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Latest Comments by omer666
Dota 2 to drop OpenGL and 32bit, Vulkan default on Linux and TI 21 tickets on September 22
22 Sep 2021 at 3:16 pm UTC

Quoting: Guest
Quoting: omer666Still the large majority of Linux ports use an API translation layer (Valve uses ToGL and Feral have their own technology for this.)
The fact that it's often used doesn't make it a good thing...
It's not used "often," it's used, like, almost all the time.
Quoting: GuestIt's not only the kernel. Even compilers are a problem. There have been cases when compiler xyz in version .13 (minor version) was failing to compile the code for it's prev version something that sorry to say but it's totaly dumb.
The problem i talk about is not Mesa only, the entire Linux enviroment is affected by it. And it's actually a big problem.
I'm aware of this, but binary and/or compiler compatibility come at a price too. Take Windows for example, there is an even greater deal of bugs, quirks and outdated technologies that are carried from revision to revision for the sake of binary compatibility. If that's what matters to you, you are free to use Windows, it is the best OS in that respect.

Dota 2 to drop OpenGL and 32bit, Vulkan default on Linux and TI 21 tickets on September 22
21 Sep 2021 at 5:34 am UTC

Quoting: Guest
Quoting: omer666About DXVK, it is now used in native Linux gaming, with great results.
That's not what I call native Linux client.
Translating the call will increase the system requirements considerable compared to a decent native implementation.
Still the large majority of Linux ports use an API translation layer (Valve uses ToGL and Feral have their own technology for this.)

About kernel compatibility, the only game I had trouble running recently is Enemy Territory Quake Wars. I honestly don't know how good Mesa support is in general, and I get your argument about compatibility, but it sounds more like a rant against Linux development model than a real discussion about graphic APIs and how they are handled in Linux.

Dota 2 to drop OpenGL and 32bit, Vulkan default on Linux and TI 21 tickets on September 22
20 Sep 2021 at 6:08 am UTC

Quoting: GuestYou are assuming here again that the game was developed when Mesa was at some sort of use. Back in fglrx times Mesa was not usabled.
You are assuming that games developed during those times still have the people that worked at those engines alive. Sorry to inform you that some of them are dead.
I am not assuming anything. Of course it comes with a lot of inconvence for the end-user, what I am saying is that whether it's Mesa devs who are wrong is debatable.

About DXVK, it is now used in native Linux gaming, with great results. Also, Zink is used for native software as far as I know. This is not only about Wine gaming anymore, even if it is still DXVK's main use-case by far.

Dota 2 to drop OpenGL and 32bit, Vulkan default on Linux and TI 21 tickets on September 22
19 Sep 2021 at 7:32 am UTC Likes: 1

Quoting: GuestEven now the mentality of Mesa devs is problematic because well they care only about academical tests and surprise surprise nobody in the gaming industry gives a coin on their engine following academical papers...
And you start to wonder what is the purpose of Mesa when almost nothing follows the academical papers...
From a pure engineering point of view, they are right: implementing quirks inside graphics drivers is not convenient and complicates maintenance, which is even more of a problem for an open source project. You take the example of Windows but even in that case, there are many workarounds in games depending on your GPU type, so you are looking at two moving targets

That's where Zink and DXVK enter the scene.
My understanding is that you can't make a non-standard implementation of Vulkan, so it has no workarounds in-driver. The translation layer, on the other end, can maintain all those quirks. To me, this is the best solution from a technical point of view: Mesa takes care of implementing the latest standards, and Zink and DXVK take care of maintaining compatibility.

Take-Two filed a lawsuit against the reverse-engineered GTA III and Vice City developers
14 Sep 2021 at 5:52 pm UTC Likes: 1

[quote=rea987]
Quoting: rustybroomhandleAmusing comment from Nightdive studios on the topic:

https://twitter.com/pripyatbeast/status/1433925671995068418 [External Link]

You do this to a game @NightdiveStudio is working on and you get offered a job.
So why isn't Doom64 supported on Linux? There's a Linux version of the engine already...

Clearing up what games will and won't run on the Steam Deck
8 Sep 2021 at 4:24 pm UTC

As a matter of fact, if Valve successfully transcode Media Foundation videos and EAC and BattleEye end up working, that's an *almost* 100%

Take-Two filed a lawsuit against the reverse-engineered GTA III and Vice City developers
3 Sep 2021 at 11:07 am UTC

Just as if we wanted to use a PS2-era engine to develop our own games...:neutral:

Zink Vulkan driver Suballocator lands in Mesa, certain games get 'over 1000%' more FPS
18 Aug 2021 at 4:18 pm UTC Likes: 1

To me, the reason is practical.
With Valve contributing RADV, ACO, the Zink translation layer and DXVK, their reliance on third-party drivers is very limited. It gives them more control, and the ability to fix things more quickly.

Just my opinion though...

NVIDIA 470.63.01 is out for Linux adding VK_KHR_wayland_surface support
13 Aug 2021 at 8:22 pm UTC

I've tried to play some games on Wayland with Nvidia drivers yesterday, and it's quite a good experience.
However, there is no way to disable Vsync, which is a no-go for me.

I look forward to all the improvements KDE Plasma will get with the Steam Deck
10 Aug 2021 at 1:16 pm UTC Likes: 3

I've been using both KDE and GNOME and I like them both, however I prefer the GNOME workflow.
Nevertheless we can only rejoice when a project such as a complete open source desktop environment gets backed by a company such as Valve, because everyone will benefit from it.