Latest Comments by Pecisk
The Mesa OpenGL threaded dispatch code seems to now use a whitelist, improving some games performance
26 Jun 2017 at 10:11 am UTC Likes: 1
26 Jun 2017 at 10:11 am UTC Likes: 1
I know OGL guys are very wary about using whitelists, but I think in these kind of performance tweaks it is ok to go for that - as long it doesn't turn messy and is well documented.
Steam is now available as a Flatpak app via Flathub
19 Jun 2017 at 1:23 pm UTC Likes: 1
As for importance - this means Steam can be installed from one package on newest Debian, Fedora, RedHat Enterprise and other distributions supporting stable flatpak.
I think that's quite an achievement considering Steam Linux gaming picking up steam.
19 Jun 2017 at 1:23 pm UTC Likes: 1
Quoting: g000hWaiting for the day that Steam client for Linux is 64 bit..That's less important though, considering you will have to have 32 bit libraries to be installed due of majority of games being 32-bit anyway.
As for importance - this means Steam can be installed from one package on newest Debian, Fedora, RedHat Enterprise and other distributions supporting stable flatpak.
I think that's quite an achievement considering Steam Linux gaming picking up steam.
The big SteamOS update that drops AMDGPU-PRO in favour of Mesa has left beta
6 Jun 2017 at 10:20 am UTC Likes: 2
6 Jun 2017 at 10:20 am UTC Likes: 2
Well, SteamOS development has never ceased according to bits and pieces of information we have gotten. And using Mesa is awesome step and importance cannot be understated. Thank you team and thank you all Mesa developers. It was gamble for AMD to go open source route, but it starts to pay off.
However question is what's current end game for Steam Machines? Will be there any new generation machines? Or prototypes? Or vendors have given up or never cared in first place (which is highly plausible scenario)?
I never expected first generation to take off really. However would be interesting to understand Valve's long game here.
However question is what's current end game for Steam Machines? Will be there any new generation machines? Or prototypes? Or vendors have given up or never cared in first place (which is highly plausible scenario)?
I never expected first generation to take off really. However would be interesting to understand Valve's long game here.
SteamOS updated, Valve drops AMDGPU-PRO for Mesa
22 May 2017 at 10:31 pm UTC Likes: 4
22 May 2017 at 10:31 pm UTC Likes: 4
It seems Valve does move towards AMD based Steam Machines for next generation. It is certainly can be at least interesting, if not more. It certainly will cut down pricing of potential SMs.
And yes, AMD and Mesa devs have done incredible job. It is certainly coming back to compete with Nvidia.
And yes, AMD and Mesa devs have done incredible job. It is certainly coming back to compete with Nvidia.
Civilization VI for Linux updated with the Spring Update, no cross-platform multiplayer yet
24 Apr 2017 at 1:39 pm UTC
24 Apr 2017 at 1:39 pm UTC
I even didn't expect there to be cross platform multiplayer - this means I will buy CivVI ASAP as it was major hurdle for me. Thanks for bringing this on spotlight!
Space colony building sim 'Maia' has another massive update
24 Apr 2017 at 1:24 pm UTC
If sim games is your bag, it is a good buy. I like where developer goes with it. Sometimes EA is not a bad thing.
24 Apr 2017 at 1:24 pm UTC
Quoting: razing32I like the concept of this game and want to buy it but I am hesitant as it is still in EA and I am very torn.Considering it is 'mocking about' simulation game, fact it is in EA doesn't work against it - it is quite fun to see all mechanics simulated and playing out, even bugs are fun.
If sim games is your bag, it is a good buy. I like where developer goes with it. Sometimes EA is not a bad thing.
Wine-Staging 2.1 release with CSMT support for DirectX 10 & 11
9 Feb 2017 at 12:39 pm UTC Likes: 2
Short recap:
* First I got crash caused by intro video played - patch attached to this bug report, it works;
* Second I get 'launch game from launcher' error, and it is something where I have stuck - this is tricky. ED as we know uses clever auth to pass information for server to bind it with player who logged in using launcher. These auth codes are passed to WatchDog.exe which then passes some of them to EliteDangerous32.exe. According to FD dev, ED32.exe then will lookup some of those numbers towards some entries in registry, and of course will try to match them with server. If some part of it fails, you get 'launch game from launcher' error.
What should be done:
* If someone has time, might try to lookup registry activity during running a launcher, logging in and then launching game and see maybe something goes wrong. If anything, we could document fully how game is launched - as it is something FD can't really expose by themselves;
* See what kind of fixme errors first time shader compiling ED triggers in wine and report those bugs;
For launcher you need winetricks dotnet40. Also for long term any effort to run dotnet40 64-bit is worth doing considering FD might drop 32-bit support for Season 3.
9 Feb 2017 at 12:39 pm UTC Likes: 2
Quoting: ajgpInformation for anyone interested - I have tried to run ED 32-bit version on Wine 2.0. My efforts are documented in this bug report https://bugs.winehq.org/show_bug.cgi?id=41972 [External Link]Quoting: CorbenOh hell yeah. As soon as Elite: Dangerous runs on Linux with wine, I'll never have to boot into Windows again \o/I have ED havent played in an age as it doesnt run in wine, if it ever happens I will be booting it up in a shot to fly my trusty viper again
Would prefer a native Linux version of ED of course, but that's probably not gonna happen anytime soon, if at all.
Short recap:
* First I got crash caused by intro video played - patch attached to this bug report, it works;
* Second I get 'launch game from launcher' error, and it is something where I have stuck - this is tricky. ED as we know uses clever auth to pass information for server to bind it with player who logged in using launcher. These auth codes are passed to WatchDog.exe which then passes some of them to EliteDangerous32.exe. According to FD dev, ED32.exe then will lookup some of those numbers towards some entries in registry, and of course will try to match them with server. If some part of it fails, you get 'launch game from launcher' error.
What should be done:
* If someone has time, might try to lookup registry activity during running a launcher, logging in and then launching game and see maybe something goes wrong. If anything, we could document fully how game is launched - as it is something FD can't really expose by themselves;
* See what kind of fixme errors first time shader compiling ED triggers in wine and report those bugs;
For launcher you need winetricks dotnet40. Also for long term any effort to run dotnet40 64-bit is worth doing considering FD might drop 32-bit support for Season 3.
Looks like Mesa has hit OpenGL 4.5 for the open source Nvidia 'nvc0' driver
20 Oct 2016 at 2:38 pm UTC
20 Oct 2016 at 2:38 pm UTC
Well, regarding overcloking Kepler is really OK, it just needs proper testing done so they can turn it on by default and dynamically. Same with Fermi. Maxwell and Pascal is issue here, and yes, to support good vendor who delivers open source drivers (yes, closed firmware but that's discussed above) it is worth to pick AMD, it start to work properly again on Linux.
So despite all shortcomings this is awesome news. I am certainly look forward to use Nouveau with my GTX 760.
Now work can start on optimizations to get it working even faster than binary drivers.
So despite all shortcomings this is awesome news. I am certainly look forward to use Nouveau with my GTX 760.
Now work can start on optimizations to get it working even faster than binary drivers.
Space colony builder 'Maia' has another small patch, starting to fix the issues I have with it
19 Oct 2016 at 2:59 pm UTC
19 Oct 2016 at 2:59 pm UTC
Yes, it also contains fixed I looked after - tutorial skipped heat gameplay and that made it very confusing. UI needs improvements, but step by step we will get there. I love gameplay, so I will check out tutorial again to see how it is improved for me.
HTC Vive VR demo on Linux used Kubuntu at SteamDevDays
14 Oct 2016 at 10:22 am UTC
14 Oct 2016 at 10:22 am UTC
Quoting: grenadecxWhy isn't it up to the developers if they want to use opengl or vulkan in their games?It still is. Just to support VR developers will have to port to Vulkan. As 99% games use engine who has Vulkan support planned - along with VR support - I doubt that will be big problem.
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