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Latest Comments by NeoTheFox
Mike Shapiro drops a cryptic message from G-Man for the upcoming Half-Life: Alyx
2 Jan 2020 at 8:21 pm UTC Likes: 1

Quoting: Purple Library Guy
Quoting: NeoTheFox
Quoting: WorMzyI was excited for Alyx, until it was confirmed that it is a VR exclusive. Hopefully poor sales will prompt them to revise that decision and release a more accessible version of the game.
It's not fair to call this game an "exclusive". It was simply made for VR, you just can't get the same level of control without it. Unless you want to somehow emulate 18 degrees of freedom on some other device, making the most sophisticated QWOP ever. The game design is just not going to be compatible with a flatscreen, nor you would have a good time trying to emulate VR on it - you are free to try however, since OpenVR emulators are easily downloadable.
I have nothing against VR, but I don't actually see why the controllers used for VR couldn't be used for ordinary 3d games on a screen. You have depth of field, you could have things on your hands and "reach" with them and manipulate stuff.
It's just that if you've spent enough to have those controllers and motion sensors to tell when they move and stuff, you might as well spend a bit more and have VR. But that doesn't mean it wouldn't work; the two things have no necessary connection.
The game design goes deeper than bare controls. Every VR controller has 6 degrees of freedom - it can move along XYZ in space and it can also rotate around X Y and Z. This alone you can pull off on a flatscreen, but your head is a whole another controller, that can also move in X Y Z and rotate along them. This means that the approach game designer takes when creating the level accounts for your head being constantly in motion and being able to look around. It would simply not be an enjoyable experience if you don't have another controller for your head, because you can't observe everything around you. This would mean that things that specifically designed to happen around you are going to happen without you knowing. Have you ever noticed how in most games any notable event happens right in front of you and some times the camera even locks on it? Well here it's not going to be made this way. You would have to constantly spin your screen around, and maybe something like OpenTrack would help, but I bet it's going to be a lot of "how am I dead" moments, just because you haven't seen something happen.
The developers always take that into account when creating levels, and while you can absolutely emulate any controller, you can't emulate the experience.

Mike Shapiro drops a cryptic message from G-Man for the upcoming Half-Life: Alyx
2 Jan 2020 at 2:36 pm UTC Likes: 8

Quoting: WorMzyI was excited for Alyx, until it was confirmed that it is a VR exclusive. Hopefully poor sales will prompt them to revise that decision and release a more accessible version of the game.
It's not fair to call this game an "exclusive". It was simply made for VR, you just can't get the same level of control without it. Unless you want to somehow emulate 18 degrees of freedom on some other device, making the most sophisticated QWOP ever. The game design is just not going to be compatible with a flatscreen, nor you would have a good time trying to emulate VR on it - you are free to try however, since OpenVR emulators are easily downloadable.

Want to try Google Stadia early? We have a three-month Stadia Pro Buddy Pass to give away
17 Dec 2019 at 11:01 am UTC

I wanted to try it for a long time. I wonder how well it would work.

Mesa 19.3 released with huge updates for Linux open source graphics drivers
13 Dec 2019 at 4:33 pm UTC Likes: 1

Quoting: BielFPs
Quoting: x_wingyou can activate ACO backend by setting RADV_PERFTEST=aco env variable.
Does it work if I put DRI_PRIME=1 RADV_PERFTEST=aco %command% in the launch option of the game?
Yes, that's exactly how you should enable it

Mesa 19.3 released with huge updates for Linux open source graphics drivers
13 Dec 2019 at 1:02 pm UTC

Woo! So far not bugs found, I already enabled ACO system-wide. I love seeing all the improvements, even with them being just 1-2% they still do add up.

Completely bizarre 90's internet simulator Hypnospace Outlaw adds mod support
22 Nov 2019 at 3:18 pm UTC

One of my favorite games recently, it gets the spirit of the early internet perfectly

Kowai Sugoi Studios close up so they've made their point & click horror 'Shiver' free
22 Oct 2019 at 10:02 am UTC Likes: 6

It's a very cool but also very short game that reminds me a lot of Penumbra games. If you like that kind of stuff you should really dump that under 1 hour time into it, the thing is solid

vkBasalt, an open source Vulkan post processing layer for Contrast Adaptive Sharpening
21 Oct 2019 at 2:39 pm UTC Likes: 7

Great job on that sliding preview, it really works well for side-by-side. You are very good at this Liam.

Steam Play Proton 4.11-7 is out with more gamepad improvements and other misc fixes
9 Oct 2019 at 9:54 pm UTC Likes: 3

Nice to see better controller support! They still have to fix that bug when the Steam Big Picture UI gets activated out-of-screen but prevents the game to read the gamepad. Right now it is solved by disabling the big picture UI for games started with a gamepad.