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Latest Comments by ridge
Experimental Vulkan support is here for Counter-Strike: Global Offensive
17 Dec 2021 at 3:17 pm UTC

Quoting: kon14The thing is, they already did just that with Source2! They just never bothered to update any of their pre-Dota2 games to use it and just opted to backport certain Source2 features instead.
Yeah, you're right; I should have acknowledged the fact Vulkan is in use on Source 2. I forget this as I only played one Source 2 game, haha :grin:

Experimental Vulkan support is here for Counter-Strike: Global Offensive
16 Dec 2021 at 12:46 am UTC

Quoting: ElectricPrism
Quoting: ridgeI really dislike how Valve relies so much on DXVK, but on the other hand I can acknowledge that adding native Vulkan to the Source engine would proooobably be a big undertaking in lots of old spaghetti code.... maybe, I don't know.

But from a "stupid user who doesn't know what the Source engine source code looks like" point of view, I really wish they could just implement Vulkan natively.
Well they did LITERALLY fund DXVK development didn't they?

To me that's no different than them funding and using SDL.

And our community does complain about reinventing the wheel often enough -- IIUC their DXVK bindings are literally paper-thin taking optimized functions and simply redirecting them to the appropriate DXVK function.

Edit: Another argument for their DXVK bindings is that their internal DX functions are already highly optimized, when a parallel code is created it's often not as optimized in the sense that it doesn't get as much time, care, testing, eyeballs, etc...
Great points that I didn't consider, makes sense to me. Thank you :smile:

Experimental Vulkan support is here for Counter-Strike: Global Offensive
15 Dec 2021 at 8:58 pm UTC Likes: 1

I really dislike how Valve relies so much on DXVK, but on the other hand I can acknowledge that adding native Vulkan to the Source engine would proooobably be a big undertaking in lots of old spaghetti code.... maybe, I don't know.

But from a "stupid user who doesn't know what the Source engine source code looks like" point of view, I really wish they could just implement Vulkan natively.

Anger Foot gets more insane in the latest update
9 Dec 2021 at 5:31 am UTC Likes: 5

Thank you for bringing this game to my life, Liam.

Good lord it's fun, lol

Two years on, Stadia seems to have no direction left
23 Nov 2021 at 3:51 pm UTC

Bugger me, you'd think Google would be able to push out an ultra-product to rule them all given how much money they're sitting on.

Nevertheless, love to see it. Not fond of the direction Stadia was going, pushing "cloud gaming as the future" :grin:

Baba Is You gets a level editor in a free update this month
12 Nov 2021 at 5:45 pm UTC Likes: 4

So excited for this!! I translated this game to Norwegian, so if any Norwegian speakers happen to pass by here, give it a shot! :)

XWayland 21.1.3 rolls out supporting NVIDIA 495.44 with the GBM API
11 Nov 2021 at 4:21 am UTC Likes: 1

Quoting: CZiNTrPTCan you use multi monitoring with plasma Wayland now? I always get a black "bar" at the bottom of my screen where desktop wallpaper and application end, but mouse can travel over. So weird I can't even describe it
I can, for me all three monitors work as they should with the patch I mentioned. Try asking on KDE's webchat for a possible workaround.
Nvidia + Plasma Wayland is gonna be a bit weird(er) in the coming weeks or maybe even months, sadly.

XWayland 21.1.3 rolls out supporting NVIDIA 495.44 with the GBM API
9 Nov 2021 at 1:59 pm UTC Likes: 1

Quoting: michaldybczakI just updated to Nvidia 495.44 and the Wayland session won't start. Does it mean I must wait for the update of xorg-xwayland 21.1.3 for it to work or something is wrong on my side?
The Wayland session in Plasma is a bit broken at the moment, I don't know if egl-wayland still needs an update but I know for sure qtwayland does; for which there's currently a merge conflict: https://codereview.qt-project.org/c/qt/qtwayland/+/373473 [External Link]

I was able to log in to Plasma Wayland but the screen wouldn't refresh unless I moved my mouse, I built qtwayland from source with the above patch and it works now. Still glitchy, but it's getting there!

As for why you can't even start it I'm not sure, but waiting is probably gonna pay off.

Half-Life 2 and the episodes get a Beta with Vulkan (DXVK) and more
19 Oct 2021 at 10:53 am UTC Likes: 2

Quoting: Guest
Quoting: ridgeSo, wait, they're changing the game to use DirectX over Vulkan instead of native OpenGL? Is it really faster to do it that way? I mean hey if it works it works, just odd!
OpenGL in Source-based games wasn't native too - these games use ToGL layer, which translates Direct3D calls to OpenGL calls. DXVK Native isn't any different in that way - it translates D3D to Vulkan at compile time similarly to ToGL.
Then that makes heck of a lot more sense to me, thanks for clearing that up!

Half-Life 2 and the episodes get a Beta with Vulkan (DXVK) and more
19 Oct 2021 at 10:43 am UTC

So, wait, they're changing the game to use DirectX over Vulkan instead of native OpenGL? Is it really faster to do it that way? I mean hey if it works it works, just odd!

Edit: Had to install EP2 because I got curious, but wow is the current beta stuttery on my machine! I can't even play the game like this. After the first boot of the beta, it doesn't even render the game, just completely black with sound. Steam overlay works tho :P