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Latest Comments by soulsource
Palworld is now Steam Deck Verified and SteamOS Compatible
7 Jul 2025 at 5:07 pm UTC

Does it have FSR3 support yet, or does one still need to mod that in?

Near-Mage is a gorgeous looking new hand-painted witchy adventure
10 Jun 2025 at 9:07 am UTC Likes: 1

I finished Near-Mage last weekend, and while I enjoyed it, I must say that (at least for me) it didn't measure up to Gibbous.

I really missed the classic point&click gameplay that requires you to combine items and place them in the scene... In Near-Mage, you can instead choose to cast different spells (or no spells at all), but that doesn't feel as challenging as the "build a Rube-Goldberg machine" riddles that Gibbous (and almost all other Point&Click Adventures) had.

Don't get me wrong, I still recommend Near-Mage, because it is very well made (art, music, voiceovers, characters, world building,...), but imho there are better point&click adventures - for instance Gibbous.

Search engines are getting worse, so OpenWebSearch funded by the European Union want to fix it
19 May 2025 at 5:28 pm UTC Likes: 4

While the project receives funding from the EU, it is run by universities and private companies. Therefore I have some hope that it will turn out alright in the end.

DOOM: The Dark Ages needs workarounds on Linux with AMD GPUs, a fix has been merged into Mesa
13 May 2025 at 2:05 pm UTC

@Spyker Oh? I wasn't aware. Then my idea cannot be the case as afaik Vulkan does not need (or even support) runtime resource location queries.

DOOM: The Dark Ages needs workarounds on Linux with AMD GPUs, a fix has been merged into Mesa
13 May 2025 at 11:23 am UTC

I don't know Direct3D well enough (by heart) to make any definite statements, but this sounds like a game bug being worked around (namely that a certain memory layout is assumed instead of queried - not sure if this is only an OpenGL thing or also needed in Direct3D). If that's the case, the game might break on Windows too, with future GPU driver updates...

The Elder Scrolls 4: Oblivion Remastered revealed, it's out now and Steam Deck Verified
22 Apr 2025 at 5:49 pm UTC Likes: 2

Quoting: CaldathrasDo we even know if it will be possible to mod in Oblivion Remastered?
I have meanwhile also found a source that explicitly states that the remaster does not have modding support: https://help.bethesda.net/#en/answer/69672 [External Link]

Quoting: R Daneel Olivawthe original was made with their own creation engine and this remaster is made in unreal engine
Yeah, see above. Modding is not supported in Oblivion Remaster.

However, heise (a German computer magazine publisher) wrote that supposedly the Creation Engine is still used under the hood of the remaster - if that is true, it might (warning: my own speculation) mean that the gameplay scripting is still done with Creation Engine, while Unreal is used for visuals.

The Elder Scrolls 4: Oblivion Remastered revealed, it's out now and Steam Deck Verified
22 Apr 2025 at 4:08 pm UTC Likes: 4

I just bought the original Oblivion again - this time for PC. Not because of the game itself, which I had already played a lot on Xbox 360, but because of the mods.

I recently read that Sir Terry Pratchett contributed to the companion mod Vilja, and that this mod helped him enjoy the game despite his illness (Vilja can lead the way out of dungeons, for instance). This got me curious.

If the remaster would support the original mods, it would be an insta-buy. However, unless there is an official statement that this is the case, I strongly doubt it.

Sadly the RoadCraft demo is currently broken on Steam Deck / Linux
24 Feb 2025 at 6:11 pm UTC

A complete shot in the dark: Does it maybe work with llvm instad of aco (RADV_DEBUG=llvm %command%)?
(No, I don't really expect this to work, but it might be worth a try.)

Warner Bros platform fighter MultiVersus goes offline for good in May
2 Feb 2025 at 12:48 pm UTC Likes: 1

The game is made with Unreal Engine...

It would be comparably easy to add support for the `null` OnlineSubsystem, making it playable over LAN or DirectIP. Most work would need to go into making a UI to work with this, as the `null` OSS does (iirc) not offer any matchmaking. That would be very much doable though - if the publisher just wanted.

Palworld gets a roadmap including co-op crossplay, world transfers for Pals and an ending
27 Jan 2025 at 12:11 pm UTC

I've been playing multiplayer client on the SteamDeck for quite a while now, and the game has been working mostly good for me.

I am using the FSR mod [External Link] with the fix for the dungeon graphics detailed by elpattos, (can be found on the bugs page [External Link] ), and this gives me near perfectly stable 40 fps outside of the bases - I was even able to tweak up some of the graphics settings. The only big issue that I am still seeing is that after exiting a dungeon the FPS permanently drop drastically, until I go back to the main menu and re-join the game.

Apart from that, the FSR mod has the drawback that skeletal meshes (pals, characters) get a bit blurry - it seems that Unreal does not write correct velocity information for them. However, that's a small visual glitch that is easily outweighed by the (near) stable 40 FPS.