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Latest Comments by ison111
The latest Steam Hardware Survey shows Linux market-share has increased, slightly
3 Jun 2017 at 3:24 am UTC Likes: 2

Wasn't everyone saying that Steam Machines don't get counted in the survey?

In my opinion that is a HUGE factor. Because without counting steam machines you're basically completely ignoring the entire audience behind steam supporting Linux in the first place, and all you're left with is mostly just Linux users who'd probably be using Linux on their desktops even if there was no steam Linux client.

Until we know steam machines are being counted and/or steam adds the survey to steam machines if it's not already, then I personally think this statistic is utterly meaningless.

Ballistic Overkill updated, still has issues, but it's getting better again
26 May 2017 at 2:21 am UTC Likes: 1

Quoting: razing32Out of curiosity why do you need an FPS limiter ?
Unstable FPS is terrible for reflex based games. Even if I got between 400-500 FPS I'd still want to cap it at 400.
But also, I don't even see the point in going that high anyway. After a certain point the only purpose it serves is e-peen or something.

I grew up playing shooter games with terrible FPS, and one thing was always obvious to me: Your eyes and brain adapt after about a solid week.
Most people are "adapted" to unstable FPS, so they're more keen on noticing differences and always think they have to go higher and higher and completely miss the value of having stable FPS.
It's sort of like how pro quake players actually take the time to measure exactly how far their mouse moves for a full rotation so they can always play at exactly the same sensitivity. It's not really something you benefit from on day 1, or even after a few days. But give it a week, or a month, and your skill goes way up due to the consistency because you adapt to it.

stable FPS is way more important than more FPS in my opinion. Unless you're below 60 I guess. But anything higher than that and I definitely want to cap it somewhere to achieve stability. My FPS in the middle of the action should be equivalent to my idle FPS.

Ballistic Overkill updated, still has issues, but it's getting better again
25 May 2017 at 2:31 am UTC

I just realized I'm going to need a new FPS limiter for Vulkan since the "libstrangle" library I was using to cap my FPS in this game is only for OpenGL.
Just when I finally found a solution to a problem that plagued me for years, now the solution is becoming obsolete. What a life.

Haemimont Games & Paradox announce 'Surviving Mars', a management strategy game
15 May 2017 at 1:35 am UTC

This looks great, I'm definitely getting this one.
I love the "bright futurism" aesthetic so much. Sounds like it's going to have a lot of attention to detail too. Can't wait.

Some thoughts on Albion Online with the final Beta
15 Apr 2017 at 10:55 pm UTC

Quoting: liamdaweNope. It will be a pay to play game at release.
That is really awesome to hear!

F2P has always damaged MMO's more so than any other genre in my opinion, due to the fact that a big part of the experience is creating a virtual world with virtual value. Even cosmetic items sold with real money seriously defeats much of the purpose of the game.

I know I haven't researched how exactly it will work in Albion yet, but this really gives me high hopes.

ARK: Survival Evolved has a major update with a needed UI refresh
1 Apr 2017 at 5:15 pm UTC

Quoting: natewardawgThem adding Vulkan support would essentially fix the graphical glitches... would be nice :)
It's desperately needed for all UE4 games, in my opinion (but then again, I have old hardware)

I don't know if I'm reading this right, but it does look like "Linux: Vulkan support" was set to be worked on this month in the UE4 roadmap
https://trello.com/b/gHooNW9I/ue4-roadmap [External Link]
I'm hopeful it won't take them that long too considering that DX12 support is already in (and some developer said that DX12 and Vulkan are so similar it should be easy to port between them), and also considering that UE4 already has Vulkan support for mobile devices. All that's left to do is get it working on the desktop and up to par with DX12.

Unreal Tournament updated, weapon animations overhauled and AI improvements
30 Mar 2017 at 10:09 pm UTC

My FPS seems to be the same whether I use UE4-Linux-Test or UE4-Linux-Shipping, or combining either of them with the -vulkan or -opengl4 flags.
Not only do they get the same FPS but they also have the same texture bugs, which leads me to believe that it's not running vulkan at all.

The good news is though that I just realized "Linux: Vulkan support" is on the UE4 roadmap for April

Unreal Tournament updated, weapon animations overhauled and AI improvements
29 Mar 2017 at 5:33 pm UTC

I don't know if it's just the network code improvements or that they improved the mouse input on Linux or what, but it feels a lot better.

Even with low FPS, the game now feels like a game should feel when you have low FPS. Before this update there was just something really sluggish or inaccurate feeling when aiming that seemed to get worse with low FPS.

So I'm pretty happy with this update. Still can't wait for Vulkan support though. I wonder why it's not a higher priority for them.

Megaquarium, a new and exciting looking simulation game about building your own aquarium
23 Mar 2017 at 11:34 pm UTC

Would be cool if you could design the fish tanks too

Yaakuro shows off SteamVR on Unreal Engine 4 using Vulkan on Linux
22 Mar 2017 at 4:53 pm UTC

I heard that you can use Vulkan in UE4 only by using the "mobile rendering pipeline" or something like that.

Is that what he's doing? Or is this full blown Vulkan support we're talking about?