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Latest Comments by ljrk
Collabora announced Venus, 3D accelerated Vulkan in QEMU
1 Dec 2021 at 5:55 pm UTC

Now we "only" need drivers for Windows and macOS to interface with that. Plus dxvk (dx9-11) und vkd3d for dx12 for Windows and MolteVK for macOS and we'd have pretty neat graphics accelaration ;)

System76 creating their own desktop environment written in Rust
9 Nov 2021 at 1:00 pm UTC Likes: 6

Quoting: eldarionSo why are they not switching to KDE? Creating a good DE is no easy task and I don't think they have the means to do that or are they prepared to support it in the long run. I have zero expectations on this.
Arguably, making KDE stable is a heoric task and Wayland support is still meh. Plus KDE is based on Qt which uses C++ and they want to move away from that.

From what I know/assume/guess, they won't be going for a "full" GNOME replacement. They are fine with the GNOME apps, GTK as well (kind-of), the GNOME PIM integration etc. My bet is they will replace Mutter, the compositor/wm. And since Mutter is a hot mess of garbage anyway, this isn't too unreasonable. Plus, they got the talent and rumours are, they are hiring more talent every day.

Open source game development levels up with Godot Engine 3.4 out now
7 Nov 2021 at 4:03 pm UTC Likes: 1

Quoting: rcrit
Quoting: ljrkA bit weird that they showcase RSA, most people (should) have moved to elliptic curves by now.
EC is a dead end with the emergence of quantum computing. The smaller keys make it significantly faster but also more vulnerable. NIST has been working on Post Quantum Cryptography standards for 5 years or more.
There's "supersingular elliptic curve isogeny cryptography", but yes, EC shouldn't be our wits end, I'm team #lattice. But Godot isn't a crypto research software :)

Open source game development levels up with Godot Engine 3.4 out now
7 Nov 2021 at 3:58 pm UTC

Quoting: tuubi
Quoting: ljrkBut creating new RSA keys for use a game engine? I don't see the point for that.
One use case for that is working with third-party APIs or encryption methods that use RSA keys. And sometimes the use case is relatively trivial and there's not much incentive to care about the implementation.

Quoting: 14So, I definitely agree that RSA support is a requirement. Still, it should not be in the spotlight. It should be pushed to the shadows.
I get your point, but this is a video about new features in this Godot version, and RSA support in the crypto module is one of these features. I don't feel like it gives the impression that they're promoting the use of RSA. They're just announcing the availability of a requested feature.
I think I came off too sharp: I don't disagree that supporting RSA and even being able to create new keys is bad. But it should be a side note, and when they showcase a new crypto module in 2021 by showing RSA I'm a bit taken aback.

Open source game development levels up with Godot Engine 3.4 out now
7 Nov 2021 at 3:14 pm UTC Likes: 1

Quoting: tuubi
Quoting: ljrkA bit weird that they showcase RSA, most people (should) have moved to elliptic curves by now.
Why would you assume so? Just check the SSL certificates of some of the websites you frequent. I bet only some of them have switched over to ECC certs. And that's a use case where switching is relatively painless.

There's so much tech and hardware making use of RSA that we won't be getting rid of it anytime soon. And in many cases there's no real hurry to do so. RSA has known vulnerabilities but those can often be guarded against or need an absurd amount of processing power (or a quantum computer) to exploit. Performance isn't always a big concern either.
Sure and being compatible with RSA is definitely useful. But creating new RSA keys for use a game engine? I don't see the point for that. Plus, some issues of RSA are in the use or implementations, where elliptic curves are just easier to get right, as it stands.

Open source game development levels up with Godot Engine 3.4 out now
7 Nov 2021 at 10:25 am UTC

A bit weird that they showcase RSA, most people (should) have moved to elliptic curves by now.

Steam Client Beta updated with PipeWire desktop capture for Remote Play
23 Sep 2021 at 10:42 pm UTC

Quoting: sebastianlacuesta
Quoting: MohandevirIs Pipewire the solution to the long standing audio degradation issue with PulseAudio, when it comes to in-home streaming from a Linux host?

I have to disable all HDMI audio devices in Pavucontrol of the host computer to prevent that from happening.
Three simple words:

Yes it is!

I just removed it in debian in favor of pipewire-pulse. Done replacement fake pulse audio packages with equivs to solve dependency problems and bye bye pulse audio crackling system
Hm, for me it didn't solve the issue, I just tested. I think that it took some more time to occur though

Steam Client Beta updated with PipeWire desktop capture for Remote Play
23 Sep 2021 at 9:00 pm UTC

Quoting: MohandevirIs Pipewire the solution to the long standing audio degradation issue with PulseAudio, when it comes to in-home streaming from a Linux host?

I have to disable all HDMI audio devices in Pavucontrol of the host computer to prevent that from happening.
I had the same issue but didn't know about that solution. I also didn't try yet with Pipewire again. Need to check something...

Steam Play Proton 6.3 is out now plus a Proton Experimental update (updated)
5 Apr 2021 at 1:19 pm UTC

I wonder how well one could switch over from dxvk to the wined3d vulkan backend. The doc of Proton still mentions `PROTON_USE_WINED3D` to

> Use OpenGL-based wined3d instead of Vulkan-based DXVK for d3d11, d3d10, and d3d9.

But with wine6.0 this can actually be a Vulkan backend as well. Idk how to enable it (if necessary).