From 0bfbaf288472e4721686b01b19458b62781699f9 Mon Sep 17 00:00:00 2001 From: Yukino Song Date: Tue, 17 Sep 2024 00:15:50 +0800 Subject: [PATCH] Update README --- README.md | 7 ++++++- src/system_tray.cpp | 2 +- 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 46a22c00..25c23bcf 100644 --- a/README.md +++ b/README.md @@ -2,6 +2,11 @@ Apollo is a self-hosted desktop stream host for [Artemis(Moonlight Noir)](https://github.com/ClassicOldSong/moonlight-android). Offering low latency, cloud gaming server capabilities with support for AMD, Intel, and Nvidia GPUs for hardware encoding. Software encoding is also available. A web UI is provided to allow configuration and client pairing from your favorite web browser. Pair from the local server or any mobile device. +Major features: + +- Built-in Virtual Display with HDR support +- Permission management for clients + ## Usage Refer to LizardByte's documentation hosted on [Read the Docs](https://sushinestream.readthedocs.io/) for now. @@ -28,7 +33,7 @@ If you want to use your dGPU, just set the `Adapter Name` to your dGPU and enabl ## About HDR -Enabling HDR is **not recommended** at this moment, probably in the long term. The issue with HDR is huge, with loads of semi-incompatibe standards, and massive variance between device configurations and capabilities. Game supports for HDR are still choppy. Things are a little better if you're using Artemis as clients, since each client are remembered as a dedicated display with a fixed identity, Windows can auto select the calibration based on the device, but other Moonclients sharing one single identity are not that lucky. +Enabling HDR is **not recommended** at this moment, probably in the long term. The issue with HDR is huge, with loads of semi-incompatibe standards, and massive variance between device configurations and capabilities. Game supports for HDR are still choppy. SDR actually provides much more stable color accuracy, and are wiedly supported throught most devices you can imagine. For games, art style can easily overcome the shortcoming with no HDR, and SDR has pretty standard workflows to ensure their visual performance. So HDR isn't *that* important in most of the cases. diff --git a/src/system_tray.cpp b/src/system_tray.cpp index e4af8780..b447e38a 100644 --- a/src/system_tray.cpp +++ b/src/system_tray.cpp @@ -395,7 +395,7 @@ namespace system_tray { char msg[256]; snprintf(msg, std::size(msg), "Device %s paired Succesfully. Please make sure you have access to the device.", device_name.c_str()); #ifdef _WIN32 - strncpy(msg, convertUtf8ToCurrentCodepage(msg).c_str(), std::size(msg) - 1 - 1); + strncpy(msg, convertUtf8ToCurrentCodepage(msg).c_str(), std::size(msg) - 1); #endif tray.notification_title = "Device Paired Succesfully"; tray.notification_text = msg;