Latest Comments by STiAT
Khronos working on an '3D Portability Initiative' to enable portable development across Vulkan, DX12 and Metal
3 Mar 2017 at 12:59 am UTC
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
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.
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
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.
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.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.
It's like instead of insisting to use HTML, someone would come up with truncated abstraction, above Flash, ActiveX and HTML proper.
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
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 :-).
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
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
1 Mar 2017 at 10:35 am UTC
Grr, not even done with Tyranny yet...
But cool!
But cool!
Shadow of War, a sequel to Shadow of Mordor announced, no word on Linux yet
28 Feb 2017 at 12:50 am UTC
28 Feb 2017 at 12:50 am UTC
The original one was a lot of fun to me. Hopefully the sequel will see a port too.
Editorial: Steam Machines are not dead, plus a video from The Linux Gamer
26 Feb 2017 at 10:09 pm UTC Likes: 1
26 Feb 2017 at 10:09 pm UTC Likes: 1
Actually, you mentioning Android is a big hit. Since Android will be using Vulkan, that's a much higher threat to Microsoft than Valve or Steam could ever be. People develop for Android, they have to. The only question is - will Google really tackle the client/desktop OS market? I still doubt it... there are better ways to accomplish that.
Editorial: Steam Machines are not dead, plus a video from The Linux Gamer
26 Feb 2017 at 10:00 pm UTC Likes: 2
On PS4 we have GNM and GMNX where GNM is the "hardware closer" version like Vulkan and DirectX12, and GNMX being the one closer to DirectX (API whise).
On PS3 we had PSGL (closer to OpenGL) and GCM (more hardware-close like Vulkan/DirectX12) now.
So Sony opted for having a "not so optimized" DirectX11 like API on PS4 where they opted for a more OpenGL like API on PS3, while "adopting" GCM to GNM with the PS4 for more optimized development.
26 Feb 2017 at 10:00 pm UTC Likes: 2
Quoting: kellerkindtWhat is the PS4 using? Wasn't the PS3 using a OpengGL ES kinda like API?Well, to put that true:
On PS4 we have GNM and GMNX where GNM is the "hardware closer" version like Vulkan and DirectX12, and GNMX being the one closer to DirectX (API whise).
On PS3 we had PSGL (closer to OpenGL) and GCM (more hardware-close like Vulkan/DirectX12) now.
So Sony opted for having a "not so optimized" DirectX11 like API on PS4 where they opted for a more OpenGL like API on PS3, while "adopting" GCM to GNM with the PS4 for more optimized development.
Feral Interactive will livestream DiRT Rally on March 1st
26 Feb 2017 at 12:53 am UTC Likes: 1
26 Feb 2017 at 12:53 am UTC Likes: 1
I don't want to see it. I want to play it!
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