Latest Comments by tarmo888
AMD FSR SDK 2.2 released with FSR Upscaling 4.1 and FSR Ray Regeneration 1.1
24 Mar 2026 at 10:56 pm UTC
1080p is fine for TV which is on other side of the room, but on desktop, 1440p output is a must, otherwise the UI looks blurry (even with upscaling). On the other hand, gaming 1080p on laptop or 720p on handheld is totally fine.
24 Mar 2026 at 10:56 pm UTC
Quoting: SeegrasI chose 4k, because when I had a weak GPU, I could just run stuff in 1080p at exactly double the pixels in both dimensions.I do the opposite, I would rarely compromise on shadows, reflections or lighting. Doesn't need to be highest setting (Ultra/Epic), but I avoid Low and Medium because these change the visuals too much or have too many artifacts. Upscaling is the best way to still get High settings while staying above 60fps.
But it turned out, resolution really matters, and if I could run something at 4k while lowering shadow quality and such (but not textures) it always looked better.
1080p is fine for TV which is on other side of the room, but on desktop, 1440p output is a must, otherwise the UI looks blurry (even with upscaling). On the other hand, gaming 1080p on laptop or 720p on handheld is totally fine.
AMD FSR SDK 2.2 released with FSR Upscaling 4.1 and FSR Ray Regeneration 1.1
23 Mar 2026 at 7:00 pm UTC Likes: 1
It isn't about upscaling, it's about managing what to do during the limited time. Instead of brute-forcing all the pixels, they could render less pixels and do more complex render. Instead of lowering the quality of the world, they could just lower the render and upscale it.
There is no point of adding more resources for raster if all that developers want to do is more raytracing.
23 Mar 2026 at 7:00 pm UTC Likes: 1
Quoting: eggroleSo ML to unblur the blur added by the other pass of ML.It isn't about going lower and lower render resolution, that just happens because more stuff is rendered, but your PC stays the same.
I wonder what the "next level" of this stuff is. I don't see a push for 8K - everyone I know is either happy with 4K or even lower. My monitor is only 1440 and while I'm sure I'll go to 4K someday, it won't be any time soon. So what I'm getting at is, if they've built a tech that is all about upscaling but we end up staying at 4K (forever?) what is the upgrade path? I can't see them shrinking the source much. I would doubt you'll see 360p rasters scaled _well_ to 4K.
Further, I wonder if you replaced all the "wasted" transistor space on these chips for raw raster, what kind of numbers would we be getting? It might not be more/much more, but I would expect similar results minus some of the *-tracing stuff. Which, everyone I know turns off anyway.
It isn't about upscaling, it's about managing what to do during the limited time. Instead of brute-forcing all the pixels, they could render less pixels and do more complex render. Instead of lowering the quality of the world, they could just lower the render and upscale it.
There is no point of adding more resources for raster if all that developers want to do is more raytracing.
OpenTTD devs clarify store changes with Transport Tycoon Deluxe re-release as Atari contribute server funding
20 Mar 2026 at 3:03 pm UTC
20 Mar 2026 at 3:03 pm UTC
Quoting: NagezahnBecause it's not different game, it's based on IP they own.Quoting: CharlieTheMadHatterAlso, don't forget that Atari has the legal power to shut down OpenTTD completely.Do they? On what basis? I'm honestly curious, because this is a different game, and while the origin or the spiritual connection is obvious, there are so many games out there with clones that coexist. Just look at all the Minecraft-like games.
Unity announce expanded support for Steam, Native Linux, Steam Deck and Steam Machine
12 Mar 2026 at 1:01 am UTC Likes: 3
12 Mar 2026 at 1:01 am UTC Likes: 3
Quoting: StellaI think you are confused. More support for native Linux builds with Unity makes them better, not worse. You still have a choice whether you want to use the Windows version through Proton or the native Linux version.But I think we can do better with a native solution.I hard disagree with this statement. Pretty much all existing Linux games suffer from various problems ranging from complete inplayability over control and gameplay/visual issues as well as crashes. Running games over Proton is vastly preferable to Native most of the time because the Windows API is much more stable than the Linux API. I myself have had so many issues with native ports that the Proton versions never have, that I've given up on them completely
Valve detail Steam Frame and Steam Machine Verified requirements at GDC 2026
11 Mar 2026 at 3:53 pm UTC Likes: 3
Godot has Linux ARM64 and even ARM32 in the UI and you don't even need ARM hardware.
11 Mar 2026 at 3:53 pm UTC Likes: 3
Quoting: EhvisMany don't have Windows ARM export too in the UI, but that doesn't mean you can't do it. On Windows, many use scripts to make build anyway, so Windows ARM exports have been available for them for quite some time, even on x86_64 machine. On Linux, all you need is hardware with ARM64.Quoting: Liam DaweI don't even think there is a game engine that exports native Linux arm builds. Although they should be there for mac, so who knows what can happen in the future.Quoting: tarmo888Confused. Only 2 paths for standalone Frame apps? Does that mean there will be no native Linux ARM apps? Through Lepton is as native as we get?It's more a case that most devs are unlikely to do Native Linux builds.
Godot has Linux ARM64 and even ARM32 in the UI and you don't even need ARM hardware.
Valve detail Steam Frame and Steam Machine Verified requirements at GDC 2026
11 Mar 2026 at 3:17 pm UTC Likes: 2
11 Mar 2026 at 3:17 pm UTC Likes: 2
Quoting: mr-victoryNot sure what you mean, there are tons of Raspberry Pi apps for Linux ARM64. Steam Frame probably too weak to run most flat 3D games standalone, but should not have problems with 2D games that can even run on Pi.Quoting: tarmo888Confused. Only 2 paths for standalone Frame apps? Does that mean there will be no native Linux ARM apps? Through Lepton is as native as we get?It's not like we have many closed source Linux + ARM apps right now...
Valve detail Steam Frame and Steam Machine Verified requirements at GDC 2026
11 Mar 2026 at 3:04 pm UTC Likes: 1
11 Mar 2026 at 3:04 pm UTC Likes: 1
Quoting: Liam DaweI get that, I am interested if there is at least an option, like with native Linux x86_64.Quoting: tarmo888Confused. Only 2 paths for standalone Frame apps? Does that mean there will be no native Linux ARM apps? Through Lepton is as native as we get?It's more a case that most devs are unlikely to do Native Linux builds.
Valve detail Steam Frame and Steam Machine Verified requirements at GDC 2026
11 Mar 2026 at 2:23 pm UTC Likes: 2
11 Mar 2026 at 2:23 pm UTC Likes: 2
Confused. Only 2 paths for standalone Frame apps? Does that mean there will be no native Linux ARM apps? Through Lepton is as native as we get?
GOG now using AI generated images on their store
28 Jan 2026 at 7:13 pm UTC Likes: 6
28 Jan 2026 at 7:13 pm UTC Likes: 6
If people would be as passionate about buying games on GOG as they are hating AI, they wouldn't have to generate those banners with AI.
Valve's version of Android on Linux (based on Waydroid) is now called Lepton
3 Dec 2025 at 10:20 pm UTC Likes: 1
3 Dec 2025 at 10:20 pm UTC Likes: 1
Quoting: spymastermattI'm looking forward to Valves next project...And Mac. It would probably be easiest to do with WebAssembly and WebGPU.Electron.. err Neutron?
Whatever the name is, I'd love to see a counterpart to Proton, allowing devs to natively target Linux but still let their games run on Windows via a compatibility layer
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