Latest Comments by STiAT
Steam Client Beta updated, fixes issues with lots of games on newer distributions
25 Feb 2016 at 9:49 am UTC
25 Feb 2016 at 9:49 am UTC
Take care, this one bricked my steam controller...
Nvidia Vulkan Driver updated
24 Feb 2016 at 1:50 pm UTC
24 Feb 2016 at 1:50 pm UTC
And the performance dance begins :D. Let's see how far drivers and engines can push 3D performance with vulkan in 2016. I'm really looking forward to see performance growing in the (yet to be released) games using Vulkan.
And I really really do hope that Ashes of Singularity will do their engine in Vulkan for Linux (if they port it).
And I really really do hope that Ashes of Singularity will do their engine in Vulkan for Linux (if they port it).
SteamOS beta update brings in a new Nvidia driver with Vulkan support
20 Feb 2016 at 10:53 am UTC
20 Feb 2016 at 10:53 am UTC
Important is that those engine devs are headed for Vulkan. That they support Vulkan and Linux adds the possibility for us that some game devs will actually support Linux in Future.
Drivers and Engines will need a lot of work in the coming year to get Vulkan as fast as DX12 or even DX11. We knew that it isn't the day 1 solution to everything. But it's a start.
Drivers and Engines will need a lot of work in the coming year to get Vulkan as fast as DX12 or even DX11. We knew that it isn't the day 1 solution to everything. But it's a start.
Cities: Skylines - Snowfall released
18 Feb 2016 at 4:59 pm UTC
18 Feb 2016 at 4:59 pm UTC
Quoting: TheBossI think the only downside is that Snow isn't on a general weather rotation, it's only on maps that support it right?Yea, that pretty much sucks. I'd have liked it to have it on the regular weather rotation rather than only in "snow"-Maps.
RuneScape working on a brand new OpenGL engine, Linux support to be official
18 Feb 2016 at 4:53 pm UTC Likes: 1
18 Feb 2016 at 4:53 pm UTC Likes: 1
Yey, a native client, no java <3.
Vulkan 1.0 specification and SDK have been released
18 Feb 2016 at 1:13 am UTC
18 Feb 2016 at 1:13 am UTC
Quoting: wolfyrionI want to believe that is still too early to judge Vulkan API.It is too early. Optimization in drivers and engines is badly needed. Time will tell, the next 6 month up to a year.
Vulkan API has to be superior or at least on par with DirectX otherwise cant see the point of a new API :(
10 FPS More than OpenGL is disappointing. Oh well lets hope things will be better...
Vulkan 1.0 specification and SDK have been released
18 Feb 2016 at 1:00 am UTC
For existing applications it's very likely a complete rewrite of eon/wine DX API with a lot of more work to be done.... huge task which I do not see happening. I doubt it.
So my guess is that they will stick with what they have and try to map DX12 to Vulkan. But there always vave been people out there doing crazy things, so nobody would know.
18 Feb 2016 at 1:00 am UTC
Quoting: rkfgBTW, what if Wine/eON implements their D3D translation in Vulkan? Could it give any significant boost or reduce hitching?Highly depends ln, they are still wrappers. Considering DX12<->Vulkan probably, they have a very similar way they work.
For existing applications it's very likely a complete rewrite of eon/wine DX API with a lot of more work to be done.... huge task which I do not see happening. I doubt it.
So my guess is that they will stick with what they have and try to map DX12 to Vulkan. But there always vave been people out there doing crazy things, so nobody would know.
Vulkan 1.0 specification and SDK have been released
18 Feb 2016 at 12:44 am UTC
18 Feb 2016 at 12:44 am UTC
Quoting: GuestCan not say that, specs would be interesring. I get 60+ fps on ogl and 25-30 on DX on a 770.Quoting: GuestI was talking about implementing Vulkan into the game, to help the FPS, just as switching to openGL improves the FPS in WINE.Switching WoW to OpenGL actually makes it run much slower here.
Qt Company joins Khronos Group and promotes Vulkan
18 Feb 2016 at 12:34 am UTC
18 Feb 2016 at 12:34 am UTC
Don't get your hopes up. The first step would be refactoring for threaded rendering for KWin and implementing it, which is very likely 70% of the work.
Martin correctly says, for the number of calls, I personally think threaded rendering with OGL (ye, thats possible to a certain degree) would help almost the same performance whise as a threaded implementation with Vulkan.
Thats not dissing the amount of stuff kwin does, but it is considerably less than a game engine.
Threaded rendering would help kwin most. Faxt is, this is really complicated stuff, and a lot of work.
I personally consider kwin "good enough", or rather the best composite window manager available. It would benefit in a few cases, but I really doubt you would go "whee" with a changed implementation. Huge issue is still Xorg, not Kwin actually ....
Martin correctly says, for the number of calls, I personally think threaded rendering with OGL (ye, thats possible to a certain degree) would help almost the same performance whise as a threaded implementation with Vulkan.
Thats not dissing the amount of stuff kwin does, but it is considerably less than a game engine.
Threaded rendering would help kwin most. Faxt is, this is really complicated stuff, and a lot of work.
I personally consider kwin "good enough", or rather the best composite window manager available. It would benefit in a few cases, but I really doubt you would go "whee" with a changed implementation. Huge issue is still Xorg, not Kwin actually ....
Nvidia releases an open-source Vulkan C++ API, it's now on github
18 Feb 2016 at 12:21 am UTC
18 Feb 2016 at 12:21 am UTC
Quoting: GuestI ask me if there will be a C WrapperC wrapper? Vulkan A PI is in C.
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