Latest Comments by Ehvis
SteamVR 2.6 released with experimental improvements to async on Linux
13 Jun 2024 at 1:28 pm UTC Likes: 6
13 Jun 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.
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 Jun 2024 at 6:36 pm UTC Likes: 4
12 Jun 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.
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
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.
30 May 2024 at 5:34 pm UTC Likes: 1
Quoting: EikeAh 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.Quoting: EhvisThere 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...?Quoting: EikeNot entirely sure what you mean by that.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"?
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
30 May 2024 at 2:48 pm UTC
Quoting: EikeNot entirely sure what you mean by that.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"?
SteamVR for Linux gets "experimental improvements to async support"
30 May 2024 at 11:07 am UTC Likes: 1
30 May 2024 at 11:07 am UTC Likes: 1
Quoting: thetoonGiven I'm using an RTX3X as GPU (not the most sensible choice for VR on Linux, from what I've gathered).RTX GPU is fine. There may be some occasional differences where something breaks on nvidia and not on amd, but this is more a problem of the state of SteamVR for Linux. I'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.
Kickstarter will now allow late-pledges for finished campaigns
22 May 2024 at 10:18 am UTC Likes: 9
22 May 2024 at 10:18 am UTC Likes: 9
I'm surprised it took this long. So many project allowed paypal backing after the kickstarter campain with kickstarter not seeing a cent of it.
Soulstone Survivors has a new character that looks suspiciously from Deep Rock Galactic
18 May 2024 at 10:04 am UTC Likes: 4
18 May 2024 at 10:04 am UTC Likes: 4
Haven't unlocked this character yet, but the game is pretty good. It has some weird aspects to it though. You can level until complete utter chaos fills the entire screen because you can just hop into the endless portal and continue. You will eventually die though because the enemies seem to go up quicker and you'll fall victim to AOE attacks that you can't see coming in the chaos.
If you manage to get a good amount of defence going you might actually cheat death. In one run I became nearly impervious due to an interesting combination of effects that negated almost all damage. In that case, you'll run into the exponential boss health problem. By the time bosses get to 50-60 billion health, it would take about 10 minutes to trickle them down. Did one run like that, but now I take the exit before I get there since there really is no benefit in going through that.
If you manage to get a good amount of defence going you might actually cheat death. In one run I became nearly impervious due to an interesting combination of effects that negated almost all damage. In that case, you'll run into the exponential boss health problem. By the time bosses get to 50-60 billion health, it would take about 10 minutes to trickle them down. Did one run like that, but now I take the exit before I get there since there really is no benefit in going through that.
Valheim: Ashlands is out now with a supremely cool animated trailer
15 May 2024 at 3:00 pm UTC
15 May 2024 at 3:00 pm UTC
I wonder what the roadmap is. I would like to start another run, but since time is constrained I only want to do that when the final content update is in.
EA want to put adverts in your video games to squeeze you for every penny
13 May 2024 at 12:31 pm UTC
13 May 2024 at 12:31 pm UTC
Quoting: Talon1024The Seven Deadly Sinners of the Game IndustryWarner Bros Games would be envy I'd say. In particular their envy towards live service.
Greed: EA
Wrath: Nintendo
Sloth: Bethesda
Pride/Hubris: Rockstar Games
Lust: Epic Games
Gluttony: Microsoft
Envy: ???
EA want to put adverts in your video games to squeeze you for every penny
13 May 2024 at 10:03 am UTC Likes: 6
13 May 2024 at 10:03 am UTC Likes: 6
It's very simple to me. Ads are not compatible with paying. But in this case it's EA, so nothing is lost in the first place.
- GOG now using AI generated images on their store [updated]
- CachyOS founder explains why they didn't join the new Open Gaming Collective (OGC)
- The original FINAL FANTASY VII is getting a new refreshed edition
- GOG job listing for a Senior Software Engineer notes "Linux is the next major frontier"
- UK lawsuit against Valve given the go-ahead, Steam owner facing up to £656 million in damages
- > See more over 30 days here
Recently Updated
- I need help making SWTOR work on Linux without the default Steam …
- whizse - Browsers
- Johnologue - What are you playing this week? 26-01-26
- Caldathras - Game recommendation?
- buono - Will you buy the new Steam Machine?
- CatGirlKatie143 - 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