Latest Comments by vulture
Saints Row: The Third Also Looks Like It's Coming To Linux
9 Sep 2015 at 1:45 pm UTC
9 Sep 2015 at 1:45 pm UTC
Quoting: Tealin most simple case they would just provide steam client lib which would avoid running/working with steam for game and use basic functionality only. but, this is just my guess and not something one should hold breath over it.Quoting: Comandante oardoUnfortunately, the Linux version of this game will be Steam exclusive, like both Metro Redux games.. That's sad..I am not an authority to speak on this and I am rather lazy about looking into the Terms of Service, but I am quite sure that if you buy games on steam, you legally own them. Some years back, Gabe Newell wowed that if by any chance Steam goes under, they will give people the option to download and save the games and play them without Steam, but who knows how would that go.
I want my games DRMFREE... I like to own my games, and not to rent them.
I have a love-hate relationship with Steam...
Steam is a DRM. I dont like DRM.... But Steam is on Linux and like the Linux philosophy, that why I'm gonna make another Steam account only for use it on Linux.
Arma 3 Compared On SteamOS & Windows
8 Sep 2015 at 2:03 pm UTC Likes: 1
8 Sep 2015 at 2:03 pm UTC Likes: 1
have to give credit to this guy, each new comparison is done better and better. one of my first channels where i look for this.
also, one has to wonder how this will work if VP ever adds support for Vulkan. one of probably most important things they made was multithreaded csmt like solution and Vulkan downright excels at that since it can not only move it to separate thread, but spread it over cores.
still, VP is doing pretty awesome jobs. i kind of feel good since i was saying "give them time" at time of Witcher 2 fiasco on launch
also, one has to wonder how this will work if VP ever adds support for Vulkan. one of probably most important things they made was multithreaded csmt like solution and Vulkan downright excels at that since it can not only move it to separate thread, but spread it over cores.
still, VP is doing pretty awesome jobs. i kind of feel good since i was saying "give them time" at time of Witcher 2 fiasco on launch
Vulkan Looks Impressive Against OpenGL In A New Intel Demo
1 Sep 2015 at 12:58 am UTC
1 Sep 2015 at 12:58 am UTC
Quoting: CreakPSGL https://en.wikipedia.org/wiki/PSGL [External Link] was on PS3, does not even exist on PS4. PS4 uses GNM (low level) and GNMX (high level implementation on GNM)Quoting: STiATWe shouldn't forget that the PS4 API is still even lower level than DX12 or VulkanDo you have source on that? From what I heard it's nothing more than a modified OpenGL (it has specific extensions for the GPU in the PS4, but the level is the same as the one in OpenGL).
Vulkan Looks Impressive Against OpenGL In A New Intel Demo
1 Sep 2015 at 12:48 am UTC
1 Sep 2015 at 12:48 am UTC
Quoting: MaelraneI'm really interested in seeing how well Vulkan works on the different CPUs.not really, unlike before where cpu bottleneck defined performance in most cases, this gen gpu will be the one. so, fast or a bit faster won't show different results for well written games.
We all know that AMD has worse single-core-performance, but many more cores... so Vulkan could be a stronger argument for AMD than for Intel.
As I've never had an AMD CPU I'm quite intrigued by the current development.
Vulkan Looks Impressive Against OpenGL In A New Intel Demo
1 Sep 2015 at 12:45 am UTC
1 Sep 2015 at 12:45 am UTC
Quoting: Beta Versionhigher market share? android decided which one that is. there are more phones/tablets bought in one week than xbox consoles in whole life timeQuoting: Avehicle7887Looks yummy, personally I see no reason why companies would choose DX12 over this.Because XBox One will use DX12, while Vulkan on PS4 is just a rumor for now. I guess Windows 10 + XBox One will have higher market share, than Win+Mac+Linux.
Unity Editor Lands An Experimental Build For Game Developers On Linux
26 Aug 2015 at 3:52 pm UTC
main problem they are facing is not just porting to dx12/vulkan, but rather the fact their engine is single threaded which is against the design of both, dx12 AND vulkan.
now, just consider for a second. if you need to rework innards to fit to new era and those innards are your work. what sense would it make to already start with 2 implementations? NONE. your development would just be slowed down since you'd have to maintain 2 similar implementations of unfinished product. now add to the fact that one of the 2 is not finalized yet, you also added another brake to your progress since your second implementation can require more work if it changed
also, if you looked up on NVidia presentation of next gen APIs at SIGGRAPH... porting between dx12 and vulkan is more or less straight forward and they both require EXACT same changes (at least those that matter in my understanding of the talk) in Unity engine to even start producing results which would compete with previous iteration
26 Aug 2015 at 3:52 pm UTC
Quoting: mr-eggthey said. NOT YET. and there was pretty darn nice explanation why for anyone who knows how development worksQuoting: TakVulkan will almost certainly be supported, once there is a Vulkan to support. ;-)They said not. But maybe the position has changed ?
main problem they are facing is not just porting to dx12/vulkan, but rather the fact their engine is single threaded which is against the design of both, dx12 AND vulkan.
now, just consider for a second. if you need to rework innards to fit to new era and those innards are your work. what sense would it make to already start with 2 implementations? NONE. your development would just be slowed down since you'd have to maintain 2 similar implementations of unfinished product. now add to the fact that one of the 2 is not finalized yet, you also added another brake to your progress since your second implementation can require more work if it changed
also, if you looked up on NVidia presentation of next gen APIs at SIGGRAPH... porting between dx12 and vulkan is more or less straight forward and they both require EXACT same changes (at least those that matter in my understanding of the talk) in Unity engine to even start producing results which would compete with previous iteration
Middle-earth: Shadow of Mordor Reviewed For Linux
22 Aug 2015 at 4:00 am UTC
SoM unlike Batman very much respects precision and correct play. with correct play even enemies under alarm can't come fast enough as much as you can kill and that is without ever enabling final skills. if you mash, you'll just be swarmed since you won't be able to keep up under those circumstances
22 Aug 2015 at 4:00 am UTC
Quoting: BillNyeTheBlackGuyI tried to get into this game a few days ago, but its using the same old boring Batman Arkham battle system that other AAA games use. I'm honestly sick of the same boring button mashing until counter type system. I ended up refunding the game to buy Shadowrun Hong Kong instead. I guess I'll use the rest of the money to buy Pillars of Eternity expansion.if you mash... YOU'RE DOING IT WRONG! REALLY, REALLY WRONG! ;)
SoM unlike Batman very much respects precision and correct play. with correct play even enemies under alarm can't come fast enough as much as you can kill and that is without ever enabling final skills. if you mash, you'll just be swarmed since you won't be able to keep up under those circumstances
Middle-earth: Shadow of Mordor Reviewed For Linux
22 Aug 2015 at 3:54 am UTC
i just wondered why no one screencasting ever realized things like how to use flurry.
or things like how to quickly dispatch captains with annoying (Invulnerable to stealth/ranged/combat master). again, only trick is not mashing X and realizing that non flurry hits do a lot more damage which again requires knowing how to prevent flurry hits on stunned enemy.
22 Aug 2015 at 3:54 am UTC
Quoting: Beamboomagreed. but, i hope my comment was not mistaken for some sort of criticism. hell, he played more versatile and with less mistakes than this one https://www.youtube.com/watch?v=BevLCHUEHHI [External Link] and his score is pretty good, playing is just full of amateur repetition with doing most things wrongQuoting: vulturewhen you hit with wraith stun you SHOULD NOT wild tap X. press only once per hit (it is just as fast or a little slower) and you have execution available in 2 hits from tier 2 on, since you do critical hits with multipliers. correct flurry almost like having ultimate sword skill full time. if you combine that with runes that give 2 elf-arrows+hp on execution and hp on critical hits... at tier 5 with double execution...You know, articles with gameplay tips like these - without spoilers - would be a great addition to this site. Just general gameplay tips and suggestions for a title, what a noob should be aware of.
i just wondered why no one screencasting ever realized things like how to use flurry.
or things like how to quickly dispatch captains with annoying (Invulnerable to stealth/ranged/combat master). again, only trick is not mashing X and realizing that non flurry hits do a lot more damage which again requires knowing how to prevent flurry hits on stunned enemy.
Middle-earth: Shadow of Mordor Reviewed For Linux
20 Aug 2015 at 10:06 pm UTC Likes: 1
20 Aug 2015 at 10:06 pm UTC Likes: 1
why has no one who made screencasting ever realized how to actually use flurry correctly? this goes even for people posting really high trial scores on YouTube
when you hit with wraith stun you SHOULD NOT wild tap X. press only once per hit (it is just as fast or a little slower) and you have execution available in 2 hits from tier 2 on, since you do critical hits with multipliers. correct flurry almost like having ultimate sword skill full time. if you combine that with runes that give 2 elf-arrows+hp on execution and hp on critical hits... at tier 5 with double execution...
when you hit with wraith stun you SHOULD NOT wild tap X. press only once per hit (it is just as fast or a little slower) and you have execution available in 2 hits from tier 2 on, since you do critical hits with multipliers. correct flurry almost like having ultimate sword skill full time. if you combine that with runes that give 2 elf-arrows+hp on execution and hp on critical hits... at tier 5 with double execution...
GTX 760 Vs R7 370 4GB In Dirt Showdown
20 Aug 2015 at 9:43 pm UTC
adoption of Vulkan on linux has much larger benefits than DX12 has on windows. performance being least important of all. OpenGL has whole lot of other problems that DX before 12 didn't suffer from
- different core profiles supported by vendors (Vulkan solves that)
- shaders being different per vendor (SPIR-V does not allow that)
- differences between implementations in performance or functionality between vendors (Vulkan will ship with enforced conformance tests)
- different implementations per mobile/desktop (Vulkan again solves this)
on Linux, all the problems of OpenGL will be fixed with Vulkan, on Windows DX was in much better state as far as problems like these go.
if you only see performance gains... stop looking. you are blind
just implementing OpenGL on top of Vulkan would solve a lot more even if it had 50% performance drop. new faster hardware is coming a lot faster than fixing of inherent problems
20 Aug 2015 at 9:43 pm UTC
Quoting: mr-eggc.) Vulkan actually being adopted whole sale against OpenGL AND requiring lots of developer investment even though the API is cleaner. There have been claims that just like DX12, unless you were really gunning for massive performance optimisations and required large scale multi threading on your title you wouldnt see huge Vulkan gains. But lets wait and see.that is so... crap
adoption of Vulkan on linux has much larger benefits than DX12 has on windows. performance being least important of all. OpenGL has whole lot of other problems that DX before 12 didn't suffer from
- different core profiles supported by vendors (Vulkan solves that)
- shaders being different per vendor (SPIR-V does not allow that)
- differences between implementations in performance or functionality between vendors (Vulkan will ship with enforced conformance tests)
- different implementations per mobile/desktop (Vulkan again solves this)
on Linux, all the problems of OpenGL will be fixed with Vulkan, on Windows DX was in much better state as far as problems like these go.
if you only see performance gains... stop looking. you are blind
just implementing OpenGL on top of Vulkan would solve a lot more even if it had 50% performance drop. new faster hardware is coming a lot faster than fixing of inherent problems
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