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Latest Comments by AL2009man
ARC Raiders hits over 12.4M sales - new patch out with weapon nerfs, a free gift and a darker Stella Montis
13 Jan 2026 at 1:00 pm UTC

Wait, you aren't supposed to be covering Arc Raiders due to its GenAI usage?

Then again, 51% of Japanese developers already uses it [External Link]. Pandora's Box is opened I guess?

Gyro through a collection of handcrafted mazes in the Steam Deck exclusive Game With Balls
12 Aug 2025 at 11:57 am UTC

@elmapul, you don't have to worry too much, this game uses Steam Input's "GetMotionData" for it...but we believe it relies on Accelerometer to control your balls.

ok, I'mma head out.

CarX Street adds official Linux and Steam Deck support
12 Aug 2025 at 11:54 am UTC

...CarX Street might be the first commercially-shipped Linux-native game to use Epic Online Services' Easy Anti-Cheat?

Portal: Revolution drops Native Linux support to focus on Proton
6 Aug 2025 at 3:11 am UTC

@hell0 doesn't Source 1 now offers DXVK as a renderer-- oh right, this is a forked version of Source 1... nevermind.

Gyro through a collection of handcrafted mazes in the Steam Deck exclusive Game With Balls
5 Aug 2025 at 2:12 am UTC Likes: 1

I checked.

despite what the title itself, and what the developer said: it actually relies on "ISteamInput" to handle Motion Sensors. it actually works on all Controllers that can support Motion Sensors, including Steam Deck and the likes.

for some reason: Geert Verhoeff doesn't use the Opt-in System to forcefully use Steam Input for all controllers.

8BitDo Ultimate 2 is getting full Steam Input support for more buttons
2 May 2025 at 12:08 am UTC

if you happen to look at SDL3 (which Steam Input uses as a basis), you might've noticed they added "SDL_hidapi_8bitdo.c" to the list.

https://github.com/libsdl-org/SDL/blob/main/src/joystick/hidapi/SDL_hidapi_8bitdo.c [External Link]

I'm guessing Valve will officially introduce a new Controller Type specific to 8BitDo controllers, and developers who are using SDL3 (specifically: a future version of SDL3) can get native 8Bitdo support as well?

Half-Life remake Black Mesa has a big upgrade with DXVK 2.3.1, optimizations and bug fixes
16 Apr 2024 at 8:44 pm UTC Likes: 1

Quoting: GuestWhat a disaster. They didn't even consider using dxvk-native.

Ultimately though, even if I have gotten well accustomed to Source games over the years, screw that engine. There's no winning with Linux ports of Source games, nearly all of them have unique issues, and the engine is stuck in the 2000s so hard.

Sure, Valve started fixing up some of their Source-based games on Linux a few years ago, but it doesn't seem that most community projects can leverage the upgrades.
DXVK-Native has since been integrated into mainline DXVK starting in Version 2.0 [External Link] going forward, developers can port their DX9-DX11 game to DXVK if they want to [External Link].

and given selected Valve games (Source, not to be confused with Source 2) now uses DXVK renderer by default (on Steam Deck) instead of ToGL and Black Mesa uses the same (despite being heavily modified) engine, I lowkey expect the Linux build of Black Mesa to operate the same as selected Valve games already does on Linux by now.

ControllerImage provides easy on-screen prompts for game developers
5 Dec 2023 at 5:10 am UTC

I'm surprised this hasn't been done much sooner.

Valve overhauled Steam Deck 'As Mouse' Gyro option in new Beta
22 Sep 2023 at 11:32 pm UTC

Quoting: tuubi
Quoting: CatKillerWhat it should be is that "roll only" means turning it like a steering wheel, and "yaw only" means pointing the Deck around the room to aim.
Their definitions kind of make sense if they consider the base orientation of the deck to be horizontal or flat on its back, whereas you (and I'm inclined to agree) think that it is upright, with the screen facing you. That would swap the axes like you're describing. I guess they forgot that the Deck isn't a gamepad.
If you view the tip of the wheel [picture above, I call it "Roll"] as the USB port (or as Media Molecule [developers of Dreams, Tearaway, LittleBigPlanet] calls it: the LED as a Flashlight Beam, note that it's also above the USB Port?) and not from "viewport"'s point of view, it's pretty much correct...

But the way how players are gonna hold their controllers/handheld/mobile devices while using Gyro Aiming is gonna be different, despite the current tooltip (as of this writing) already detailing how it works. I would suggest reading Player Space Gyro article by Jibb Smart, creator of Flick Stick, for more detail regarding the concept of Yaw + Roll merger [External Link].

CatKiller's comment might claimed that the Axis is the correct, but another side, who probably more used to Nintendo Switch's way of Gyro Orientation might've said "no, that's inverted". But add the concepts of Sensor Fusion/Gyro Space (which Steam Input currently doesn't support it...............yet) into the mix, and things start to get messing.

I'm not joking when my community circles has been debating about this for an week, even asking some game developers (including Jibb Smart) regarding it...but I think we might've come to the conclusion that players might have a mental models to how they see Orientation.

...but it's a moot point as it's gonna be addressed by John Valve anyway.

Valve overhauled Steam Deck 'As Mouse' Gyro option in new Beta
22 Sep 2023 at 7:20 pm UTC Likes: 1

Quoting: CatKiller
Yaw vs. Roll Blend: you can now blend between "Yaw" or "Roll" mode.
Hey, maybe they could get round to not labelling them the wrong way round in the settings.
My community circles has been arguing about this for an week now, and we still haven't agree on which label is correct.