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Latest Comments by Guraan
Threaded OpenGL in Mesa will not help Feral's Linux ports and probably others too
7 Feb 2017 at 11:08 pm UTC

Quoting: Guest
Quoting: Guraan
Quoting: Guest
Quoting: GuraanDoes anyone know a mirror to the spec? Was trying on mesa3d.org but all links in extensions are broken for me and google did not give any hit.
Sorry, I'm tired and possibly missing something - which spec are you after in particular?
the ogl registry spec (official/draft) (like the ones on https://khronos.org/registry/OpenGL/index_gl.php) [External Link], they had the GLX_MESA_multithreaded_make_current document on the mesa3d site but now i cannot even access the root of that one.
Hmm, I'm only aware of the Khronos site for official OpenGL specs, and of course the online man pages through opengl.org (which are basically just info pulled from the spec itself). So if they don't have what you're looking for, can't help much there sorry!
No Worries, mesa3d is up again and the spec is available at https://mesa3d.org/extensions.html [External Link] for those (besides me) that wants to read it O;)

Edit: direct link: https://mesa3d.org/specs/MESA_multithread_makecurrent.spec [External Link] dated 2011, is this actually the correct one?

Threaded OpenGL in Mesa will not help Feral's Linux ports and probably others too
7 Feb 2017 at 10:27 pm UTC

Quoting: Guest
Quoting: GuraanDoes anyone know a mirror to the spec? Was trying on mesa3d.org but all links in extensions are broken for me and google did not give any hit.
Sorry, I'm tired and possibly missing something - which spec are you after in particular?
the ogl registry spec (official/draft) (like the ones on https://khronos.org/registry/OpenGL/index_gl.php) [External Link], they had the GLX_MESA_multithreaded_make_current document on the mesa3d site but now i cannot even access the root of that one.

Threaded OpenGL in Mesa will not help Feral's Linux ports and probably others too
7 Feb 2017 at 7:41 pm UTC

Does anyone know a mirror to the spec? Was trying on mesa3d.org but all links in extensions are broken for me and google did not give any hit.

Mesa 12 released, Vulkan for Intel, OpenGL 4.3 and more for open source graphics users
9 Jul 2016 at 5:04 pm UTC

just have to ask; is this as usual just a few selected cards or is it for everyone?

An interview with Paradox Development Studios about supporting Linux
22 Jun 2016 at 11:15 pm UTC Likes: 2

Yes I have been a bit late to the party so this is gonna be a wall of text (ck2 style) lmao

Quoting: GuestOh another Slackware user :).
Quoting: TincheA big thanks to Gustav (and Paradox of course) for their hard work on supporting Linux :)
Born and breath! my first linux dist install must have been slack 3.4-3.5 but then i was to young to understand it or anything *nix lol. But i am back again since at least 15 years and i always use slack as base, than again AlienBob should have many special thanks for his work (on cross platform for slack) besides the ordinary slackware tree O;)
And thank you all for this much positivity,I am a gamer myself and i hope i can provide the info (me and) you strife for O;)

Quoting: BaemirThese interviews are always so discouraging.
Why? did i do something awfully wrong?

Quoting: ShmerlYou should have asked them if they plan to release their future games on GOG and other DRM-free stores rather than keeping them Steam exclusives.
Really good question, and i cannot answer the question in full. But as pointed out hoi4 is "drm free", but it will use steam for internet mp games and matchmaking. This might of course change with time O;)

Quoting: ShmerlAnother minus to them for not submitting bugs to Mesa, and another major minus for trying to justify why they aren't releasing 64-bit versions. The later was really weird.
Oh 2 in one there: I never said that we where not submitting bugs, it is just when the "pipeline" gets to broad to figure out if it a driver bug or a game bug than we do not have the resources.
The 64:bit question i am not sure why you think was strange, i would gladly release games for x32 but since that support is very limited in a native install i am not sure that would be a great idea....

Quoting: Kimyrielle
Quoting: Mountain ManReally? I thought it was very encouraging, and Paradox is a great example to point to when the naysayers claim that supporting Linux is too difficult and unprofitable.
Heh, seriously. It shouldn't be surprising that we're a tiny platform, because we just are. The encouraging part is where great studios like Paradox support us anyway because they share our vision that Linux can and will be less tiny a platform one day. They wouldn't do it otherwise. They are still a business, not a charity.
In sales there is no excuse; we should just abandon both linux and osx no doubt. But in spirit and the diversity of development tools i hope we do not O;) the info you can get on a memleak, heap corruption or threads deadlocking by just running asan, tsan, valgrind (with different tools) or just osx instruments (etc) is priceless when it comes to keeping down the development cost O;)

Quoting: adolsonWhere do we give feedback like he asks? Will he read the comments here?
Nah i am just gonna continue ignore everything you guys have posted lol official pdx forums is best way to give feedback just as BTRE said.
And since i have edited this post like 500 times now, I probably keep an eye on this thread in the future as well lmao

Quoting: badber
Quoting: BTRESince the topic of core-utilization came up, here's a definite and recent confirmation [External Link] that their games use multiple cores and that optimization isn't so straight forward.
I won't claim to know anything about their particular challenges but of course saying that some parts of their games utilize multiple cores doesn't mean they are utilizing them everywhere they could. In any case their existing performance problems seem like they are much more likely to be solved by using more of the general purpose cores than they would be with a GPU. The developer comments on that thread sounded like they aren't really interested in doing much about it though.
Yeah, we have a lot of things that issue tbh, right now our load balancer algo seems very off compared on how late games are done, so "we choose poorly" sorry about that.

And yeah a few coworkers and i discussed the topic about a "game engine", what we came to is more or less:
clausewitz is very much just a framework if you compare it to Unity etc, this just makes it more flexible (and harder to code)... Conclusion is just not to blame clausewitz for project errors O;)

And once again, great thanks to both BTRE and GOL!