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The Witcher 3 in Wine
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Pangaea 17 Jun, 2019

Thanks for the edited details about mod conflicts. Don't have any conflicts on my end since I've gone with a small footprint (but actually quite a few mods, around 10), but it will surely be useful if I go with something more severe later.

Has the stuttering disappeared, now when you have played some more with it?

Have any of you tried the 1.2.2 build of DXVK, or don't drivers support it properly yet? I had issues when I tried 1.2.1 earlier, but maybe Nvidia is worse in this regard (don't know).

Shmerl 17 Jun, 2019

I didn't experience stuttering related to mods, so can't say. In friendly meditation, I don't set time flow too fast, so I didn't notice any flickering as well.

I'm updating my dxvk fairly often, simply building latest master branch. And Mesa a bit less frequently, only if there are some notable radv changes. I didn't notice any regressions, except one a while ago, that was caused by llvm bugs, but that was resolved by recent llvm updates (I build Mesa with recent llvm master snapshot, so regressions could creep in).

Linuxwarper 18 Jun, 2019

Your most welcome:) I removed the Meditation mod shortly after so I don't have the chance to figure it out. I'm pretty sure it wasn't caused by something serious as a bug or regression. In hindsight I think I know what caused it, or at least contributed to it, kernel upgrade/downgrade. Of course having the game use merged files probably did not help. For example one file that I merged pertained to Witcher senses, and so when I used senses it stuttered and froze. But this was for brief moment.

I upgraded kernel but in doing so I experienced issues. The one that led me to downgrade, temporarily as I had little plans to play, was slower boot time and in general just didn't feel as seamless as with kernel that came with the distribution (Kde Neon). I tried at least three of recent kernels but I ended up sticking to 4.20 for upgrade. Perhaps I need to do a more thorough testing to find the right one.
In any case, I noticed when kernel was changed that it was had a initial impact on the game. As if a cache of game files relating to game world had been expunged and was now being cached again. That brings up a question I want to ask: have any of you experienced that?

To your question about DXVK Pang, no I stick with the version Proton use.

Shot I took in Skellige. If there was ever a time for 4k monitor with great panel...it would be to experience places like this.

Spoiler, click me

Shmerl 18 Jun, 2019

Every time you change your kernel, your shader cache is invalidated, since it's based on the driver you are using. Cache are SPIR-V shaders complied into GPU machine code. And that's being reset, when your GPU kernel driver changes, to avoid some incompatibility issues. In case of Mesa, that also is reset when you have a different Mesa build. Shaders compilations can cause temporary stutters. Once they are chached - things should improve, considering you also have dxvk Vulkan pipeline cache built up.

Shmerl 19 Jun, 2019

Just found a great mod - Sensible Map Borders. It turns off forced redirection mechanic when you reach invisible map border. That improves exploration quite a bit.

For some treasure hunts, I decided to travel normally, instead of using fast travel. So taking a boat from Novigrad to some far away southern Velen area could be fun, as long as it's reachable by sea. But one annoying part wasn't letting me through due to the invisible wall (not really sensible in that area):



With that mod, you can sail through just fine. Geralt keeps his remarks about "edge of the world" and etc. Which are useful, since in some cases you indeed can fall of the map.

Linuxwarper 19 Jun, 2019

How stable is that mod? No bugs? Have you tried AutoLoot Configurable All-in-One?

Shmerl 19 Jun, 2019

I didn't encounter any problems with this mod - it's fairly small, just one script file. But I didn't use it long. Haven's seen that autoloot one. I try to keep mods to the minimum.

Pangaea 19 Jun, 2019

Looting is half the fun! :D

(Just wish merchants had more money - there are probably mods for that, but for now I'll just stick stuff in the stash - must be 50 swords in there by now)

Shmerl 19 Jun, 2019

Quoting: Pangaea(Just wish merchants had more money - there are probably mods for that, but for now I'll just stick stuff in the stash - must be 50 swords in there by now)

I try to collect unique swords, but usually sell generic ones. One huge money drain is buying all those mandrake and cherry cordials to make White Gull. Money gets tight, but I found, that nekker claws, ghoul blood and drowner brains sell quite well. So hunting them actually pays, especially since they respawn in some areas in big numbers.

Linuxwarper 19 Jun, 2019

I do the same. Tousain merchants have more wealth, so if it's urgent to have better shops I'd persue that region.

For mods I try to keep it minimal too, but some I simply must have. I don't like to cheat so I restricted autoloots radius. And looting is part of the fun indeed. That's something the mod compliments. Now I can go towards barrels and other containers and see if there is loot in them, I find that nicer than sensing to highlight the loot with yellow outline.

The AutoLoot dev said he hoping to make it more balanced, as he didn't like the unfair aspects of it, but unfortunately he's mia.

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