Latest Comments by rcrit
The World of Goo 10 year update is now out for Linux gamers, working well
6 May 2019 at 7:41 pm UTC
6 May 2019 at 7:41 pm UTC
I got the game from an early Humble Bundle. I wonder how I can get access to the updated bits.
CodeWeavers have released CrossOver 18.5 pulling in Wine 4.0 and FAudio
22 Mar 2019 at 3:19 pm UTC Likes: 2
22 Mar 2019 at 3:19 pm UTC Likes: 2
I've played a couple of games in Crossover just to see how the experience was (it's fine) but mostly I subscribe as a way to support the wine community.
I suppose I'd disagree that Transgaming was in any way "shady". I do agree they took a very odd path given they are now a real estate company IIRC.
I suppose I'd disagree that Transgaming was in any way "shady". I do agree they took a very odd path given they are now a real estate company IIRC.
Proton 3.16-8 beta is out for Steam Play with DXVK 1.0 and game fixes
8 Mar 2019 at 9:11 pm UTC
8 Mar 2019 at 9:11 pm UTC
I didn't have any mouse problems using the experimental build of Subnautica. That would be worth a try if you continue to have issues.
The open source Morrowind game engine 'OpenMW' is going to officially bring in multiplayer
11 Feb 2019 at 3:48 pm UTC
11 Feb 2019 at 3:48 pm UTC
You are assuming that the state tracking that multiplayer adds doesn't also include subtle bugs when only one player is playing (as opposed to the pure singleplayer that exists today).
That said, I'm excited to see MP.
That said, I'm excited to see MP.
SEGA Mega Drive and Genesis Classics now officially supports Linux with a big update & price drop
29 May 2018 at 6:31 pm UTC
29 May 2018 at 6:31 pm UTC
I bought this in 2015 and have no memory of it. Guess it was too good a deal to pass up...
Broforce, one of the best action platformers ever just got a nice performance patch
15 May 2018 at 2:26 pm UTC Likes: 1
15 May 2018 at 2:26 pm UTC Likes: 1
Watching your multi-player mayhem on Twitch got me re-engaged in the game a while back :-)
Rise of the Tomb Raider tested on AMD RX 580
20 Apr 2018 at 1:09 pm UTC
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.
20 Apr 2018 at 1:09 pm UTC
Quoting: Shmerlstrings says DX11: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 supportIn 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.
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 Apr 2018 at 8:50 pm UTC Likes: 3
10 Apr 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 Jun 2017 at 3:01 pm UTC Likes: 1
12 Jun 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.
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 Jun 2017 at 3:42 pm UTC Likes: 7
6 Jun 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.
- Legendary, the free and open source Epic Games Launcher, has moved to a new organisation
- Godot gets a funding boost from Slay the Spire 2 devs Mega Crit
- Bazzite Linux gets some major upgrades for the April 2026 Update
- Valve dev fixes up VRAM management on AMD GPUs to improve performance
- Proton Experimental brings fixes for classic Resident Evil 1 & 2, Dino Crisis 1 & 2 and more
- > See more over 30 days here
- To wait or not to wait
- GustyGhost - Proton/Wine Games Locking Up
- tuubi - The Great Android lockdown of 2026.
- LoudTechie - Introduce Yourself!
- LoudTechie - Shop Crush - Psychological Horror Thrift Sim with Literal Illusio…
- hollowlimb - See more posts
How to setup OpenMW for modern Morrowind on Linux / SteamOS and Steam Deck
How to install Hollow Knight: Silksong mods on Linux, SteamOS and Steam Deck