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Latest Comments by jens
KDE developer thinks they will become the 'Windows or Android' of the FOSS world
15 Nov 2021 at 8:10 pm UTC Likes: 1

Quoting: Purple Library Guy
Quoting: jens( _the_ tip for having a good Gnome experience, learn the keyboard shortcut’s)
That sounds very plausible. But I don't wanna learn keyboard shortcuts to be able to use my DE. I'm fine with the WIMP style interface, thanks.
This is perfectly OK of course. Just saying that Gnome might take some investment to get its intention.

But anyway, users and workflows are different and I think it would be to much to fit all use cases into a single Desktop. So I'm happy to hear that MATE works nicely for you!

KDE developer thinks they will become the 'Windows or Android' of the FOSS world
15 Nov 2021 at 6:21 pm UTC

I love my Gnome Desktop, but I’m also loving my iPhone experience, so I guess this and also the statement of the article fits perfectly :grin:

( _the_ tip for having a good Gnome experience, learn the keyboard shortcut’s)

System76 creating their own desktop environment written in Rust
10 Nov 2021 at 9:59 pm UTC

This read might provide some additional background info: https://blogs.gnome.org/christopherdavis/2021/11/10/system76-how-not-to-collaborate/ [External Link]

Sad how this turned out, I think in the end nobody will gain anything by this move.

Edit: Sry, this link had already been posted here.

VKD3D-Proton v2.5 is out for Direct3D 12 on top of Vulkan, improving DirectX Raytracing
18 Oct 2021 at 8:31 pm UTC

Quoting: Comandante ÑoñardoI downloaded the file NVIDIA-Linux-x86_64-470.74.run, set it as executable and extracted all the files..
After copying the file _nvngx.dll the "/usr/lib/nvidia/wine" folder with read only permission, now I have DLSS available.

Thanks for the clue :smile:
Cool :smile:

VKD3D-Proton v2.5 is out for Direct3D 12 on top of Vulkan, improving DirectX Raytracing
18 Oct 2021 at 7:35 pm UTC Likes: 2

Quoting: Comandante Ñoñardo
Quoting: jens
Quoting: Comandante ÑoñardoAnyway. I am still unable to activate Death Stranding DLSS on my Nvidia RTX 2060 SUPER using drivers 470.74
Do you have a PRIME setup?
No.
ok, then it should actually just work by using `PROTON_ENABLE_NVAPI=1` and disabling the DXVK nvapi hack for that title. May be you are running into https://old.reddit.com/r/linux_gaming/comments/pv37zt/is_dlss_with_proton_already_working/ [External Link] where _nvngx.dll and nvngx.dll is missing?

Valve launches Deck Verified, to show off what games will work well on the Steam Deck
18 Oct 2021 at 6:52 pm UTC Likes: 22

Nice, sounds like a valve curated protondb.

VKD3D-Proton v2.5 is out for Direct3D 12 on top of Vulkan, improving DirectX Raytracing
18 Oct 2021 at 6:48 pm UTC

Quoting: Comandante ÑoñardoAnyway. I am still unable to activate Death Stranding DLSS on my Nvidia RTX 2060 SUPER using drivers 470.74
Do you have a PRIME setup?

Steam Play Proton 6.3-7 is out now, Proton Experimental gets DLSS for DX12 games on Linux
1 Oct 2021 at 7:42 pm UTC Likes: 1

Quoting: stickyparadigmJust to be clear, this still only works if you have a video card that supports it (RTX 20 or 30), right?
Yes correct.
DXVK-NVAPI mostly just forwards to DXVK/VkD3D-Proton, a bit of magic happens there, but the actual magic still happens in the CUDA kernel in the NVIDIA driver which, well, requires a recent NVIDIA card.

Steam Play Proton 6.3-7 is out now, Proton Experimental gets DLSS for DX12 games on Linux
1 Oct 2021 at 12:21 pm UTC Likes: 6

Quoting: BeamboomHow do we know when to set PROTON_ENABLE_NVAPI=1? Or maybe rather, when should we not do it?
I mean, we all want a better performance when possible, and DLSS sounds like a good idea to enable by default?
That switch does not just "enables" DLSS, but makes an alternative nvapi.dll/nvapi64.dll implementation visible to the game. NVAPI is NVIDIA's library for all kind of things, from display and power management to D3D9/11/12 extension methods. It is similar to AMD's AGS library but way bigger. That alternative implementation (DXVK-NVAPI) implements only a few methods (among others for supporting DLSS) of that huge API. Most games can cope with the fact that some (most) NVAPI methods are not implemented, but there are probably also games that don't handle this nicely and will just bail out.

Additionally, DXVK spoofs an AMD card by default (there is a DXVK configuration switch to disable this). For nvapi (and thus DLSS for D3D11), DXVK needs to report an NVIDIA card no longer as an AMD card but now as NVIDIA. Some games might choose a different path when seeing NVIDIA instead of AMD, this might make some edge cases visible, which aren't handled yet.

To answer your question, having NVAPI enabled all the time (esp. with AMD spoofing off in DXVK) is a bit more living on the edge, at least currently :)