Latest Comments by silmeth
Gyre: Nova State is a steampunk-inspired open world RPG promising Linux support on Kickstarter
23 May 2018 at 10:26 am UTC Likes: 5
23 May 2018 at 10:26 am UTC Likes: 5
Worked on by a former BioWare designer, fair multiplatform declaration: “The platforms are Windows 10, Linux, Mac, PS4, and Xbox One. The Alpha is likely to be Windows only. We fully expect to have Mac and Linux support for the Beta.”, no PC=Windows as in “PC, Mac and Linux” bullshit. And the steampunk setting. I really like that.
I’d like to see one day a bit more realistic human-focused¹ steam-punk (19th century but with steam analytical machines connected to telegraphic teletype networks) rather than Victorian-era androids that are far more high-tech than what we do have now, but still I like it. :)
¹ or urban fantasy, ie. with humanoid dwarves, goblins, elves, & other fantasy races, but without too much magic.
I’d like to see one day a bit more realistic human-focused¹ steam-punk (19th century but with steam analytical machines connected to telegraphic teletype networks) rather than Victorian-era androids that are far more high-tech than what we do have now, but still I like it. :)
¹ or urban fantasy, ie. with humanoid dwarves, goblins, elves, & other fantasy races, but without too much magic.
A new Steam Client Beta adds Bluetooth Low Energy (BLE) support to the Steam Controller
13 May 2018 at 1:32 pm UTC Likes: 3
13 May 2018 at 1:32 pm UTC Likes: 3
Quoting: EikeThankfully Valve released design files for the controller and utilities [External Link] so you can 3d print it yourself if you want. There is also an alternative design for battery door with slide-in USB dongle holder.Quoting: subFor me it would've helped quite a bit if they had included a slot for the dongle at the controller,This one has it, but, even more so with shipping, might be a bit too expensive for such a feature:
where you can put it when unplugged.
https://store.steampowered.com/app/530970/Steam_Controller_Battery_Door/ [External Link]
A new Steam Client Beta adds Bluetooth Low Energy (BLE) support to the Steam Controller
13 May 2018 at 10:41 am UTC Likes: 2
13 May 2018 at 10:41 am UTC Likes: 2
Also, if you opt in to Steam beta on your laptop, and update the controller firmware to be able connect it to the laptop via bluetooth, you can’t stay on stable Steam on another computer.
I was hoping I can have Steam beta on my laptop and Steam stable on my main gaming PC, but it seems that stable Steam client, although recognizes the updated Steam controller with normal / wired connection, it can no longer read its preferences, name, etc. and is unable to configure steam configurations for it in games.
So if you decide to opt in for the beta client and upgrade the firmware of your controller, you have to install beta client on all your Steam computers.
I was hoping I can have Steam beta on my laptop and Steam stable on my main gaming PC, but it seems that stable Steam client, although recognizes the updated Steam controller with normal / wired connection, it can no longer read its preferences, name, etc. and is unable to configure steam configurations for it in games.
So if you decide to opt in for the beta client and upgrade the firmware of your controller, you have to install beta client on all your Steam computers.
The Vulkan-based compatibility layer for D3D 11 and Wine 'DXVK' has a new release out
15 Apr 2018 at 8:31 pm UTC
On the other hand the Wine project targets only x86, x64 and arm, and all those can be targeted by rustc. ;-)
15 Apr 2018 at 8:31 pm UTC
Quoting: ShmerlWell, I would love if the kernel accepted Rust code, but it cannot at the moment for technical reasons (at least for platform-independent parts) – Linux is maintained among others on hardware platforms which cannot be currently targeted by Rust (or any LLVM-based) compiler. So even if Linus ever considered accepting code in Rust, it won’t happen before all supported architectures get their backends in LLVM or somebody writes Rust frontend for gcc, or by some other magic they have working Rust compiler.Quoting: EgonautYou mean like with the Linux Kernel, which also only accepts C Code? ;)Partially. For instance, I think it would be good for Linux to accept Rust code.
On the other hand the Wine project targets only x86, x64 and arm, and all those can be targeted by rustc. ;-)
DXVK, the Vulkan compatibility layer for Direct3D 11 and Wine has a fresh release reducing CPU overhead
9 Apr 2018 at 1:02 pm UTC Likes: 1
9 Apr 2018 at 1:02 pm UTC Likes: 1
Quoting: ShmerlAh, that's good. Using WineHQ packaged version is also a good option.I did mean WineHQ packaged ones (sorry I wasn’t clear on that) – the latest wine package maintained by Ubuntu maintainers themselves currently is 2.18. So when I wrote ‘Ubuntu packages’ I had ‘packages installed as per WineHQ instructions for installing on Ubuntu [External Link]’ in my mind.
DXVK, the Vulkan compatibility layer for Direct3D 11 and Wine has a fresh release reducing CPU overhead
9 Apr 2018 at 12:49 pm UTC Likes: 1
9 Apr 2018 at 12:49 pm UTC Likes: 1
Quoting: ShmerlSince wine 3.5 the Ubuntu package supports Vulkan (at least for 64 bit binaries). The 3.4 package did not.Quoting: ArehandoroUsing Wine like that assumes that default Wine supports Vulkan. Many report that Ubuntu's version and some others too do not. So it's recommended to build Wine from source and use that custom one, which needs some additional environment setup like above. Same applies to running setup_dxvk.sh by the way.wine setup_the_witcher_3.exe
DXVK, the Vulkan compatibility layer for Direct3D 11 and Wine has a fresh release reducing CPU overhead
6 Apr 2018 at 1:56 pm UTC
Eg. both wine-devel and wine-staging packages for Ubuntu for version 3.4 did not support Vulkan and one needed to build it themselves or download eg. Lutris build of Wine to use DXVK. But Ubuntu packages wine-devel and wine-staging in version 3.5 do support Vulkan at least for 64 bit binaries.
If you have troubles with setting Vulkan and DXVK using a binary release of Wine it’s easy to download binary wine build from Lutris runners [External Link] to verify if the problem is not because the packaged wine is not built with Vulkan enabled.
6 Apr 2018 at 1:56 pm UTC
Quoting: ZlopezI wanted to try it last week, but it is not working with wine-3.4. I googled something about it and it seems, that it is working only with wine 3.4-staging.DXVK works with wine 3.4, as well as with wine-staging 3.4 and with wine 3.5. But wine must be built with Vulkan support enabled, and some official builds do not support Vulkan.
Didn't tried with wine-3.5, but according to the new Vulkan loader in wine-3.5, it should work.
Hopefully I will manage to test it with wine-3.5 this weekend.
Eg. both wine-devel and wine-staging packages for Ubuntu for version 3.4 did not support Vulkan and one needed to build it themselves or download eg. Lutris build of Wine to use DXVK. But Ubuntu packages wine-devel and wine-staging in version 3.5 do support Vulkan at least for 64 bit binaries.
If you have troubles with setting Vulkan and DXVK using a binary release of Wine it’s easy to download binary wine build from Lutris runners [External Link] to verify if the problem is not because the packaged wine is not built with Vulkan enabled.
DXVK, a Vulkan-based compatibility layer for Direct3D 11 for use with Wine
27 Mar 2018 at 12:07 pm UTC
27 Mar 2018 at 12:07 pm UTC
As for the ease of installation of DXVK and other Vulkan games and utilities in Wine – Phoronix just wrote [External Link] that Wine dev Roderick Colenbrander is working on dedicated simplistic Vulkan loader for Wine, that will be redistributed with Wine and that will allow the use of Vulkan without installing Vulkan SDK. Hopefully it’ll land in Wine 3.5.
Then, all that will be needed for DXVK to run will be just making the dll overrides.
If the Wine build supports Vulkan, of course. For some reason I couldn’t get Vulkan working on Ubuntu using wine-devel or wine-staging from Wine’s Ubuntu repos. On the other hand Wine 3.4 downloaded from Lutris runners [External Link] has no problems with Vulkan demos and DXVK.
Then, all that will be needed for DXVK to run will be just making the dll overrides.
If the Wine build supports Vulkan, of course. For some reason I couldn’t get Vulkan working on Ubuntu using wine-devel or wine-staging from Wine’s Ubuntu repos. On the other hand Wine 3.4 downloaded from Lutris runners [External Link] has no problems with Vulkan demos and DXVK.
DXVK, a Vulkan-based compatibility layer for Direct3D 11 for use with Wine
26 Mar 2018 at 10:22 am UTC Likes: 3
The problematic part is not directly related to DXVK – it is setting up Vulkan support in Wine itself (which needs Windows Vulkan SDK installed and set up). I think with time Wine will handle it somehow more automatically (probably like installing Gecko and Mono?), but for now they did not figure out how to do it properly.
26 Mar 2018 at 10:22 am UTC Likes: 3
Quoting: GuestAny chance this will get included in the wine-staging project? so far it seams a pain in the ass to install as it is.Installing DXVK is pretty easy. It’s just pasting two dlls to wine prefix / application directory and setting library overrides in wine.
The problematic part is not directly related to DXVK – it is setting up Vulkan support in Wine itself (which needs Windows Vulkan SDK installed and set up). I think with time Wine will handle it somehow more automatically (probably like installing Gecko and Mono?), but for now they did not figure out how to do it properly.
DXVK, a Vulkan-based compatibility layer for Direct3D 11 for use with Wine
26 Mar 2018 at 9:23 am UTC Likes: 3
Three projects, and every one of them tries to implement a different version of D3D API.
I only wonder if Windows applications can call to multiple D3D versions simultanuously to draw on the same context, and if so, how it can be handled by such projects (does D3D11 implementation have to implement D3D9 and everything below too?). And if so, can all the D3Dx-on-Vulkan projects share code? As I have almost no experience with GPU programming and absolutely none with DirectX, I have no idea – but it’s something that, in my not educated enough mind, seems like a potential problem.
26 Mar 2018 at 9:23 am UTC Likes: 3
It's interesting to see what will become of this, since the Wine developers are working on their own Vulkan implementation.If you mean that Wine people are working on their D3D-on-Vulkan implementation – that’s true, but they are not doing the same. DXVK implements D3D11 on Vulkan. Wine’s VKD3D is to implement D3D12-on-Vulkan (basically the exact reverse of what Vulkan Portability Initiative tries to achieve), and Vk9, as you wrote, is to implement D3D9-on-Vulkan.
Three projects, and every one of them tries to implement a different version of D3D API.
I only wonder if Windows applications can call to multiple D3D versions simultanuously to draw on the same context, and if so, how it can be handled by such projects (does D3D11 implementation have to implement D3D9 and everything below too?). And if so, can all the D3Dx-on-Vulkan projects share code? As I have almost no experience with GPU programming and absolutely none with DirectX, I have no idea – but it’s something that, in my not educated enough mind, seems like a potential problem.
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