Latest Comments by chelobaka
Valve adds support for games using CEG DRM through Steam Play Proton
30 Oct 2021 at 11:23 am UTC
30 Oct 2021 at 11:23 am UTC
Quoting: chelobakaNot all CEG titles work so far. It seems Valve announced only the working ones.All above titles work with Proton Experimental bleeding-edge beta.
- Lara Croft & the Guardian of Light — works, takes a lot of time to start
- Warhammer 40000: Space Marine — doesn't work
- The Bureau: XCOM Declassified — doesn't work
- Darkness II — starts, shows cinematics and crashes. Didn't start before.
Valve adds support for games using CEG DRM through Steam Play Proton
29 Oct 2021 at 6:56 pm UTC Likes: 1
29 Oct 2021 at 6:56 pm UTC Likes: 1
Not all CEG titles work so far. It seems Valve announced only the working ones.
- Lara Croft & the Guardian of Light — works, takes a lot of time to start
- Warhammer 40000: Space Marine — doesn't work
- The Bureau: XCOM Declassified — doesn't work
- Darkness II — starts, shows cinematics and crashes. Didn't start before.
New Steam Client Beta adjusts the Vulkan pre-caching system and PipeWire for Linux
29 Sep 2021 at 9:04 am UTC Likes: 1
29 Sep 2021 at 9:04 am UTC Likes: 1
Quoting: BeamboomOk so let me see if I understand correctly: Is Pipewire a *drop-in* replacement for both pulseaudio and jack?Yes, it's a drop-in replacement, though it's not that simple as just installing the one and removing the other. Fedora switched to PipeWire by default, other distros might require manual configuration. Steam works fine with PulseAudio so there is nothing to gain from tinkering with PipeWire.
So any application who utilise either of the two will also work on pipewire without alteration in their setup? Install pipewire and remove jack and pulse, and all should work as before only with potential latency benefits?
I get that impression from the pipewire homepage, but it's not very explicit in their dsecriptions.
Warhammer: Vermintide 2 developer responds on Easy Anti-Cheat for Linux with Proton
28 Sep 2021 at 10:30 am UTC Likes: 5
28 Sep 2021 at 10:30 am UTC Likes: 5
Funny how Valve keeps silence about its own CEG DRM which brakes several old games.
Zink Vulkan driver Suballocator lands in Mesa, certain games get 'over 1000%' more FPS
18 Aug 2021 at 9:13 pm UTC
18 Aug 2021 at 9:13 pm UTC
Quoting: ArtenI don't think that Deck is totaly unrelated. If it can get you better performance, you can limit max framerate and get more battery life on Deck.How can you get more performance by adding extra translation layer between hardware and userspace application? Well, you won't ;-)
Zink Vulkan driver Suballocator lands in Mesa, certain games get 'over 1000%' more FPS
18 Aug 2021 at 9:11 pm UTC Likes: 1
18 Aug 2021 at 9:11 pm UTC Likes: 1
Quoting: ArdjeAMD GPUs have superb open source OpenGL implementation in Mesa. Nothing is "lagging" there for many years. One of the most heaviest OpenGL games — Deus Ex: Mankind Divided — works fine with it.Quoting: chelobakaThere must be a good practical reason for this project if Valve puts their money in it. Upcoming Steam Deck doesn't need it so it must be something else. Well, Vulkan is supported by Android and there's no OpenGL there, but x86 emulation on ARM should be expensive... or maybe not that expensive?The Steam Deck needs it because it contains AMDGPU.
There is no fast opensource opengl implementation for AMD. And the closed ones suck.
So doing this opens up 20 years of opengl applications on any vulkan hardware.
To be clear: anything of GCN 1.0 and higher has a superb vulkan performance, but opengl performance in opensource is "lagging", and you don't want proprietary if you already have everything open. And I think the proprietary opengl implementation is also not that great.
Valve is actively fixing Vulkan drivers. So if they can fix the OpenGL legacy and make the implementation open, or even keep OpenGL as an easy interface to Vulkan layer, they will still have all access to all layers.
And for me personally it means that opengl will be coming to arm hardware :-).
Zink Vulkan driver Suballocator lands in Mesa, certain games get 'over 1000%' more FPS
18 Aug 2021 at 1:51 pm UTC
18 Aug 2021 at 1:51 pm UTC
There must be a good practical reason for this project if Valve puts their money in it. Upcoming Steam Deck doesn't need it so it must be something else. Well, Vulkan is supported by Android and there's no OpenGL there, but x86 emulation on ARM should be expensive... or maybe not that expensive?
Proton 6.13 GE-1 is out now with AMD FidelityFX Super Resolution, Resizable BAR
28 Jul 2021 at 3:37 pm UTC
28 Jul 2021 at 3:37 pm UTC
It's not mentioned in the article, but so far FSR patch implements only FP32 path. AMD Vega and later and NVIDIA Pascal and later hardware also supports faster FP16 path. If the patch goes upstream developer promise to implement FP16 path as well.
Proton 6.13 GE-1 is out now with AMD FidelityFX Super Resolution, Resizable BAR
28 Jul 2021 at 8:46 am UTC Likes: 1
WINE_FULLSCREEN_FSR_STRENGTH option only affects amount of sharpening in scaled image.
28 Jul 2021 at 8:46 am UTC Likes: 1
Quoting: bwyanIn regards to FSR support, how does one go about configuring FSR quality levels? Is that even an option in this case?FSR quality levels are just scale factors. In case of Proton GE implementation you just choose rendering resolution in game, and the image is upscaled to native monitor resolution using FSR algorithm. For example you choose 2560x1440 in your game while your monitor is 3840x2160 which gives you 1.5x scale factor. It's a "Quality" FSR mode In AMD terminology.
WINE_FULLSCREEN_FSR_STRENGTH option only affects amount of sharpening in scaled image.
Proton 6.13 GE-1 is out now with AMD FidelityFX Super Resolution, Resizable BAR
27 Jul 2021 at 3:41 pm UTC
27 Jul 2021 at 3:41 pm UTC
Quoting: benjamimgoisFSR is a great addition ! and linux exclusive feature. I wish we could create some kind of "white list" for the FSR feature, because games with internal scalers doesn't work with the feature. I was trying it with RE3 and didn't know why FSR wasn't working, until Eggroll told me that it wouldn't work.Control has internal scaler and can fall into this category. For me DXVK hud is rendered at game resolution (1440p) instead of monitor resolution (2160p). On the other side DE:MD doesn't have internal scaler and DXVK hud is rendered at monitor resolution while the game is configured at lower resolution.
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