Latest Comments by Jau
Chiaki, an open source PlayStation 4 Remote Play client is out and it works on Linux
28 Sep 2019 at 2:30 am UTC
28 Sep 2019 at 2:30 am UTC
Awesome ! <3:woot:
(But I would use my PS4 Pro gamepad :whistle: )
(But I would use my PS4 Pro gamepad :whistle: )
Planet Explorers goes free as Pathea Games lose the multiplayer code
3 Jul 2019 at 9:25 am UTC Likes: 2
It's always complicated nowadays when you are a small indie : free storage is nice but... is anything free ? Versioning systems for closed sources have a cost and there is always the bandwidth problem : game projects are HUGE. Not only you have all the game content and it's sources, but you also have a lot of garb** *erm* a lot of things that won't always be useful in the near future lol.
3 Jul 2019 at 9:25 am UTC Likes: 2
Quoting: liamdaweLOL agree, it would be incredibly stupid ! :DQuoting: EhvisThis almost sounds too silly to be true. Of course there is the "don't attribute to malice that which can be adequately explained by incompetence" idea, but you do have to wonder whether there may be an ulterior motive here. Possible they just want to get on with new stuff and not spend time fixing horrible broken old code for a game that won't generate much in sales from this point.If it's a case of them wanting to move on, it's the worst kind of marketing possible to make your studio sound like a bunch of complete fools.
It's always complicated nowadays when you are a small indie : free storage is nice but... is anything free ? Versioning systems for closed sources have a cost and there is always the bandwidth problem : game projects are HUGE. Not only you have all the game content and it's sources, but you also have a lot of garb** *erm* a lot of things that won't always be useful in the near future lol.
The former Paradox Interactive CEO thinks "platform holders" 30% cut is "outrageous"
2 Jul 2019 at 9:22 am UTC Likes: 1
2 Jul 2019 at 9:22 am UTC Likes: 1
I agree, it's a lot. The problems are :
- Desktop gaming might become more profitable if the cut is reduced, but consoles don't care about Epic.
- Players don't want low-cost platforms like Epic sh*t. And Linux gamers just want... games lol.
We need to find a way to help small game developpers (sorry I won't cry for these big AS with their lootboxes and all sorts of microtransactions) get a better cut. But if Epic (or anyone wanting to help with a marketplace) can't make a real "platform" and if Nintendo and
Sony don't see a real marketing "plus", nothing will change.
So : Gamers need to be vocal ! Maybe even say out loud : "we will by next gen consoles if the cut is better there and come to Epic Store if it's no longer a sad joke for it's customers"
- Desktop gaming might become more profitable if the cut is reduced, but consoles don't care about Epic.
- Players don't want low-cost platforms like Epic sh*t. And Linux gamers just want... games lol.
We need to find a way to help small game developpers (sorry I won't cry for these big AS with their lootboxes and all sorts of microtransactions) get a better cut. But if Epic (or anyone wanting to help with a marketplace) can't make a real "platform" and if Nintendo and
Sony don't see a real marketing "plus", nothing will change.
So : Gamers need to be vocal ! Maybe even say out loud : "we will by next gen consoles if the cut is better there and come to Epic Store if it's no longer a sad joke for it's customers"
Unreal Engine 4.21 is out, now defaults to the Vulkan API on Linux
17 Dec 2018 at 1:58 pm UTC
17 Dec 2018 at 1:58 pm UTC
Some news !
4.20.1 works great but you need to open it with -opengl .
When you want to test your project at full performances, just open it as "standalone game".
Gamepads work perfectly too.
One more thing : Epic told me NOT to use 415 ! This beta driver is unstable and not supported by Unreal Engine. I ran some tests and yes, I can confirm a lot of trouble with many Vulkan products.
0 problems with my project ! PS4 gamepad is super reponsive and FPS locked at 60 with all my post-processes and emitters ! I'm relieved :P
4.20.1 works great but you need to open it with -opengl .
When you want to test your project at full performances, just open it as "standalone game".
Gamepads work perfectly too.
One more thing : Epic told me NOT to use 415 ! This beta driver is unstable and not supported by Unreal Engine. I ran some tests and yes, I can confirm a lot of trouble with many Vulkan products.
0 problems with my project ! PS4 gamepad is super reponsive and FPS locked at 60 with all my post-processes and emitters ! I'm relieved :P
Unreal Engine 4.21 is out, now defaults to the Vulkan API on Linux
10 Nov 2018 at 12:54 am UTC
10 Nov 2018 at 12:54 am UTC
About the Governor, if you don"t have a very recent kernel (and even then) you can have some trouble. Not very important, but I had some laggs (I had an I7) opening projects or test while having many blueprints + animation tabs open. If I put the governor on "performances" : no more.
Now, I'm using a recent AMD and Linux 4.19. I still put this in "performances" mode but honestly, I didn't notice anything.
Now, I'm using a recent AMD and Linux 4.19. I still put this in "performances" mode but honestly, I didn't notice anything.
Unreal Engine 4.21 is out, now defaults to the Vulkan API on Linux
10 Nov 2018 at 12:45 am UTC
I will try 4.21 soon. I hope this won't happen :dizzy:
btw, when I told you to check your driver, I meant games don't usually need the last engine version but the editor is always built around the last Nvidia driver available. They always insist about that.
Did you try to package a test project so we can see if it's coming from the Editor ?
10 Nov 2018 at 12:45 am UTC
Quoting: Power-Metal-GamesWeird... This doesn't happen on my machine with 4.20.3.Quoting: PsychojauThank you for your answer!Quoting: Power-Metal-GamesCompiled and tried it today. Maximum FPS that I'm getting is ~30 frames for a simple scene. I remember it was the same when I tried Vulkan when it was introduced for the first time in UE4. Although, editor seems to be running fine.Make sure your kernel and graphics Nvidia drivers are up to date. Lock your CPU governor in performances mode. If you are working on performances, you can activate the tools. In console (set the key combination in editor preferences then SHIFT+F1 to unlock mouse then your keys) PROFILEGPU, stat fps, stat SceneRendering, stat game are your friends lol. Performances are always lower in editor.
Does anybody knows if there is something that can be done to improve performances?
In the editor, you have the blueprint machine running, the editor windows and your preview if you open it.
It's a LOT.
If you really want to try your project, use the "standalone game" mode.
Have fun ?
If anyone is interested in rendering technics and where they are available, you can read this :
https://docs.unrealengine.com/en-US/Engine/Rendering/SupportedRenderingFeatures [External Link]
Yes, my drivers run games through Proton without any problem. CPU governor can't help at all because, I tested it on a simplest scene with UE4 default first person template.
I understand everything, but the same scene should produce above 150 fps inside of editor on my system. I have enough experience with UE4 after using it almost every day last 2 years.
I tried to find something in editor and project preferences that could help, maybe, but nothing changed 30 fps. :huh:
I will try 4.21 soon. I hope this won't happen :dizzy:
btw, when I told you to check your driver, I meant games don't usually need the last engine version but the editor is always built around the last Nvidia driver available. They always insist about that.
Did you try to package a test project so we can see if it's coming from the Editor ?
Unreal Engine 4.21 is out, now defaults to the Vulkan API on Linux
8 Nov 2018 at 6:20 pm UTC Likes: 1
In the editor, you have the blueprint machine running, the editor windows and your preview if you open it.
It's a LOT.
If you really want to try your project, use the "standalone game" mode.
Have fun ?
If anyone is interested in rendering technics and where they are available, you can read this :
https://docs.unrealengine.com/en-US/Engine/Rendering/SupportedRenderingFeatures [External Link]
8 Nov 2018 at 6:20 pm UTC Likes: 1
Quoting: Power-Metal-GamesCompiled and tried it today. Maximum FPS that I'm getting is ~30 frames for a simple scene. I remember it was the same when I tried Vulkan when it was introduced for the first time in UE4. Although, editor seems to be running fine.Make sure your kernel and graphics Nvidia drivers are up to date. Lock your CPU governor in performances mode. If you are working on performances, you can activate the tools. In console (set the key combination in editor preferences then SHIFT+F1 to unlock mouse then your keys) PROFILEGPU, stat fps, stat SceneRendering, stat game are your friends lol. Performances are always lower in editor.
Does anybody knows if there is something that can be done to improve performances?
In the editor, you have the blueprint machine running, the editor windows and your preview if you open it.
It's a LOT.
If you really want to try your project, use the "standalone game" mode.
Have fun ?
If anyone is interested in rendering technics and where they are available, you can read this :
https://docs.unrealengine.com/en-US/Engine/Rendering/SupportedRenderingFeatures [External Link]
Unreal Engine 4.21 is out, now defaults to the Vulkan API on Linux
8 Nov 2018 at 5:54 pm UTC
8 Nov 2018 at 5:54 pm UTC
They designed the Windows on DX11, Linux on OpenGL, now Vulkan and Mac On Metal.
But don't worry, the engine has a pipeline for every platform, so it can optimise every time. The only thing that matters is "SM4, SM5, or mobile" ?
Btw, from what I read en hear from them, they are more interested in Vulkan for Win / Nux / Mobile.
But don't worry, the engine has a pipeline for every platform, so it can optimise every time. The only thing that matters is "SM4, SM5, or mobile" ?
Btw, from what I read en hear from them, they are more interested in Vulkan for Win / Nux / Mobile.
Unreal Engine 4.21 is out, now defaults to the Vulkan API on Linux
8 Nov 2018 at 5:05 am UTC Likes: 1

8 Nov 2018 at 5:05 am UTC Likes: 1
Quoting: NatedawgFor comparison, if anyone knows, does it default to DX11 or 12 for Windows?I booted on the Windows I'm keeping for downloading plugins and compiling. Here is a screenshot of the menu that answers your question :

Unreal Engine 4.21 is out, now defaults to the Vulkan API on Linux
8 Nov 2018 at 12:49 am UTC
I have to admit that it's never easy to port changes from a fork to a new "main" version. And even if you just want to upgrade, well.. Take a look at my youtube video about installing / updating the UE4 Editor https://youtu.be/tbhp-b2WdLw [External Link]
But please don't think Epic is not supporting Linux or fixing bugs. I have made many bug reports (especially about instancing bug) but everything is fixed now. Really. Even in the slice I made in 4.18 8 months ago (you can see it on my website [External Link]) for a french youtuber, I had really good performances in the optimized level (go into the "hell" sewer entrance, the "egypt" part is a "melting pot" of ideas and is not optimized at all lol). But I admit, we were never able to use the Volumetric Fog [External Link] which disapointing but not a deal breaker. OpenGL performances are not bad at all and we can use all the post-process tools. Vulkan wasn't perfect... at all so I didn't use it on that project. There were crazy bugs lol. But Eoic was working on it ,so I can't wait to see what it has become ! ?
My new project is based on 4.20. I didn't try the 4.21 yet, but I want to trust Epic.
8 Nov 2018 at 12:49 am UTC
Quoting: GuestHi,Quoting: GustyGhostMeanwhile on ARK:SE's upcoming features (since 2016) "Linux - Vulkan support". Here's their chance. But we all know that Wildcard will fail to take advantage of it.Not that I'm defending Studio Wildcard for their Linux port but it's a lot more to port Ark to Vulkan than a basic UE4 update. Their engine is highly modified and upgrading isn't like installing the new engine, loading the game and tweaking, it's a major undertaking to actually port the new code in the new engine and maintain all their custom code for the game. It's highly unlikely we will see any major improvement as they surely are not getting a lot more sales from Linux clients. It doesn't honestly make sense for them to do all the work involved in porting the engine over to make it happen on a game that likely won't result in many if any more sales. Also, UE4's Linux support is less than ideal to be quite honest. Many devs have a large number of issues so honestly, you can't logically put all the blame on Studio Wildcard, some of that blame goes to Epic. Many of the massive graphics glitches in ark such as the rain, caves, dust, etc was a Linux OpenGL renderer problem that happened to be fixed on accident when they upgraded the engine right before releasing out of EA. I wish for a Vulkan port but realistically I wouldn't hold my breath.
I have to admit that it's never easy to port changes from a fork to a new "main" version. And even if you just want to upgrade, well.. Take a look at my youtube video about installing / updating the UE4 Editor https://youtu.be/tbhp-b2WdLw [External Link]
But please don't think Epic is not supporting Linux or fixing bugs. I have made many bug reports (especially about instancing bug) but everything is fixed now. Really. Even in the slice I made in 4.18 8 months ago (you can see it on my website [External Link]) for a french youtuber, I had really good performances in the optimized level (go into the "hell" sewer entrance, the "egypt" part is a "melting pot" of ideas and is not optimized at all lol). But I admit, we were never able to use the Volumetric Fog [External Link] which disapointing but not a deal breaker. OpenGL performances are not bad at all and we can use all the post-process tools. Vulkan wasn't perfect... at all so I didn't use it on that project. There were crazy bugs lol. But Eoic was working on it ,so I can't wait to see what it has become ! ?
My new project is based on 4.20. I didn't try the 4.21 yet, but I want to trust Epic.
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