Latest Comments by Ehvis
The monster taming metroidvania "Monster Sanctuary" enters Early Access this month
8 Aug 2019 at 2:54 pm UTC Likes: 2
8 Aug 2019 at 2:54 pm UTC Likes: 2
Split the difference, Pokemonstervania!
NVIDIA have released some GPU documentation on GitHub
8 Aug 2019 at 9:33 am UTC Likes: 2
8 Aug 2019 at 9:33 am UTC Likes: 2
Quoting: HoriIf not for the greed with the pricing of the 20xx series, Nvidia would have been an ok company in my book.Greed is not really the thing at work here. The 2080 Ti (and to 2080 to a lesser extent) is the one with the really excessive price and there is absolutely no competition for that card to drive the price down. So they only really compete with themselves. I suspect the production capacity of these high end models is not that big, so they have reason at all to lower the price. It would be nice if AMD entered that segment, but I don't think they're exactly in a hurry to do so.
Non-linear RPG "Dark Envoy" from the developer of Tower of Time announced, planned for Linux
6 Aug 2019 at 9:40 pm UTC Likes: 1
6 Aug 2019 at 9:40 pm UTC Likes: 1
Ef yes! That trailer has a boat load of style. And after Tower of Time I need to know no more. Count me in!
A look at how Steam Play is doing, based on the ProtonDB reports from July
6 Aug 2019 at 10:55 am UTC Likes: 1
6 Aug 2019 at 10:55 am UTC Likes: 1
Quoting: Avehicle7887Something to point out with ProtonDB is that even if a game is reported as Borked, these are to be taken with a grain of salt. Some reports mention a specific game may run with plain wine, while some others are so old they don't reflect current status.Funny enough, the opposite is also true. There are games that are still listed as working (silver or so) but are actually completely broken since a later update (due to adding EAC for instance).
Another SteamVR release is up, further improving the VR experience on Linux
6 Aug 2019 at 10:08 am UTC
6 Aug 2019 at 10:08 am UTC
Quoting: Sil_el_motYes and I do have controllers in game. Last time I tried it, I was still on the main SteamVR branch though (which is now the previous release). I can try again with the latest update.Quoting: EhvisThe Lab - Proton. Works perfectly, but it tends to crash the first time you start a new minigame. As if the game takes issue with the long shader compile time. Always loaded after a restart.Do you use the Index? I have no Controllers in the game and can't press Start on the very first Terminal.
A look at how Steam Play is doing, based on the ProtonDB reports from July
6 Aug 2019 at 8:52 am UTC Likes: 1
6 Aug 2019 at 8:52 am UTC Likes: 1
Quoting: EikeSo, BTW and IMHO, having to set environment variables would be gold, not platinum.Something not all submitters appear to honour. I see a lot of platinum reports that still mention a specific setting. So I expect the realistic number of platinums to be lower in favour of gold.
Another SteamVR release is up, further improving the VR experience on Linux
6 Aug 2019 at 8:36 am UTC
As for what works and what doesn't, most things seems to work for me (although not entirely stable). It's more a matter of sorting out the generic VR support stuff, which is still a bit limited.
Things I have tried so far:
Balloonatics - Native. Works perfectly, but I can't really take the motion.
The Lab - Proton. Works perfectly, but it tends to crash the first time you start a new minigame. As if the game takes issue with the long shader compile time. Always loaded after a restart.
Serious Sam - The First Encounter - Native. Works great, but has a control issue because it responds to finger tapping on the thumb stick (from the distance detection, not clicking).
X-Plane 11 - Native. Works, but has control issues with the Index controllers and needs A LOT of tweaks for peformance.
QuiVR - Native experimental. Failed to launch.
Guns 'n' Storier Demo - Proton. Works perfectly.
Talos Principle VR - Native. Works perfectly except for a control issue that seems to prevent me from picking up the tetris pieces in the gate puzzles.
When I finish making space, I'll have to try some more room scale stuff.
Apart from the Croteam stuff, I haven't really bought any VR games yet. First going through the free stuff to see what kind of game style works for me. Two things are clear though. You'll be leaning heavily on Proton for now. And seeing how hard motion hits you, games that work well in VR are a completely different style to what is good normally.
6 Aug 2019 at 8:36 am UTC
Quoting: Corben..., and iirc there is a new issue regarding the controller input API (#2836 [External Link]) which has to be fixed in Proton, ...If I understand correctly, that only applies to games that use the newer version of the api and this should now be included in Proton 4.11.
As for what works and what doesn't, most things seems to work for me (although not entirely stable). It's more a matter of sorting out the generic VR support stuff, which is still a bit limited.
Things I have tried so far:
Balloonatics - Native. Works perfectly, but I can't really take the motion.
The Lab - Proton. Works perfectly, but it tends to crash the first time you start a new minigame. As if the game takes issue with the long shader compile time. Always loaded after a restart.
Serious Sam - The First Encounter - Native. Works great, but has a control issue because it responds to finger tapping on the thumb stick (from the distance detection, not clicking).
X-Plane 11 - Native. Works, but has control issues with the Index controllers and needs A LOT of tweaks for peformance.
QuiVR - Native experimental. Failed to launch.
Guns 'n' Storier Demo - Proton. Works perfectly.
Talos Principle VR - Native. Works perfectly except for a control issue that seems to prevent me from picking up the tetris pieces in the gate puzzles.
When I finish making space, I'll have to try some more room scale stuff.
Apart from the Croteam stuff, I haven't really bought any VR games yet. First going through the free stuff to see what kind of game style works for me. Two things are clear though. You'll be leaning heavily on Proton for now. And seeing how hard motion hits you, games that work well in VR are a completely different style to what is good normally.
Another SteamVR release is up, further improving the VR experience on Linux
5 Aug 2019 at 5:57 pm UTC Likes: 1
5 Aug 2019 at 5:57 pm UTC Likes: 1
Quoting: ShmerlWhy don't they replace SteamVR with OpeHMD+Monado for example?Because both are not even close to feature complete. In fact, the only feasible way to run OpenHMD on Linux is through SteamVR. And, iirc, the only feasible way to run Monado is through OpenHMD. Slight problem there.
Another SteamVR release is up, further improving the VR experience on Linux
5 Aug 2019 at 3:58 pm UTC
5 Aug 2019 at 3:58 pm UTC
Quoting: ShmerlWhy are they pushing SteamVR instead of let's say backing Monado/OpenHMD? Weren't Valve one of the major contributors to OpenXR?Not exactly the same thing. SteamVR involves more than just the hardware interface. I wouldn't be surprised if SteamVR started using OpenXR at some point.
Another SteamVR release is up, further improving the VR experience on Linux
5 Aug 2019 at 12:15 pm UTC Likes: 6
My point is that it shouldn't be necessary. Pushing on thumb sticks was annoying on xbox controllers and I never used it because it was uncomfortable. On the small sticks on the Index controllers it is even more uncomfortable and I don't ever want to be put into a situation where I have to click and move it. If that happens, I consider it a software problem that needs to be fixed.
5 Aug 2019 at 12:15 pm UTC Likes: 6
Quoting: Sil_el_motI know it doesn't work. And frankly, considering the geometry of those sticks, I can't see how you could ever make that work properly.Quoting: EhvisSomehow I feel the whole thumb stick click is blown out of proportion.i myself have no click-feeling at all at any edges. it is quiet uncomfortable with games that need it to run, and these are quiet a number.
i bought the controllers for 300€ so i expect them to work for this price.
My point is that it shouldn't be necessary. Pushing on thumb sticks was annoying on xbox controllers and I never used it because it was uncomfortable. On the small sticks on the Index controllers it is even more uncomfortable and I don't ever want to be put into a situation where I have to click and move it. If that happens, I consider it a software problem that needs to be fixed.
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