Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone. Just good, fresh content! Alternatively, you can donate through PayPal. You can also buy games using our partner links for GOG and Humble Store.
Latest Comments by Ehvis
The hybrid combat mechanics in The Nightscarred: Forgotten Gods sounds exciting
18 June 2024 at 1:21 pm UTC Likes: 3

The game looks ambitious for what seems to be a first project. So I'll hold of on thinking anything about it until it's clear what they can actually manage.

Quoting: scaineI'll be gutted if this gets Denuvo, haha!

Then at least the Linux build will still be free of it. Sometimes it's a blessing when developers can't bother to make a native version of their product.

Valve faces a £656 million lawsuit in the UK for 'overcharging 14 million PC gamers'
18 June 2024 at 1:15 pm UTC Likes: 2

Quoting: LoudTechie
Quoting: benstor214
Quoting: EikeHow so? Contact some developers, many should be happy to break those alleged rules, someone breaks them, wait if valve reacts.
What rules?
Alleged rules.
Quoteforcing game publishers to sign up to pricing restrictions that dictate the lowest price games can be sold for on rival platforms.
Quotethe add-on content for games must also be purchased from Steam, restricts competition in the market.
You both question if they even exist.

It seems likely that something exists because this chatter has been there for too long. But I've never heard much context. For instance, if the rules say that the freely generated keys can't be used in other stores to undercut prices in the steam store, then I'd say that is a fair rule. That's a far cry from having a rule that states that you can't be more expensive regardless of how it's distributed, then it'd be a major violation of anti-competition rules. My guess is that there is something resembling the first scenario.

Selaco has sold 51,000 copies in only two weeks
17 June 2024 at 4:43 pm UTC Likes: 1

Quoting: tfkOk. How do I get the key card in the very first level? There is a door and I want to open it.

From demo memory, I'd say through a ventilation shaft.

Selaco has sold 51,000 copies in only two weeks
17 June 2024 at 1:16 pm UTC

Demo was great when I played it and the new current game looked even better when I watched Samsai play it. However, the content completion schedule is a bit too long for my liking, so this one will have to sit in the queue for while.

Factory building sim shapez 2 is launching in August
17 June 2024 at 1:14 pm UTC Likes: 1

Quoting: TeqI am following this with great anticipation. I like shapes, but the demo for shapes 2 was so much fun for me that I kinda stopped playing shapes because it wasn't the new interface and setup. I will surely play many hours of this.

Probably a good idea. I finished the game (as in built a MAM) before the announcement. And I do wonder if the new stuff is enough to make it feel like a whole new game. The demo of Shapez2 definitely felt more like a reskin. The two layer stuff didn't add anything substantial and the rest was just superficial. The full game will have a few new things (colours as fluids, trains and crystals), but it's hard to say if that fundamentally changes the game.

SteamVR 2.6 released with experimental improvements to async on Linux
13 June 2024 at 11:10 pm UTC

Quoting: Guest
Quoting: EhvisHad initial issues because my .steam directory was not what the setup script wanted and it couldn't find the runtime. After "fixing" that, it worked and I could enable async reprojection.

Yep. Basically, run SteamVR using `bin/vrstartup.sh` instead of launching it through Steam. This might also work:

https://github.com/Scrumplex/Steam-Play-None

I use that to keep 1.27.5 out of the runtime. It's not needed for 2.6. My issue was that .steam/bin/steam-runtime didn't exist. Apparently .steam/bin should be a symlink, but it wasn't for me.

SteamVR 2.6 released with experimental improvements to async on Linux
13 June 2024 at 1:28 pm UTC Likes: 6

Did a good amount of testing for the beta of this one.

Had initial issues because my .steam directory was not what the setup script wanted and it couldn't find the runtime. After "fixing" that, it worked and I could enable async reprojection.

There a positives and negatives. Positive is that it works and that the new async implementation can make it extremely smooth. Unfortunately, it is also very erratic and I get periods of harsh fps drops. I do think that reprojection holds up during the fps drops so head rotation remains smooth, but other motion is so far down that it's very jarring. This contrasts with the 1.27.5 implementation where games that ran below 120 fps (my selected headset fps) were generally consistently running at lower fps. However, this lower fps was still higher than the fps drops of 2.6, so it didn't really affect me as much. It's also much more of a problem in games with a lot of quick movement.

All in all, I'll go back to 1.27.5. But it's good to see there is at least progress.

Valve faces a £656 million lawsuit in the UK for 'overcharging 14 million PC gamers'
12 June 2024 at 6:36 pm UTC Likes: 4

Point 1 is fair and Valve deserves a good kick in the behind for that. Although I'm not entirely sure how strong that rule is. I think the Apple/Epic stuff discussed similar issues.

Point 2 is sounds fair in theory, but it would be a practical nightmare.

Point 3 has no chance. Although it does have some sort of tie in with point 1.

SteamVR for Linux gets "experimental improvements to async support"
30 May 2024 at 5:34 pm UTC Likes: 1

Quoting: Eike
Quoting: Ehvis
Quoting: Eike
Quoting: EhvisI've been using VR on Linux with a 2080 Ti since 2019 and the only issue that I've had that was nvidia specific was that support for async reprojection came later.

Do you happen to know if this is the same topic as the mentioned "Experimental improvements to async support"?

Not entirely sure what you mean by that.

There are problems with "async reprojection" (as far as I know, that's calculating frames in-between if the GPU is rendering them too slow), especially on Nvidia. And now there's "improvements to async support". Does this mean improvements to the async reprojection calculation? I mean, async can mean a lot of things I guess...?

Ah that. The description is not entirely accurate I think. When async is on, I get 120 frames per second presented to me at proper rotational correction. With regard to turning your head it's incredibly smooth and I can't perceive any lag. So clearly, something is working as it should. However, when fps is lower than 120, translations (like strafing past close objects) appear at much lower fps. Much lower than what the game is actually rendering at. So clearly not every frame that is rendered is presented in reprojected form, something which async reprojection is meant to do. So somewhere the reprojection system is working with old frames and skipping in between ones.

Whether this has been fixed or improved with this "improvement" I don't know yet. But I have seen reports that it is at least working, which means that they fixed two issues. A black screen in the headset when async reprojection was enabled and the inability of the VR startup script to set the proper permissions for the VR compositor to create a high priority queue. I'll have a check this weekend to see how it's doing.

SteamVR for Linux gets "experimental improvements to async support"
30 May 2024 at 2:48 pm UTC

Quoting: Eike
Quoting: EhvisI've been using VR on Linux with a 2080 Ti since 2019 and the only issue that I've had that was nvidia specific was that support for async reprojection came later.

Do you happen to know if this is the same topic as the mentioned "Experimental improvements to async support"?

Not entirely sure what you mean by that.