Latest Comments by tuubi
Slime Rancher updated, hits 300K sales and I asked the developer about their Linux support
5 Aug 2016 at 12:45 pm UTC
5 Aug 2016 at 12:45 pm UTC
Quoting: tmtvlWay I see it you support Linux for the ideology, not for profit margins.I guess companies like Feral and Aspyr are really big on ideology then. ;)
Stardew Valley now DRM free for Linux on GOG, we have a bunch of keys to give away!
5 Aug 2016 at 6:56 am UTC Likes: 1
When you mouse over an image you've just uploaded, at the top you'll see an url you can copy. Ignore this one, and instead hover over the downward-pointing chevron icon at the top right corner of the image. Now click "Get share links" in the hover menu that appears. Then click the Copy button next to the field titled "BBCode (Forums)" and paste it to your comment here as is. This way you get the image url wrapped in img tags correctly, so just hit preview or post and bask in the glory of your artistic achievement.
Hope this helps someone. I'm sure there are other, less complicated image hosting services available though.
5 Aug 2016 at 6:56 am UTC Likes: 1
Quoting: MaeghtyMuffinsMe do good. Except the link to the image doesn't appear to work. Used the bbcode tags... no joy...Ok, imgur has made this less obvious at some point, so here's a short guide:
When you mouse over an image you've just uploaded, at the top you'll see an url you can copy. Ignore this one, and instead hover over the downward-pointing chevron icon at the top right corner of the image. Now click "Get share links" in the hover menu that appears. Then click the Copy button next to the field titled "BBCode (Forums)" and paste it to your comment here as is. This way you get the image url wrapped in img tags correctly, so just hit preview or post and bask in the glory of your artistic achievement.
Hope this helps someone. I'm sure there are other, less complicated image hosting services available though.
Stardew Valley now DRM free for Linux on GOG, we have a bunch of keys to give away!
3 Aug 2016 at 8:58 pm UTC Likes: 11
3 Aug 2016 at 8:58 pm UTC Likes: 11
Behold my magnum opus. It is the legendary Picture of +1 Artistry! I shall call it "Weird bear is bad at this farming gig."
Experience the harsh cold in Near Death, now out on Linux
3 Aug 2016 at 2:28 pm UTC
3 Aug 2016 at 2:28 pm UTC
Quoting: BeamboomIf a game with vsync enabled delivers say 50 frames during a second (and it can), it is fifty frames during that second, ergo 50fps. You're just been given 50 full pictures and not partially written frames due to sync issues.Yes, that's what I meant, even if a smoothed average seems to be the preferred way in many circles now. The traditional "FPS" measure is however calculated from single frame times, which results in even 60 or 30 in a vsynced game, never 50.
Experience the harsh cold in Near Death, now out on Linux
3 Aug 2016 at 1:27 pm UTC
Oh, I guess if you measure FPS using an average--which is entirely logical--instead of the traditional, dumb way, you will get FPS numbers between 60 and 30 at the boundary.
3 Aug 2016 at 1:27 pm UTC
Quoting: BeamboomSo in theory you are all right, technically between the two 60th frames it's down to 30 but in practise the rate can and will still fluctuate during a span of one second.True. This in no way contradicts what I said, or at least I don't think it does, so I don't know where "in theory" and "technically" come from.
Oh, I guess if you measure FPS using an average--which is entirely logical--instead of the traditional, dumb way, you will get FPS numbers between 60 and 30 at the boundary.
Experience the harsh cold in Near Death, now out on Linux
2 Aug 2016 at 8:32 pm UTC
Of course this is why there's stuff like Nvidia's Adaptive v-sync, which simply disables syncing whenever the FPS goes below the screen refresh rate, but what I described is certainly how most of my V-synced games still work. Easy to check with an FPS counter. BTW, seems like Adaptive v-sync can be enabled globally in Nvidia's Windows control panel, but not in Linux. And they've had a feature request pending for years.
Feel free to enlighten me if I'm wrong, or if I'm simply working on outdated information.
EDIT:
2 Aug 2016 at 8:32 pm UTC
Quoting: TakYes it's exactly how traditional v-sync works. If a v-synced app misses a v-blank, it needs to wait for the next one. So in practice whenever a game cannot manage to draw a finished frame in time for each refresh at 60Hz (or whatever your monitor refresh rate happens to be) it can only display at half that rate, causing very noticeable judder.Quoting: tuubiOtherwise you'd drop down to 30 as soon as it goes below 60.Not how vsync works.
Of course this is why there's stuff like Nvidia's Adaptive v-sync, which simply disables syncing whenever the FPS goes below the screen refresh rate, but what I described is certainly how most of my V-synced games still work. Easy to check with an FPS counter. BTW, seems like Adaptive v-sync can be enabled globally in Nvidia's Windows control panel, but not in Linux. And they've had a feature request pending for years.
Feel free to enlighten me if I'm wrong, or if I'm simply working on outdated information.
EDIT:
Quoting: liamdaweI would listen to Tak (he works for Unity ;))Then I'd be happy to be enlightened by him. :)
Experience the harsh cold in Near Death, now out on Linux
2 Aug 2016 at 7:02 pm UTC
2 Aug 2016 at 7:02 pm UTC
Quoting: liamdaweSeems to be a mostly solid 60FPS with no option to turn VSYNC off, I say mostly as it has drops to 56FPS at times.Sounds more like a limiter than v-sync. Otherwise you'd drop down to 30 as soon as it goes below 60.
Mesa patches greatly improve Bioshock Infinite performance for the RadeonSI AMD driver
2 Aug 2016 at 6:07 pm UTC Likes: 2
2 Aug 2016 at 6:07 pm UTC Likes: 2
Quoting: Beta VersionSuch patches work only with specific games or other games may benefit from them as well?The patches seem generic enough. I don't think game-specific hacks are even allowed in Mesa drivers, but I guess it could be possible that the optimization only alleviates a bottleneck uniquely exhibited by this particular game. It would be interesting to see if other VP ports like the Saints Row series or good old Witcher 2 perform any better.
User Stats Page updated again, come check out the refresh stats and new distro graph
1 Aug 2016 at 8:25 pm UTC
1 Aug 2016 at 8:25 pm UTC
Quoting: redshiftYeah, so you'd think. It might be less of a no-brainer to a developer coming from a Windows background though. It's always nice to have some solid data to back it up.Quoting: tuubiI thought it was a no-brainer really. Especially on gnu/linux systems.Quoting: redshiftAlways wondered if we truly need 64vs32 question. Why does it matter?Of course it matters, to any game developer at least. It shows how important it is to build 64bit binaries.
The Talos Principle updated with more Vulkan stability and performance
1 Aug 2016 at 4:29 pm UTC
1 Aug 2016 at 4:29 pm UTC
Quoting: STiATGoing down to 6.5 FPS reads like some more work is to be done...The last line reads "> 60 FPS: 100%", so this drop could last a single frame for all we know. Might not be even noticeable if it's the first/last frame of the benchmark or something.
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