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Latest Comments by rcrit
Rise of the Tomb Raider tested on AMD RX 580
20 April 2018 at 1:09 pm UTC

Quoting: Shmerl
Quoting: x_wingIf you want to have a multiplatform support you will need an abstraction layer that "wraps" the OS API, every software has to do that in order to get multiplatform support

In case of proper multiplatform engine, such abstraction sits above system specific APIs. In case of wrapping, system specific API like D3D takes priority, and everything else is translated from it. I.e. it's a post factum design that needs to retrofit things, rather than proper from scratch one.

As far as I know, Feral don't redesign existing Windows only engines, they just fit Vulkan behind D3D for them. Therefore it's a wrapper, and not a native approach.

strings says DX11:

NxShader_DX11CopySurfacePS_Default
NxShader_DX11CopySurfaceVS_Default
NxShader_DX11ErrorMatPS_ColorPass
NxShader_DX11ErrorMatVS_Default
NxShader_DX11HistogramDebug_ColorPass
...
DX11AdapterId
DX11OutputId

I'm not sure how you are using the term wrapper vs native. I suppose you mean writing a new graphics backend for the engine vs translating the DX11 API into Vulkan calls. Seems like the translation is a more generic solution and more easily applied to other games. It's the sort of thing that could build momentum and as more support is added and performance tweaked then porting games only becomes easier over time, as opposed to writing a from-scratch backend for an engine they might never use again.

NVIDIA 396.18 beta driver is out with a new Vulkan SPIR-V compiler to reduce shader compilation time
10 April 2018 at 8:50 pm UTC Likes: 3

According to the dxvk-users channel on Discord the new driver and compiler are not great. FPS are cut by half and rendering is terrible.

A massive 7 Days to Die update is due next week with masses of new content
12 June 2017 at 3:01 pm UTC Likes: 1

A lot of the game has been re-balanced: wood is hard to collect early game, animals provide a lot more meat, craft spamming no longer works, skill tree changes.

I'm finding it much more challenging than A15. There are a lot more, and larger, wandering hordes. Wolves are fairly common and can be difficult to deal with (the AI isn't quite right which makes it slightly easier to handle). In the first week I ran into the new dire wolves and several bears (who I luckily avoided).

For reference, my last A15 game I was on day 121 and hadn't died once. In A16 I'm on day 11 and have died 3 times (all wolf deaths).

The 7th day horde was a bit of a joke. I had a harder time with the wandering hordes. I only had to deal with 3 zombines, at most, at a time. I probably could have done it on the ground.

There is a bug in sleeper zombie spawning, or I haven't improved enough of the POI I'm in. Every now and then a half-dozen or so sleepers spawn in my base building.

Please consider supporting me on Patreon so I can continue bringing you daily Linux gaming content
6 June 2017 at 3:42 pm UTC Likes: 7

I still remember the dark days before GoL where finding reliable, reasoned news on Linux gaming was hit or miss and not even close in terms of real-time information. I'm happy to contribute to the site.

Interview with Aspyr Media about porting Civilization VI to Linux and other interesting questions
10 February 2017 at 3:17 pm UTC Likes: 2

Jedi Outcast and Jedi Academy both have open source ports that work great (and there are several).

I've used https://github.com/xLAva/JediAcademyLinux and https://github.com/xLAva/JediAcademyLinux

Aspyr Media are celebrating their 20th anniversary with a big sale
16 September 2016 at 5:20 pm UTC Likes: 1

You can play Jedi Academy and Jedi Outcast on linux by building your own binaries:

https://github.com/xLAva/JediAcademyLinux
https://github.com/xLAva/JediOutcastLinux

OpenRW, an open source engine for Grand Theft Auto III
20 May 2016 at 1:09 pm UTC Likes: 1

I built in Fedora 23. I didn't have to install much, just bullet-devel, boost-devel and libmad-devel. When compilation failed I used the repos to find out which package(s) include the missing files and it was pretty obvious from there.

Framerates are fine. Beyond the missing features and huge minimap it is totally playable. I ran in a 1024x768 window.

I tried a faster car and it actually worked as expected, pretty peppy. I drove around town a while and it looked like I was able to damage the car just not to the point where it would blow up. I also couldn't run people down but there are the random NPCs walking all over the place.

OpenRW, an open source engine for Grand Theft Auto III
19 May 2016 at 3:31 pm UTC Likes: 8

I build from source and it seems promising. There is a test option from the menu so I chose that. It drops you onto a parking garage with all the weapons and a variety of vehicles. The weapons can be picked up but have no ammo. The cars can be driven but they are all basically the same AFAICT. You can't damage vehicles.

It looks really good except for the minimap which isn't so mini:



I think the original games used the same engine. The current build of openrw doesn't work for me with GTA:VC (I get a segfault).

Dying Light finally adds a Chromatic Aberration toggle in the latest patch
23 March 2016 at 3:38 pm UTC Likes: 1

Hey, nice. I reported the movies not working issue. Tech support blew me off with "try re-installing your video driver". Glad it got fixed.