Latest Comments by sub
Linux Gaming News Punch - Episode 20
26 Oct 2019 at 1:03 pm UTC
26 Oct 2019 at 1:03 pm UTC
I like your stance on Natural Selection.
I think it's somehow understandable when a developer
removes support for platform that's barely used anymore.
At least when the effort of support is totally out of
proportion with the player count.
I think in this case with a player count of barely 200, this is fair.
We've seen similar actions by developers without the user base depleting.
And this is not okay.
Your comment about Steam/Valve and a new (partial) refund policy, when a platform
is removed, is kind of problematic, when it is not paired with some quality control.
If a developer has to pay refunds for a game they remove, they simply won't remove it,
but probably don't support it anymore.
That's not much better, as it is in the Forage case.
I think it's somehow understandable when a developer
removes support for platform that's barely used anymore.
At least when the effort of support is totally out of
proportion with the player count.
I think in this case with a player count of barely 200, this is fair.
We've seen similar actions by developers without the user base depleting.
And this is not okay.
Your comment about Steam/Valve and a new (partial) refund policy, when a platform
is removed, is kind of problematic, when it is not paired with some quality control.
If a developer has to pay refunds for a game they remove, they simply won't remove it,
but probably don't support it anymore.
That's not much better, as it is in the Forage case.
Embark Studios, AMD and Adidas are all now supporting Blender development
24 Oct 2019 at 7:40 am UTC Likes: 1
For many years they didn't support newer revisions and didn't optimize what they offered.
Ofc, it's hard to interpret that in any other way than them wanting to hurt OpenCL and thus further push CUDA. At the same time bringing up business slides how usage shows how customers prefer CUDA over OpenCL.
With the many resources they have, bringing up OpenCL support on par would've been no issues at all.
I really despise the business practices of Nvidia and how they manage to make the Linux folks even praise their actions.
24 Oct 2019 at 7:40 am UTC Likes: 1
Quoting: ShmerlAccording to this, it's for support of Nvidia's ray tracing ASICs: http://www.cgchannel.com/2019/10/nvidia-backs-blender-development/ [External Link]Btw, how good is the OpenCL support on Nvidia's side?
The backend enables hardware-accelerated ray tracing on Nvidia’s RTX graphics cards, with Blender’s benchmark scenes rendering 30-100% faster on a GeForce RTX 2080 Ti than using Nvidia’s older CUDA API.Still lock-in though, until such extensions become portable. For Nvidia, it's trying to lock the 3D creators market.
For many years they didn't support newer revisions and didn't optimize what they offered.
Ofc, it's hard to interpret that in any other way than them wanting to hurt OpenCL and thus further push CUDA. At the same time bringing up business slides how usage shows how customers prefer CUDA over OpenCL.
With the many resources they have, bringing up OpenCL support on par would've been no issues at all.
I really despise the business practices of Nvidia and how they manage to make the Linux folks even praise their actions.
The Drifter, a new pulp adventure thriller from the developer of Crawl
23 Oct 2019 at 1:24 pm UTC Likes: 3
https://www.gamingonlinux.com/articles/the-inanimate-mr-coatrack-a-free-comedy-adventure-worth-taking-a-look-at.14514
And completely free, btw.
23 Oct 2019 at 1:24 pm UTC Likes: 3
Quoting: ArehandoroPoint & Click, Pixel Art, Gritty atmosphere... They've got me.This is from the same guys.
https://www.gamingonlinux.com/articles/the-inanimate-mr-coatrack-a-free-comedy-adventure-worth-taking-a-look-at.14514
And completely free, btw.
The incredible looking FPS Prodeus has moved to next year for Early Access
23 Oct 2019 at 12:38 pm UTC Likes: 2
23 Oct 2019 at 12:38 pm UTC Likes: 2
After having soooo much fun with Ion Fury, I'm really looking forward to this one.
vkBasalt, an open source Vulkan post processing layer for Contrast Adaptive Sharpening
21 Oct 2019 at 9:38 pm UTC Likes: 1
It's not a plain shift.
The effect gets more noticeable the farther down and right I focus (in particular in the bigger comparison it's very noticeable). Yet, in the upper left corner it always looks perfect also in cases where the issue is present in other parts.
I don't have a consistent way at hand to reproduce the issue and cases where it doesn't happen.
Most of the time it's bugged, but then sometimes it looks like it was intended.
21 Oct 2019 at 9:38 pm UTC Likes: 1
Quoting: noxIt looks like a minor scaling issue.Quoting: subI'm getting this consistently. Seems like the post-processed image is ~2 pixels further down, but it's barely noticeable.Quoting: Liam DaweHere it's just a pixel or so.Quoting: subI don't see any misalignment? Can you point it out?Quoting: Liam DaweNice feature, Liam.Quoting: NeoTheFoxGreat job on that sliding preview, it really works well for side-by-side. You are very good at this Liam.Can't take all credit. I implemented it using https://github.com/koenoe/cocoen [External Link], no point reinventing the wheel :)
Do you notice a slight misalignment between the two pictures?
I wonder if this is due to the source material slightly shifted,
the post-processing or the implementation of the new feature?
If I quickly move the slider, so that it's like swapping the images,
it clearly looks like the post-processed image is slightly shifted downwards.
Wait, this is strange. :)
When I freshly open the page, it looks fine.
Once I go to another comment page this misalignment occurs and stays until I freshly open the article,
say in another tab.
Firefox on Fedora.
Yet, it's really not a big thing.
Can you reproduce that?
It's not a plain shift.
The effect gets more noticeable the farther down and right I focus (in particular in the bigger comparison it's very noticeable). Yet, in the upper left corner it always looks perfect also in cases where the issue is present in other parts.
I don't have a consistent way at hand to reproduce the issue and cases where it doesn't happen.
Most of the time it's bugged, but then sometimes it looks like it was intended.
vkBasalt, an open source Vulkan post processing layer for Contrast Adaptive Sharpening
21 Oct 2019 at 8:51 pm UTC
If I quickly move the slider, so that it's like swapping the images,
it clearly looks like the post-processed image is slightly shifted downwards.
Wait, this is strange. :)
When I freshly open the page, it looks fine.
Once I go to another comment page this misalignment occurs and stays until I freshly open the article,
say in another tab.
Firefox on Fedora.
Yet, it's really not a big thing.
Can you reproduce that?
21 Oct 2019 at 8:51 pm UTC
Quoting: Liam DaweHere it's just a pixel or so.Quoting: subI don't see any misalignment? Can you point it out?Quoting: Liam DaweNice feature, Liam.Quoting: NeoTheFoxGreat job on that sliding preview, it really works well for side-by-side. You are very good at this Liam.Can't take all credit. I implemented it using https://github.com/koenoe/cocoen [External Link], no point reinventing the wheel :)
Do you notice a slight misalignment between the two pictures?
I wonder if this is due to the source material slightly shifted,
the post-processing or the implementation of the new feature?
If I quickly move the slider, so that it's like swapping the images,
it clearly looks like the post-processed image is slightly shifted downwards.
Wait, this is strange. :)
When I freshly open the page, it looks fine.
Once I go to another comment page this misalignment occurs and stays until I freshly open the article,
say in another tab.
Firefox on Fedora.
Yet, it's really not a big thing.
Can you reproduce that?
vkBasalt, an open source Vulkan post processing layer for Contrast Adaptive Sharpening
21 Oct 2019 at 8:29 pm UTC Likes: 1
Do you notice a slight misalignment between the two pictures?
I wonder if this is due to the source material slightly shifted,
the post-processing or the implementation of the new feature?
21 Oct 2019 at 8:29 pm UTC Likes: 1
Quoting: Liam DaweNice feature, Liam.Quoting: NeoTheFoxGreat job on that sliding preview, it really works well for side-by-side. You are very good at this Liam.Can't take all credit. I implemented it using https://github.com/koenoe/cocoen [External Link], no point reinventing the wheel :)
Do you notice a slight misalignment between the two pictures?
I wonder if this is due to the source material slightly shifted,
the post-processing or the implementation of the new feature?
vkBasalt, an open source Vulkan post processing layer for Contrast Adaptive Sharpening
21 Oct 2019 at 12:31 pm UTC Likes: 2
Would use it.
21 Oct 2019 at 12:31 pm UTC Likes: 2
Quoting: EhvisI wonder if it's just me, but I really don't like the artificial sharpening. Never have on any medium and for any game that offers the option I turn it off. It just feels harsh and unnatural.Well, I'm quite amazed how good it looks in the example without adding excessive noise.
Would use it.
DXVK 1.4.3 released helping games with a large number of different shaders
20 Oct 2019 at 5:06 pm UTC
That doesn't sound promising, indeed.
I have a very old card. Radeon HD 7950.
The Windows driver never gave me headaches.
Even when that card was new.
All games I tried with Vulkan run great on that old beast (paired with a Phenom II X4).
DOOM and Wolf 2. FullHD. Perfectly smooth. :)
In the not too far future I will update the full rig.
The idea was to go for Navi judging from my AMD experience so far... Hmmmm.
Specifically for Navi, would you suggest using AMDVLK or RADV?
20 Oct 2019 at 5:06 pm UTC
Quoting: YoRHa-2BThanks.Quoting: 1xokWould you mind to elaborate a bit about AMD's Vulkan driver state on Windows?It's fairly buggy even compared to the open-source AMDVLK driver, which would indicate issues in the proprietary shader compiler.
What's so bad about it?
It wouldn't be so bad if things were at least consistently broken, but they aren't. One driver update might randomly fix an issue, the next update might fix something else but break the very same thing they fixed in the earlier update. It's a rollercoaster, and honestly I just can't be arsed to report bugs against it.
AMD's Windows driver has been a broken mess ever since Navi launched anyway, with D3D9 being completely broken in some cases and other major issues, but that's a different story.
That doesn't sound promising, indeed.
I have a very old card. Radeon HD 7950.
The Windows driver never gave me headaches.
Even when that card was new.
All games I tried with Vulkan run great on that old beast (paired with a Phenom II X4).
DOOM and Wolf 2. FullHD. Perfectly smooth. :)
In the not too far future I will update the full rig.
The idea was to go for Navi judging from my AMD experience so far... Hmmmm.
Specifically for Navi, would you suggest using AMDVLK or RADV?
DXVK 1.4.3 released helping games with a large number of different shaders
20 Oct 2019 at 9:09 am UTC
20 Oct 2019 at 9:09 am UTC
Thanks for the input, Philip.
What's so bad about it?
That's really sad to hear as AMD was actually initiating all the low-level API thing with Metal.
Edit: Plus, I thought making a good Vulkan driver is by far *much* easier than a good OpenGL one.
Quoting: YoRHa-2BWould you mind to elaborate a bit about AMD's Vulkan driver state on Windows?Quoting: 1xokWhat are the advantages of DX12 over Vulkan for developers? I can only think of the Xbox support.Well, for starters, D3D12 works on all Windows 10 systems and has excellent driver support from all vendors.
Windows drivers shipping with Windows Update sometimes don't come with Vulkan support -> games straigt-up don't work. Driver quality is also way worse (AMD is pretty bad, Intel seems to be especially bad, only Nvidia is acceptable these days - and that also was a whole different story ~2 years ago).
What's so bad about it?
That's really sad to hear as AMD was actually initiating all the low-level API thing with Metal.
Edit: Plus, I thought making a good Vulkan driver is by far *much* easier than a good OpenGL one.
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