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Latest Comments by soulsource
Valve updates Portal to improve Steam Deck performance
15 Apr 2022 at 5:46 am UTC

Quoting: ridge
Quoting: soulsourceI cannot imagine that Portal would have performance problems on the SteamDeck when using OpenGL. Is using Vulkan just a battery usage optimization?
AFAIK, before it was updated to use Vulkan, it was using ToGL; Direct3D to OpenGL layer.
I don't think it stuttered as much with ToGL, but performance and battery life should be improved with Vulkan as long as the shader cache is built. Basically a necessary evil, and now that the shaders can be built before the game is launched, it's just a big win win.
Oh, I wasn't aware that the OpenGL rendering didn't have a dedicated backend in the engine.

Valve updates Portal to improve Steam Deck performance
14 Apr 2022 at 3:17 pm UTC Likes: 1

I cannot imagine that Portal would have performance problems on the SteamDeck when using OpenGL. Is using Vulkan just a battery usage optimization?

Yes, the Steam Deck will eventually get Ray Tracing, once the AMD GPU driver matures
14 Apr 2022 at 11:55 am UTC Likes: 7

Is RADV on the Steam Deck even using dedicated RT hardware?
I mean, Quake 2 RTX is nearly playable on my Rx 480 (which is ancient and obviously does not have hardware raytracing) if I enable "RADV_PERFTEST=rt" and use a low-enough resolution...

Valve might send Steam Deck purchase emails twice a week
6 Apr 2022 at 8:32 am UTC

Quoting: Purple Library Guy
Quoting: soulsource
Quoting: Purple Library Guy
Quoting: BogomipsMaybe trimester would have been easier to understand?

I'm confused that it needs to be explained but English is not my native language so…
Unfortunately it would have been incorrect. A year has three trimesters (hence "tri"), but four quarters.
I had to look it up (see above), and it's actually 3 months. The "mester" seems to come from "mensis", month.
My university operates on a trimester system; we have three of them in a year.
Universities usually have several months wihtout teaching activies. I can only guess, but it doesn't sound too far fetched that historically it was 3*3 months teaching, and 3 months not.
(Where I studied we had no teaching activities in February, July, August and September, so a third of the rest would be less than 3 months...)

Valve might send Steam Deck purchase emails twice a week
5 Apr 2022 at 7:24 am UTC Likes: 2

Quoting: BogomipsMaybe trimester would have been easier to understand?

I'm confused that it needs to be explained but English is not my native language so…
Might be a cultural thing. Where I live the word trimester isn't used, and my thought process when I read it here was literally "semester means half-year, trimester has 'tri' in it, so it probably means one third of a year". Then I looked it up, and realized I was wrong and semester means six-months, trimester means three-months.
(Funny enough, it's not a language thing. The word Trimester actually exists in German, my native language...)

Quoting: Purple Library Guy
Quoting: BogomipsMaybe trimester would have been easier to understand?

I'm confused that it needs to be explained but English is not my native language so…
Unfortunately it would have been incorrect. A year has three trimesters (hence "tri"), but four quarters.
I had to look it up (see above), and it's actually 3 months. The "mester" seems to come from "mensis", month.

AMD FidelityFX Super Resolution 2.0 announced
18 Mar 2022 at 10:33 am UTC Likes: 2

Quoting: GuestI'm curious to see how it will work with static frames.
I imagine that temporal AA induces some sort of subtle movement to the camera (?).
It this is true, then it would not be possible to implement such thing on compositor side, like with FSR today.
Somebody has some insight on TAA?
I've been playing with Unreal's temporal anti-aliasing some time ago. It indeed moves the camera very slightly every frame, using the FViewMatrices::HackAddTemporalAAProjectionJitter(const FVector2D& offset) [External Link] method. The offset is taken from one of several hardcoded sample patterns, which can be selected using the r.TemporalAASamples setting.

Quoting: denyasis
Delivers similar or better than native image quality using temporal data
Wait, so it can make an image that's better than the original??
Yes. That's because the camera is moved sub-pixel distances between frames, giving you an effective resolution that can be above the original one. It's similar to Multisampling, but does not have the same performance overhead, as it re-uses images from previous frames, instead of doing multiple samples of the same frame.

Since it's using previous images, it cannot account for objects that were not visible in those frames or that change their movment speed. This causes ghosting and is the main drawback of Temporal over regular Multisampling.

AMD FidelityFX Super Resolution 2.0 announced
17 Mar 2022 at 4:00 pm UTC Likes: 1

Quoting: Donkey
Quoting: gradyvuckovic
FSR 2.0 temporal upscaling uses frame color, depth, and motion vectors in the rendering pipeline
That doesn't sound promising for the chances of getting something like FSR 2.0 built into Steam OS.

FSR 1.0 was easy enough because it could just take a single frame image and scale it, but FSR 2.0 will need depth and motion vectors in addition to colour. I don't see how something like Gamescope could have access to that data.
Those "vectors" are most likely calculated from previous frames and not the vectors used in the game engine. So the data can be extracted by saving the image of previous frames.
The diagram on the announcement page looks more like it's going to use the depth/motion buffers directly.

AMD FidelityFX Super Resolution 2.0 announced
17 Mar 2022 at 1:23 pm UTC Likes: 3

The
 
<meta name="description" content="Time. Get it? Never mind." />

on the announcement page made my day.

Double Fine say Psychonauts 2 for Linux and macOS still coming
15 Mar 2022 at 12:28 pm UTC Likes: 2

Quoting: ridge
Quoting: soulsourceI still haven't finished the first one... Might be fun on the Deck though.
The Linux version of Psychonauts has been nothing but trouble and Windows version never worked properly with Wine for me, but recently I found a way to make it a bit better. If it doesn't work outta the box see if this helps:

If you do play it on the Deck, try swapping libSDL-1.2.so.0 in the game files for a 32-bit build of the sdl12-compat [External Link] layer. Lets old SDL 1.2 software use 2.0 :grin:
(Tip for anyone who needs it, build with these args: -DCMAKE_C_FLAGS="-m32" -DSDL12TESTS=0 -DSDL12DEVEL=1)

Just installed the game and did this myself, works so much better now. Before, with SDL 1.2, I couldn't even alt-tab.
You will still need to tweak the in-game settings and perhaps the .ini config file, but it's playable now!

Pardon the unprompted SDL advice, I just love Psychonauts to bits and couldn't resist trying to help someone make it run better on Linux :tongue:
Thanks a lot, I hope I can still remember the tip once my deck arrives (probably some point in Q2...). I played the Linux build on the desktop some years ago, back when it was in Humble Indie Bundle 5. At that point it still worked out of the box, but distributions also still supported SDL 1 back then.

Double Fine say Psychonauts 2 for Linux and macOS still coming
15 Mar 2022 at 10:46 am UTC

I still haven't finished the first one... Might be fun on the Deck though.