr.
piracy
Gorące
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