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Latest Comments by tuubi
GOG Connect announced, add certain Steam games to GOG for a limited time
1 Jun 2016 at 1:52 pm UTC

My games aren't detected either. I wonder if this doesn't work for steam keys bought in humble bundles?

Announcing the beta of our User Stats page
1 Jun 2016 at 1:34 pm UTC

Quoting: liamdawe
Quoting: tuubiThe switched colours and sort order in the AMD chart threw me off a bit. Would be nice if these three tables were all laid out the same, with open source at the top.
Noted and fixed, Open Source is always first on those now, so the colour and sorting both matches in all three.
Cool. These charts really underline the awesome progress of AMD's open-source efforts. I'm sure there are a few AMD developers who'd be very happy to see these results. They must be doing something right if such a large percentage of Linux gamers prefer the open-source driver already.

Announcing the beta of our User Stats page
1 Jun 2016 at 12:37 pm UTC

Quoting: liamdaweAs requested by Edwin we now show what driver people use split across all, nvidia only and amd only.
The switched colours and sort order in the AMD chart threw me off a bit. Would be nice if these three tables were all laid out the same, with open source at the top.

Alien Hunters DLC for XCOM 2 now available along with a big patch on SteamOS & Linux
1 Jun 2016 at 12:27 pm UTC

Quoting: GuestFore someone installing Ubuntu for the first time there is nothing "Official" looking about the Launchpad PPA. Official, to me at least, means repositories that are included in the install or can be selected from a repository list in the repo manager. There are a lot of things about Linux that are not transparent for new users, especially when graphics drivers are concerned.
You are absolutely right, and I didn't mean to sound condencending. Sorry about that. I did put the word official in double quotes to indicate that the PPA is still a work-in-progress and the only thing making it sort of official is that it's managed by Ubuntu staff. AFAIK it's hoped that when they get it all figured out, this PPA will be better integrated into Ubuntu's driver manager or something. It's already the best way to install these drivers though.

In any case, with Ubuntu (and most derivatives) a PPA is almost always the best source for software not in the official repositories, especially when said PPA is managed by Canonical employees (as is the case here) or developers of whatever software you're installing. Other distros do things in other ways of course.

Alien Hunters DLC for XCOM 2 now available along with a big patch on SteamOS & Linux
31 May 2016 at 8:57 pm UTC

Quoting: GuestIt took me over a week trying to find drivers that would work with XCOM2 until I found 364.19 drivers and figured out how to install them.
If you mean the "official" Ubuntu Proprietary GPU Drivers PPA [External Link], you could just say so. Spread the info, man. Not like it's a secret or anything. And the PPA is clearly the best way to install Nvidia's drivers on Ubuntu, unless you simply cannot wait for the day or two they take to add newly released drives.

Legends of Eisenwald being ported to Linux by Codeweavers, will use Wine
31 May 2016 at 9:06 am UTC

Quoting: Mountain ManTo be fair, it would require a major engine rewrite to go from DirectX to OpenGL.
Only if the engine was designed around and tightly coupled with DirectX, and "cross-platform wasn't much of a concern." Otherwise they'd have implemented proper abstraction layers and separate graphics backends, even if there was only one to begin with. Of course it'd still be a lot of work.

Legends of Eisenwald being ported to Linux by Codeweavers, will use Wine
30 May 2016 at 7:40 pm UTC

Codweavers? A Norwegian developer I presume?

I wonder what makes this game an adventure instead of a straight up tactical RPG though.

Dota 2 updated to support the Vulkan API
25 May 2016 at 9:20 am UTC Likes: 2

Quoting: BelarriusI want to see the difference between OpenGL and Vulkan with a 6-8 cores for exemple :p
At this point Dota 2 can't show you that difference. Just the difference between one finished and optimized backend (OpenGL) and one that's still in beta. You'll have to wait for a proper benchmark.

CRYENGINE source code now available on github
25 May 2016 at 8:59 am UTC Likes: 1

Quoting: TheRiddickI really don't quite understand some aspects of this, does this mean Chris Roberts and Star Citizen could pay only $1 for the entire use of the engine? lol
Large projects and developers almost invariably pay for support. Having the engine creators basically "in the team" actually often saves developers considerable sums of money due to less of their own expensive time spent stumbling on the quirks of the engine and more easily getting in fixes and tweaks instead of doing work-arounds in their game code. The only ones likely to pay trivial amounts are penniless indies, which is fine. This model enables both kinds of developers to make use of the engine.

Feral Interactive are teasing another new Linux & Mac port with a new clue
25 May 2016 at 8:43 am UTC

I hope it's something more interesting than Doom. Mad Max would be fun.

And now to my happy place, Off Topic:
Quoting: omer666First, porting from one low level API to another low level API may range from difficult to suicidal, and then, it may ultimately bring some overhead whereas the goal of both these API's is to reduce this overhead to the minimum... nonsense if you ask me.
No, actually what you said is (partly) nonsense. Porting from an API to another is only difficult if these API's are very different. This isn't the case with Vulkan and DX12. Being low level hasn't got much to do with it. In fact, porting between them seems to be trivial compared to OpenGL and DX11 due to their very similar design. Parts of the port can almost be done with search-and-replace, especially if and when a usable HLSL to SPIR-V compiler finally surfaces. And porting itself does not imply overhead if the graphics engine is well designed and sensibly abstracted, although any backend implemented as an afterthought by a third party is rarely well optimized and polished.

I don't know the specifics about Metal, but it seems to do things a bit differently and porting might be quite a bit more work. More high level abstractions in some areas than the "competing" API's apparently. I don't see any reason to believe a port would be more difficult than let's say porting from DX11 to OpenGL though. In principle that is. I don't imagine there are that many graphics programmers very fluent in Metal at this point which naturally adds a hurdle to the process.