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Latest Comments by beniwtv
NVIDIA are working towards better support for NVIDIA Optimus on Linux
16 August 2018 at 4:17 pm UTC Likes: 2

SwiftpawIs this feature in place yet for AMD?

2-3 years ago I used it on an Intel IGP/AMD dGPU laptop, worked like a charm. It even powered off the dGPU when not in use automatically, to save battery power.

The only thing is you'd have to put DRI_PRIME=1 in front of the game in Steam, or the game's launcher, as it doesn't automatically offload to the dGPU without you telling it to via that environment variable. As I recall, at that time on Windows it was the same only that you got a popup-notification after you closed a game on which GPU you want to run it.

I am not even sure automatic switching could be done reliably, short of providing a list of games or applications within the driver (that's probably what Nvidia does on Windows).

Note also that DRI_PRIME works between all Mesa DRM drivers -> Intel to AMD, AMD to Intel, AMD to AMD (that's how people could use Vega pre-DC), etc...

DXVK 0.65 is out for Vulkan-based D3D11 in Wine, fixes for Monster Hunter World, Yakuza 0
13 August 2018 at 8:47 am UTC

@Whitewolfe80 You do make some compelling arguments. I see where developers could get lazy if we play our games via Wine and just be like "Nah, it works in Wine, don't bother with a port". I also could see how one might think that will make less players come to Linux, since if they have to use Wine, they can stay on Windows just as well.

But I don't think that is a problem. See, we're already playing non-native games on Linux, for example the games that come with Dosbox from GOG. I see Wine being no different to that - if the game runs well and I can play it - I don't care if it uses a wrapper or not. And if it doesn't work, I don't buy it.

And one could argue that Wine made some Windows users switch over to Linux, cause they preferred game(s) now worked. So Wine can also help - kinda like a double-edged sword.

And last but not least, engines like Godot have perfect Linux support and engines like Unity and Unreal got waaay better (and are still being improved), so it is easier than ever to get games on Linux. Even if you don't use any engine, engine building blocks like SDL also have gotten way better. To the point that it is very possible to make games that work cross-platform (and yes, every OS has quirks, even if you're cross-platform from the start - but those can be overcome.)

Open source game engine 'Godot Engine' to get an impressive third-person shooter demo
4 July 2018 at 7:29 am UTC Likes: 3

TheRiddickI wonder if Godot will get Vulkan API and optimized with it earlier on.

Yes, a new Vulkan renderer will be introduced with 3.2, after the upcoming 3.1 is released. (Or that is the plan at the moment).

Steps we're taking as a site for GDPR compliance
20 April 2018 at 3:56 pm UTC Likes: 1

EagleDeltaDelete all history of that user. This last one is incredibly difficult as it requires the ability to restore/open every backup from the entire history since that user was created, delete their data, then save NEW backups.... all without losing service.

Yes and no - there's no reason backups can't be per-user on the final backup location, and as such easily deletable by user. You are right though that many companies will have to re-think their architecture/backup strategy, which will be a huge amount of work, and cost lots of money.

Too few companies think or have thought about how to delete a user's data once it's not needed anymore. This should have been a concern from the get-go of any company, not just because of new laws today IMHO.

SteamVR beta updated to fix a radv crash and 'fixes' Vive Pro on Linux
8 March 2018 at 2:42 pm UTC Likes: 2


Fixed a crash with OpenGL clients on recent radv drivers

This is not odd at all - OpenGL VR games will submit their rendered frames to SteamVR, which will then display them on the HMD. Both OpenGL and Vulkan have interoperability extensions to make this possible.

This broke, so if you tried to play an OpenGL VR game, it would crash. This now has been fixed.

The Linux beta of EVERSPACE has been updated with Unreal Engine 4.17 and bug fixes
16 February 2018 at 7:44 pm UTC

slaapliedjeAwesome! I need more time to play games....

Unfortunately, like @Cheeseness reported, the game seems to crash in VR with this version
Both in OpenGL and Vulkan modes.

The Linux beta of EVERSPACE has been updated with Unreal Engine 4.17 and bug fixes
15 February 2018 at 10:24 am UTC

slaapliedjeDoes it work in VR yet? Pretty sure this one has VR support in Windows

Yes, at least the last time I tried it. I haven't gotten around to re-installing and trying it again with this new version after I reinstalled my system.

I'll try it and see if it still works, and report back.

Keith Packard's video from 'LinuxConfAu 2018' talking about Virtual Reality and Linux is up
30 January 2018 at 2:52 pm UTC

TheSHEEEPAgain, Moore's Law. It has been disproved. There is a natural limit to how small things can be. But it doesn't matter, my main point is, it will always weigh more than nothing and will always require you to put something on top of your head. Which will always be more than putting nothing on your head.

In that sense I understand now. Yep, it will be more cumbersome than just looking at a screen, and of course more heavy than putting nothing on. If we could just walk into a Holodeck like in Star Trek, that would be awesome, but technology isn't there yet.

Many view VR in this regard like kind of a stepping stone in that direction - and it's what we can do right now with technology. It IS more cumbersome, but honestly - not very much. It takes about 2-3 seconds to put the headset on / take it off, and it becomes second nature very quick. Much like using a joystick for the first time when you've been using a mouse for decades.

TheSHEEEPThere seems to be a confusion here about what gameplay is. I might have misused the term, or you did, or it is just one of those terms that are too broad.
What I meant was NOT controls (which is what you describe), but game mechanics.

Understood, but do game *mechanics* need to change for VR to be useful? If so, why? And more importantly, what mechanics would you love to see changed and how? You already get more immersion, and better controls, while still having the same game mechanics (albeit controlled differently).

And some of the VR controls are very much game mechanic related, or change them - like peeking around a corner with your whole body just enough to see, instead of pressing the "v" key and having not much control over the procedure.

TheSHEEEPAn own house?
How nice for you. Too bad the majority of people live in (rather small) flats in cities...

And how many people exactly do you think are willing to make the space for VR? Except for gamers/enthusiasts?
Again, remember this is supposedly the "future way people will view/experience things", replacing normal screens and monitors. Nobody has given any point as to why the average person should care. And the average person is very much required for anything to be "the future".

I don't think anyone ever said VR is going to replace screens and mice, or be the big hit for the average non-gamer/enthusiast person. The average people these days doesn't care about computers, let alone computer screens. I can't see a scenario that requires my spreadsheets or code to be flying around me in virtual space, but I am happy to be proven wrong one day. Heck, not even in Star Trek that was done.

But for gamers/enthusiasts, it's a very different story - and that is what people are hyped about. That it works on Linux is even more incredible, thanks to all the people hyped about it.

TheSHEEEPIt is simply a fact of life for the majority of people that you cannot really be in your own sphere for large amounts of time. People have families, jobs, responsibilities. Most people I know are happy if they can find one day on the weekend they can spend with their hobby. The rest of the time, they can maybe spend time with their hobby while also having to be somewhat involved in other things.
Only few can afford that VR kind of isolation often. And for something that can only be done rarely, why would you spend the cash?
Anything that wants to be a truly big deal (see above) just cannot be that situational. This is not an opinion.

And here's the thing. People spend much money on hobbies they may not get often to doing.

TheSHEEEPIf we all did your form of civilized, we would live in a society of mutes, because everything that could be said, could hurt someone. Better to let things out and allow people to grow in the face of adversity.

Speaking your mind isn't the same as insulting people. The first is OK, the later isn't.

Keith Packard's video from 'LinuxConfAu 2018' talking about Virtual Reality and Linux is up
30 January 2018 at 9:00 am UTC

TheSHEEEPWireless can be done, but that introduces a need to keep your headset charged. Which introduces the need for a battery of some kind. Which increases the weight. Even if the devices do get lighter as a whole, there are limits to how light they can be, Moore's Law has been disproved years ago. There will always be that.

That's not a fact. Did you try the new wireless Vive Pro yet to know how heavy it really is? What about all these new battery technologies that make them very light that are being developed as we speak? What about other future developments? Remember - computers used to be the size of a house!

TheSHEEEPGames not specifically made for VR, but just supporting it cross-peripherals (VR is not a platform, it is a peripheral) can never be a significant improvement gameplay-wise, yet require effort by the developer to support VR.

Again, that is not a fact - but your opinion. Plenty of people that played VR vs non-VR disagree with you here, and find the experience way better, including gameplay-wise. There's some cool things you can to with the VR controllers - specially the Occulus Rift ones - that aren't possible (or more cumbersome) with your keyboard and mouse. Like moving fingers, picking things up, moving / rotating them around, etc...

TheSHEEEPSpace: The "full body" VR experiences (which offer significantly more than just sitting with the headset) require a ton of space. Most people simply don't have that space or are not willing to spare the space. For some proper movement that doesn't feel restricted, you'd need at least 2x2 - 3x3 meters. That's the size of a trampoline. Compare it to the space PC & monitor needs.

Yes, you need a bit of space to take full advantage of VR, which is a fact well pointed out. I barely have space, but I'll make sure to have space when moving into a new house. But here you're assuming again that people don't have space and don't want to make space, which honestly, again is your opinion.

TheSHEEEPPrice: The better the tech gets, the more expensive the devices will be. They do get cheaper with time, but just as every proper hardware, they will remain on a not-cheap level. And that will always be in addition to the PC/console - which already cost quite some dough as well.

Let's not forget that proper gaming peripherals have never been cheap, I spent $150 alone on my keyboard. When VR headsets are produced in even more numbers, price shouldn't be that of an issue. But this is a valid point.

TheSHEEEPNo multi-tasking. When I play a game, I like to have something else running on my other monitor. Maybe a guide, maybe something entirely different. I can always have both in my view at the same time. And I can interact without problems with the world around me, too. Like looking at someone when talking to them. Or grabbing a drink. Good luck with any of that while you have the VR headset on...

Again, your opinion. You assume everyone wants to have other things running while playing VR, or hates not being able to interact with the world around them while playing. And honestly, grabbing a drink you can still do when taking a break while playing...

TheSHEEEPWhat I do hate is human stupidity and mostly baseless hype.

If people like it, what problem is there that they hype it? If people like something, shouldn't they be excited and spread the word?

TheSHEEEPWrong. Calling people for what they are behaving like is simply the truth and I will continue to do so. If you think me short-sighted, call me out on it, I'll gladly disprove that.
Let's not get to the kindergarden level of "let's all say nice things only", please. That doesn't lead anywhere useful. I rather have people speak their mind than trying to be nice for the mere sake of being nice.

Whoa! If you don't want to have a civilized discussion, but instead insult people, then let's just stop right here. Because THAT really doesn't lead to anything useful.

Keith Packard's video from 'LinuxConfAu 2018' talking about Virtual Reality and Linux is up
29 January 2018 at 9:48 pm UTC Likes: 2

TheSHEEEPFunny, first you make the suggestion, then you say it's not enough.
Grasping for arguments, are we?

That wasn't me, I didn't suggest anything?

TheSHEEEPI don't need to do or play more than that to see what is going on. As a gamer for over 20 years and a 3D programmer for more than 10, I know more than enough to recognize this whole thing for what it is:
Lots of hype with not-nothing but fairly little substance behind it.

And that is exactly what I thought too! I didn't get the hype about VR at first - until I had a proper go at it. And I have been a gamer for over 20 years and programmed games too.

It's not perfect yet - I'd still want a few things improved, like wireless by default, better peripheral vision and better screens. From what I saw, that is what the new Vive Pro they just announced is gonna deliver (and while being lighter, too). But my current Vive still is a cool experience - not only confirmed by me, but by people that had a go on it.

scaine@beniwtv - Edge of Nowhere looks incredible (with or without VR). Would love to see something like come to Linux.

Indeed! I hope more developers realize SteamVR works on Linux and enable the VR option in their builds. Or even just enable it - in case of Everspace, developers left it enabled in the Linux build and I was the first to try it and report it work, which also amazed the devs...

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