Patreon Logo Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone. Just good, fresh content! Alternatively, you can donate through PayPal Logo PayPal. You can also buy games using our partner links for GOG and Humble Store.
Latest Comments by slaapliedje
OpenRazer 2.9.0 is out, adding plenty of new Razer device support on Linux
10 Nov 2020 at 4:26 pm UTC

Quoting: GuestI switched from Razer to Roccat because of the need for re-applying settings on power up (due to the lack of embedded memory). But after my experience with Roccat; my latest (Kone Pure Owl-Eye) already mis-double-clicking on left and middle button clicks after a year, and the thumb paddle issues with the previous one (a Tyon, scrolling up by itself, thankfully disableable), I think I'm done. I started looking at my options, and apparently some of the new Razer mice (like the Basilisk V2, Deathadder V2, or the Viper) have now an onboard memory that can be used to save profiles. Additionally, it seems that newer versions of Synapse can be used without an account (guest mode). So I might go back to Razer. I which "gamer" mice did not all come with the stupid lighting stuff, sometime at the expanse of other functionality (like programmable buttons, e.g. the Roccat Pure SEL).
I've been using Roccat for a few years now, bought a second Tyon for work and now have a Leadr as well. I quite like their keyboards and mice, and specifically bought them because they have third party support for Linux. Sadly the one guy working on the drivers stopped, but there are still some contributors to it.

RetroArch will soon get the PlayStation 2 emulator PCSX2
7 Nov 2020 at 5:50 pm UTC

Quoting: BotonoskiPCSX2 for me has always had huge performance discrepancies between the windows and linux versions. The game on which I most often test, Black, is unplayable under linux, but fine under Windows. Could be some sort of driver issue as running PCSX2 under wine results in the same poor performance as the native port, though in every other application I've ran through wine I have not notices OpenGL performance suffer really at all compared to running the app natively under Windows.

I hope the retroarch port doesn't have this issue, I dual boot for five specific applications, and one of them is PCSX2
Yeah, I experienced the same issue with the PS3 emulation as well. Part of this is due to some of the plugin differences. The DirectX one seems to be much more advanced than the OpenGL one.

Atari VCS seeing supply shortages, not expecting full production until early 2021
5 Nov 2020 at 4:39 pm UTC Likes: 1

Quoting: Purple Library Guy
Quoting: slaapliedje
Quoting: Purple Library Guy
Quoting: slaapliedje
Quoting: TheRiddickcybernetic implants are quite expensive for the functional ones. You can bootleg 3d print your own, but its far from amazing like in CP2077 where people are punching through walls.

I think I saw a girl get a arm implant from a company, it was $70k, and that is low tech stuff today.
Yeah, we're getting there for sure. My point was they aren't all over the place and still too expensive.

Granted depending on the cyberpunk stuff you're reading / playing, the cybernetics are either cheap and plentiful, or the reason people with them are poor. In my own campaign setting that I wrote up, most people have them due to war, and missing limbs needed to be replaced, and they're not handy for punching through walls. Physics wise it doesn't make sense. You could have a robot grasp on things and that part could be strong, but if you punched through a wall, wouldn't it mess up your shoulder?
Presumably a robot arm, to be effectively stronger, would have to include some shoulder, and reinforcement even further into the main body. I'm imagining strands of artificial sinew alongside the normal kind, anchoring onto your Shadowrun-style "bone lacing". And even there--a lot of the force of a powerful punch comes from your core anyway.
On the other hand, you'd gain some effective strength just from being able to punch rigid things as hard as you can without your hand breaking. But it's rather a drastic intervention just to get the effect of brass knuckles.
Yeah, you'd need to do a lot more work than just the arm, which is typically what is shown as having super strength. It seems that GURPS 4th edition fixed that, as a cybernetic arm by itself doesn't really give more than a +1 or 2 ST to lift, if I remember correctly. Where I believe in 3rd edition you could increase it up to 20.

One of my players wanted a full cyborg to start out with, but I told him the tech wasn't really quite there unless billions was spent on it. Then he got all excited when I shot one of his arms with a sniper rifle. It didn't quite destroy the arm, and he could have healed from it, but he jumped on the chance and had his arm replaced with a cybernetic one. Only to learn it didn't really give him a benefit, except that if he ever gets hit with an EMP, it'll be come ruined :P
Bwahahahaah!!! Cruel, but you did warn him. He's also going to have a hard time whenever he's going somewhere with security--any scan for weapons, metal detector or what will spot his arm and they'll probably think there's a weapon built into it.
Thinking of, I designed a GURPS cyberpunk character once with a laser rifle built into his leg, and serious karate skill. So he'd do a kick, and Zap! Plus he could have both hands showing on top of the table and still shoot them under it. I never got a chance to personally have fun with that one 'cause I wrote it for other people to play. But that's OK, because it was for a tournament at a con, and Steve Jackson ended up helping us run it and went for sushi with us afterwards.
Ha ha, now that is awesome! I've designed tons of characters as well that I've never been able to play. One of my players were added after a session or two, and didn't have time to create a character. So I made him an ex-stuntman that was disgraced for the accidental death of a beloved celebrity, so he ended up becoming a porn star after changing his name, until someone happened to recognized him. Since I didn't have time to equip the character, I put into his background that he was homeless and dead broke when the other players found him. Gave him the porn name of Dirk Dagger, and we constantly make jokes about it. Fantastic character!

Valve rolls out Steam Playtest to devs, new Steam Beta up with Linux improvements
5 Nov 2020 at 4:33 pm UTC Likes: 1

Quoting: BielFPs
Fix games not getting stopped via the 'Stop' button in the client UI (steam-for-linux#7435)
I've opened this one because Magicka 2 have a bug which don't close the game process after we exit. I'm glad they "fix it" through the steam stop button :happy:
Ha, the Stop button reminds me of how you're supposed to exit games on the PS4, because none of the games have a 'exit game' selection in the menu. Kind of hate it that UI choice is moving toward the PC. I mean the Stop button in Steam should be specific for games that crash in a weird state where they won't exit on their own.

Linux 5.11 to see better support for ASUS gaming laptop keyboards
5 Nov 2020 at 5:08 am UTC Likes: 1

Quoting: Luke_Nukem
Quoting: slaapliedjeThis just reminds me of all the talks about Windows switching kernels to use Linux. How many little weird things out there like RGB lighting or special features require Windows applications (not even talking drivers here) to configure all the features that wod never work with different kernel drivers?
So much of this stuff would be trivial for the actual vendors to implement rather than community members trying to reverse engineer stuff. Gettign the backlight for these keyboards working was as simple as possible, all the work was already done at the kernel level and only the init sequence and a struct was needed. Same for the extra fn-keys. So trivial it was annoying because ASUS could have bloody well done it in an hour or less.

The same can be said about the per-key RGB stuff. I painstakingly used wireshark and ASUS Armory Crate to set each individual key and capture the packet, then create a spreadsheet of how it all works. ASUS could have released an OSS lib for this, or even just a document.

Do you know how long it would take ASUS to fix sound for all these laptops? They have the specs, all the kernel framework is laid out bare and ready, it would take maybe 15 minutes per laptop with the spec handy. Instead we have to fart about with trying to divine the secrets of the inner working by trial and fire.
Yeah, I know. It's kind of disgusting. Especially as how I've been reading that Linux kernel development model is so much simpler and straight forward than Windows driver development.

Not much vendor love for the Penguin. Though after watching an older interview with the System76 guys, I'm convinced I'll only ever buy laptops or prebuilt systems from them from here on out.

Gabe Newell of Valve is launching Gnome Chompski into space (yes really)
5 Nov 2020 at 5:03 am UTC Likes: 1

Quoting: orochi_kyo
Quoting: tmtvl
Quoting: Comandante Ñoñardoso...maybe....Is a sign that the game We want is coming..
Half-Life Alyx 2? Could be in the works I guess.
I always heard in politics this thing about the 1% deciding over 99%. And now in video games is happening too, 1% deciding over the rest of the people who doesnt care about VR.
Whether people want to whine about it or not, VR is basically the future.

A little off topic, but I may as well put some of this trip down memory lane here, as it somewhat applies;
I was thinking the last few days about how Atari in the beginning had all the support. Things happened and then other systems spawned and computers really took place of consoles for a time, and Atari in that field had crappy support, all from the Atari 8bit into their 16bit era. By this I don't mean that games weren't released for them. I mean that a large majority of games were written for the bare minimum. The lowest common denominator.
Have 64kb or 128kb ram in your system? Nice, but not much will take advantage of it. Most things were coded for either 16kb or 48kb, and only few things would take advantage of more, let alone actually be updated to require 64kb.
The Atari ST was the same way, take Shadow of the Beast for example. It was coded to run on an ST with 512kb of RAM and no blitter. Once the STe came out, barely any software really took advantage of that. Yet the Amiga version was coded to use the full 1MB setup even though not all of them had that. Games for the Amiga were definitely coded more to take advantage of all of the benefits of the Amiga chipset.
Let's switch gears to the PC development. As soon as new processors and soundcards and even random stuff like the Roland MT-32 had gotten support of various degrees. Then we had the steps from Mono, CGA, EGA, VGA, SVGA, etc. Then onto 3d acceleration, which there were so many variations of that, that most of them barely had 20 titles that took advantage of their particular video cards. But developers still tried to release patches for them, so many different ones until 3Dfx was finally the one people settled on, until DirectX came along...
Basically developers for the PC have always been pushing innovation and bleeding edge. Look at the adoption of RTX, a little slow at first, but now that the two main camps have are going to support it, we'll see how many games start pushing that tech as well.
And this is why VR will in the end be rather successful. Developers WANT that new medium to take off and push some of their creative dreams to people.
For a long time, my upgrade path had always been chosen by what Mame was doing. Since Mame doesn't use any GPU hardware acceleration, it's all CPU, and I kept trying to find a CPU that'd be fast enough to push the 3D games. I finally got that with my previous build, but now my upgrade path has been solely to see if I can get perfect framerates at high resolutions for Virtual Reality. Do I care about 4k/8k gaming at all? Nope. At the moment I can pretty much crank up details and run everything smoothly on my 3840x1200 monitor using my RTX 2080. But as soon as I try something in my Index, it doesn't run great... And that's what will drive my next upgrade path. And that is what developers are counting on. If developers didn't work on such things, then there'd be no reason to add more features to GPUs, and computing would in general just stagnate.

Let's be honest, if it weren't for some of these new features coming out, would anyone really upgrade their PC at all in 5 or 10 year periods at this point? You get people who are just edging for 10 more fps or something in their favorite game, but they usually just turn off all the graphical settings anyhow. I'm talking about all of those that want the most realistic and awesome looking environments and such that go for things like RTX, VR, etc. And I'm sure there is far more than just 1% that care about that.

(I apologize for the long rant, it's been a day...)

Atari VCS seeing supply shortages, not expecting full production until early 2021
5 Nov 2020 at 4:44 am UTC Likes: 1

Quoting: Purple Library Guy
Quoting: slaapliedje
Quoting: TheRiddickcybernetic implants are quite expensive for the functional ones. You can bootleg 3d print your own, but its far from amazing like in CP2077 where people are punching through walls.

I think I saw a girl get a arm implant from a company, it was $70k, and that is low tech stuff today.
Yeah, we're getting there for sure. My point was they aren't all over the place and still too expensive.

Granted depending on the cyberpunk stuff you're reading / playing, the cybernetics are either cheap and plentiful, or the reason people with them are poor. In my own campaign setting that I wrote up, most people have them due to war, and missing limbs needed to be replaced, and they're not handy for punching through walls. Physics wise it doesn't make sense. You could have a robot grasp on things and that part could be strong, but if you punched through a wall, wouldn't it mess up your shoulder?
Presumably a robot arm, to be effectively stronger, would have to include some shoulder, and reinforcement even further into the main body. I'm imagining strands of artificial sinew alongside the normal kind, anchoring onto your Shadowrun-style "bone lacing". And even there--a lot of the force of a powerful punch comes from your core anyway.
On the other hand, you'd gain some effective strength just from being able to punch rigid things as hard as you can without your hand breaking. But it's rather a drastic intervention just to get the effect of brass knuckles.
Yeah, you'd need to do a lot more work than just the arm, which is typically what is shown as having super strength. It seems that GURPS 4th edition fixed that, as a cybernetic arm by itself doesn't really give more than a +1 or 2 ST to lift, if I remember correctly. Where I believe in 3rd edition you could increase it up to 20.

One of my players wanted a full cyborg to start out with, but I told him the tech wasn't really quite there unless billions was spent on it. Then he got all excited when I shot one of his arms with a sniper rifle. It didn't quite destroy the arm, and he could have healed from it, but he jumped on the chance and had his arm replaced with a cybernetic one. Only to learn it didn't really give him a benefit, except that if he ever gets hit with an EMP, it'll be come ruined :P

Atari VCS seeing supply shortages, not expecting full production until early 2021
4 Nov 2020 at 4:38 pm UTC

Quoting: TheRiddickcybernetic implants are quite expensive for the functional ones. You can bootleg 3d print your own, but its far from amazing like in CP2077 where people are punching through walls.

I think I saw a girl get a arm implant from a company, it was $70k, and that is low tech stuff today.
Yeah, we're getting there for sure. My point was they aren't all over the place and still too expensive.

Granted depending on the cyberpunk stuff you're reading / playing, the cybernetics are either cheap and plentiful, or the reason people with them are poor. In my own campaign setting that I wrote up, most people have them due to war, and missing limbs needed to be replaced, and they're not handy for punching through walls. Physics wise it doesn't make sense. You could have a robot grasp on things and that part could be strong, but if you punched through a wall, wouldn't it mess up your shoulder?

RetroArch will soon get the PlayStation 2 emulator PCSX2
4 Nov 2020 at 4:33 pm UTC

Quoting: WJMazepas
Quoting: slaapliedje
Quoting: WJMazepas
Quoting: slaapliedje
Quoting: TheLinuxPlebIs there going to be any ARM version? I think i saw somewhere that this is x86 only.
Pretty sure PCSX2 is all open source, so in theory just needs a recompile. I don't think it's one of those emulators that are coded in a way they won't even work on 64bit systems.
Unfornately is not that easy. Until today, there isnt a PCSX2 port for ARM until today. The only that i know is the Damon PS2 that is available on Android
Interesting.
On that note, I was just wondering why we haven't ever seen any of the higher end SoC makers release SBCs out there like the Pi. I mean some of the cell phones are getting crazy performance, and would make excellent mini computers. Granted I know most of them use closed source blobs for graphics, but the performance of them is pretty nice. I mean Apple thinks it is time, why not Qualcomm?
They probably dont release due to costs. The public that needs a high performance SBC is really small and is willing to pay a lot for it, so you see cases like the Jetson Xavier [External Link] which is pretty expensive.
At this price, just makes more sense to buy a small PC
That's a valid point, which Apple knows their fans will pay that expensive price anyhow for what amounts to a phone in a laptop.

Try out the awesome animated ASCII RPG with the new Stone Story demo
4 Nov 2020 at 4:29 pm UTC Likes: 1

This should be ported to everything that supports ASCII :P I want to play it on my Atari 8bits.