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Latest Comments by STiAT
A look at how much RAM you might need as a Linux gamer
5 Mar 2017 at 11:39 pm UTC Likes: 1

For that reason I upgraded to 16GB, because I usually have the browser and some other stuff open in the background for regular checks.

And browsers on modern sites today easily eat up a gig of RAM.

Razer looking to improve Linux support on their 'Blade' series of laptops
5 Mar 2017 at 11:33 pm UTC Likes: 1

I'd like proper linux support / tools for their naga mouse or similar hardware...

Wine 2.3 released with more Direct3D command stream and Shader Model 5 work
4 Mar 2017 at 6:39 pm UTC

There is no reason to believe that CDPR is going to Vulkan at all. They use HLSL compiler for Cyberpunk, so.. no Vulkan there. Maybe DX12 if even, CDPR is not known to be adopting technology fast. Maybe for titles after Cyberpunk.

Bethe is another topic. They have been always negative about Linux, but if they port to Vulkan I believe we could get some nice performance using wind (or similar, maybe newer and lesa cluttered solution).

Torment: Tides of Numenera, early port report and thoughts
3 Mar 2017 at 11:05 am UTC

Quoting: buenaventura
Quoting: STiATBut I can confirm it runs pretty well with AMDGPU on Mesa 17 (RX460). That's a start :-).
So that's like 2gb VRAM? I guess my 1gb VRAM probably wont cut it. Guess I'll just spend my little 40 dollar windfall on hearthstone packs then -__-
Could be, cannot test it since I do not have a card with 1Gb vram. But my guess is rather that the situation with Unity and Mesa improved drastically with Mesa 17. Try Pillars again and see if it changed. Maybe we get somebody with an older card too who can test it.

Khronos working on an '3D Portability Initiative' to enable portable development across Vulkan, DX12 and Metal
3 Mar 2017 at 12:59 am UTC

Quoting: webcreatureSo it seems the whole 3D portability-thing is on the table because the industry want's to get past Microsofts and Apples behaviour. Sony operates in another sphere..
Fair point, accepted. And I guess this is the only reason, because the game developers are sick of lock-ins and porting engines - game developers mostly are content creators, not engine developers. And Vulkan/Metal/DX12 are finally similar enough to do such porting layers with enough performance.

The Talos Principle has another stable build with Vulkan improvements, much better than OpenGL
3 Mar 2017 at 12:51 am UTC Likes: 1

They told when released they're not even close to what can become of a proper Vulkan solutoins because they were basically wrapping DX11. They're starting to show what's possible, means they've very likely started to recode huge portions of their core. Which they said they would because they were waiting for this for years (so they maybe had plans - at least the developers who wanted to work on this).

I love their open communication, beta-build and development things. They're great.

I wish we could get them to an interview one day. Not very talky often, but always fun in their comments and ... so to say, great technology, which speaks for itself.

I would love to know though what experiences they made, Vulkan Windows/Linux and especially how they judge their "progression" now. It's quite some time since they said they're not even close, and they seem to get closer. How close are they now? I mean, they'd probably always say "not even close" but they even said in OpenGL "we can not get closer".. and they're one of the few I trust when they say it.

Khronos working on an '3D Portability Initiative' to enable portable development across Vulkan, DX12 and Metal
3 Mar 2017 at 12:40 am UTC

Quoting: ShmerlIt's bad, because instead of pushing for real cross platform solution, it encourages lock-in jerks to keep using lock-in.

It's like instead of insisting to use HTML, someone would come up with truncated abstraction, above Flash, ActiveX and HTML proper.
The issue is, that Vulkan is no real cross platform solution. You don't have it on Mac to my knowledge. You don't have it on iOS. You don't have it on XBox. You don't have it on PS4.

They have cross platform capabilities. Without the vendors distributing it... ye, it's not as cross platform as developers may want it to be. An in-code wrapper for your own product is what you may will want for that. It creates traction too for the performance loss and/or issues with the ports. If they open up the solution, and game (engine) developers using it, it can become a really great solution.

Sadly, the ideal world is far from reality. Best we can get out of this is ... all others see the issues we see now. Though, I expect ports from DX12/Vulkan/GNM to be much more straight forward than DX9/10/11 to OpenGL.

Torment: Tides of Numenera, early port report and thoughts
3 Mar 2017 at 12:24 am UTC

Picked it on Kickstarter (it was inXile after all), got my keys, installed it - didn't even really play it yet (just launched, did a few steps). Have to finish tyranny first, but it's a high priority on the never ending "i have to play this" list.

I launched it though. I can confirm the ALT+TAB issue - it does not release the mouse. Seems to be a pretty easy bug to fix by inxile...

But I can confirm it runs pretty well with AMDGPU on Mesa 17 (RX460). That's a start :-).

Start your engines as DiRT Rally is now on Linux, port report & review
3 Mar 2017 at 12:21 am UTC

I really want a wheel and pedals for that game. Are there any suggestions on what works with linux / the game?

Torment: Tides of Numenera released for Linux with day-1 support
1 Mar 2017 at 10:35 am UTC

Grr, not even done with Tyranny yet...

But cool!