Latest Comments by x_wing
There's now a Proton build for running Red Dead Redemption 2 on Linux
15 Jun 2020 at 1:28 am UTC
For Stadia they use a different build to the one the ship on Steam so they probably removed the DX12 requirement there.
15 Jun 2020 at 1:28 am UTC
Quoting: mylkaFor Windows 7 this is probably the answer: https://www.extremetech.com/gaming/297092-microsoft-makes-it-easier-to-bring-directx-12-games-to-windows-7 [External Link]Quoting: Guesthow does it run on win7 and 8 then? they dont have dx12Quoting: mylkaRDR2 uses both API's at the same time. It uses Vulkan for rendering the world, and directx for the post-processing filters. Making that work right is where the trouble has been.Quoting: McMarius11i tried it with the stable Nvidia driver on Manjaro,why should this be a problem and not the DRM, that hasnt even been cracked by now?
IT RUNS!!!
Strange Brigade also has vulkan and dx12 and it works OOTB
and what about JUST dx12... linux has VKD3D. shouldnt it work with it?
and as gustavoyaraujo said. what about staida. why would they change everything to vulkan on linux and on windows they use both at the same time?
For Stadia they use a different build to the one the ship on Steam so they probably removed the DX12 requirement there.
Linux Kernel patch sent in for comments to help gaming
14 Jun 2020 at 10:01 pm UTC
Not long ago there was a google engineer that published [External Link] some code where he implemented spinlocks in order to "improve" performance (basically a busy waiting code to avoid doing the syscall), but in his numbers std::mutex proved to be a good solution on Linux but a "bad one" on Windows. So the issue here was they are Windows programmers that decided to program a Windows workaround on Linux when it's not necessary... IMO this is a prove of why you want to keep at bare minimum threads priority setup on programmers side.
14 Jun 2020 at 10:01 pm UTC
Quoting: toojaysThere is no way to use fds for synchronization without a syscall. That's no good for performance-critical paths. Pthreads primitives like mutex, condition, semaphore are designed to avoid syscalls where possible. Ideally (e.g. uncontended mutex lock) they use only atomic operations, but they call futex when they need to block, or to wake other threads.Do you know of a common concurrency problem were it makes sense? For me it sounds like a developer is trying to outsmart the scheduler due to a bad soft design and that will always end bad.
Being able to wait on multiple futexes at once seems generally useful to me.
Not long ago there was a google engineer that published [External Link] some code where he implemented spinlocks in order to "improve" performance (basically a busy waiting code to avoid doing the syscall), but in his numbers std::mutex proved to be a good solution on Linux but a "bad one" on Windows. So the issue here was they are Windows programmers that decided to program a Windows workaround on Linux when it's not necessary... IMO this is a prove of why you want to keep at bare minimum threads priority setup on programmers side.
Linux Kernel patch sent in for comments to help gaming
13 Jun 2020 at 5:22 pm UTC
That's your answer.
I don't know what is the issue with wine, but I guess that their problem may be related to fd (but is mentioned as secondary improvement, so I'm not sure...)
13 Jun 2020 at 5:22 pm UTC
Quoting: EikeDoes that mean there's no such thing as WaitMultipleObjects on Linux? How would a Linux programmer solve that?
$ man poll
$ man selectThat's your answer.
I don't know what is the issue with wine, but I guess that their problem may be related to fd (but is mentioned as secondary improvement, so I'm not sure...)
Supraland is leaving GOG after less than a year, dev says sales were low
12 Jun 2020 at 7:47 pm UTC
12 Jun 2020 at 7:47 pm UTC
Quoting: ShmerlIt is an option. I suppose developers didn't want to do it.Or this guy assumed that it's mandatory. If it's optional, GOG install would only require to take Linux/Windows binaries for Steam and create the installer for each platform...
Supraland is leaving GOG after less than a year, dev says sales were low
12 Jun 2020 at 7:38 pm UTC
12 Jun 2020 at 7:38 pm UTC
Quoting: ShmerlI'm surprised their issue was some API integration. I guess achievements and such? Not something I really care about. It's one thing to rely on those APIs for multiplayer game and having trouble supporting multiple backends. Making a big deal out of it for a single player one and then pulling out of the store because of it, that sounds very misguided.Still, keeping your game up to date with different APIs is way more work that just creating an installer for one or another (the former require extra QA and keep an eye on APIs updates/bugs, while the latter is just about checking that the installer worked fined). Either way, my question for this is: is not an option to release the GOG game without any of those APIs? Does GOG mandates that new games must use their API?
Supraland is leaving GOG after less than a year, dev says sales were low
12 Jun 2020 at 6:38 pm UTC Likes: 2
Regarding overlay and other stuff, is all that mandatory for a GOG release? I always though that GOG galaxy integration was optional, but maybe I'm wrong...
12 Jun 2020 at 6:38 pm UTC Likes: 2
Quoting: TheSHEEEPThe latter is definitely not the issue as is single player game.Quoting: x_wingDoes anyone know which are the APIs that are required by GOG?I'm assuming they are talking about APIs to interact with the platform features like achievements, game overlay, chat, etc.
I'd say multiplayer, matchmaking, etc. but I doubt that's the case for them.
Regarding overlay and other stuff, is all that mandatory for a GOG release? I always though that GOG galaxy integration was optional, but maybe I'm wrong...
Supraland is leaving GOG after less than a year, dev says sales were low
12 Jun 2020 at 3:31 pm UTC Likes: 4
Regarding the problem with GOG and Supraland, today I received an e-mail that states this:
Does anyone know which are the APIs that are required by GOG?
12 Jun 2020 at 3:31 pm UTC Likes: 4
Quoting: TheSHEEEPYou're also throwing all kinds of DRM in the same pot.Worth mention that this game (i.e. Supraland) doesn't require Steam client to run. You only need to download the game from Steam repositories and that's it (you can do that with Steam client or SteamCmd).
If a game just requires you to run Steam in order to run in, what's the big deal? You open Steam, start your game, done. Big deal. I don't see the problem here.
Regarding the problem with GOG and Supraland, today I received an e-mail that states this:
GOGSource [External Link]
A lot of you already heard about it from all kinds of sources. Due to way too low sale numbers we stopped the GOG support and unlisted the game there. We cannot offer version parity and don't want GOG customers to have a lesser version. Getting the APIs between the game and the platform to communicate properly is no trivial task, but at this point it was financially not viable to do so.
If you are totally outraged about GOG support being dropped, you are completely right of course and I apologize. But what can you do?
- We can give you a Steam key if you email us your GOG receipt of the game.
- If this is unacceptable to you, you can email us your refund wish including your paypal address.
Email: [email protected]
Does anyone know which are the APIs that are required by GOG?
Supraland is leaving GOG after less than a year, dev says sales were low
10 Jun 2020 at 2:03 am UTC Likes: 1
10 Jun 2020 at 2:03 am UTC Likes: 1
Quoting: ageresThe game is good though, despite runs with poor performance and crashes too often. I should propably try Proton for it.Funny enough, this is one of those games that runs flawlessly and with better perf in Mesa than with Nvidia blob. I played from start to end the game and I probably got one or two crashes in 30hs.
Supraland is leaving GOG after less than a year, dev says sales were low
10 Jun 2020 at 1:03 am UTC Likes: 4
I'm not sure why so much people advocates for the removal of the native build when you are free to opt-in to the other one if you feel that windows version works better (in fact, native install has all Windows version files...).
Regarding the "dev", it's quite weird that creating GOG installer for each release is an "extra work" when it should be a super scriptable task (maybe the hassle is the upload of the new installers?).
10 Jun 2020 at 1:03 am UTC Likes: 4
Quoting: hummer010To be fair, Steam doesn't force that on you, the developer does. There are plenty of games on Steam, including many of Valve's games, that will run without the Steam client running. Supraland is one of these, when it runs. Currently, I get a segmentation fault on Supraland, but it used to run well, even without the Steam client running.Check Steam forum thread. Removing/renaming "$GAME_INSTALL_DIR/Supraland/Content/Paks/Supraland-WindowsNoEditor.pak" does the trick.
I'm not sure why so much people advocates for the removal of the native build when you are free to opt-in to the other one if you feel that windows version works better (in fact, native install has all Windows version files...).
Regarding the "dev", it's quite weird that creating GOG installer for each release is an "extra work" when it should be a super scriptable task (maybe the hassle is the upload of the new installers?).
Total War Saga: TROY is now a 12 month Epic Games Store exclusive
3 Jun 2020 at 1:47 pm UTC Likes: 2
Anyway, when we have to talk about Epic advantages we always end up talking about publisher revenue advantages but never about enduser store features. So, at some point I'm not sure if I'm talking with people that like to play games or game companies shareholders...
3 Jun 2020 at 1:47 pm UTC Likes: 2
Quoting: TheSHEEEPAnd also it is worth mention that publishers are allowed to generate keys to sell as retail and that Valve will not see a coin from that (and depending the game you can also consider some revenue that they game from Steam market). But when you do that you also have to take in account all the associated fraud issues.Quoting: GuestPersonally i think 30% is perfectly fine for AAA devs. I however think that Steam [and other Stores] could lower that Cut for Indie devs.Funny enough, it is actually the other way around.
Edit:
There's this, which strongly favors AAA to begin with, I just remembered it as AAA devs getting a better cut to begin with (not that the end result is that much different):
https://www.pcgamer.com/valves-new-revenue-sharing-favours-big-budget-games-and-indie-devs-arent-happy/ [External Link]
Anyway, when we have to talk about Epic advantages we always end up talking about publisher revenue advantages but never about enduser store features. So, at some point I'm not sure if I'm talking with people that like to play games or game companies shareholders...
- Nexus Mods retire their in-development cross-platform app to focus back on Vortex
- GOG plan to look a bit closer at Linux through 2026
- Valve reveal all the Steam events scheduled for 2026
- Valve's documentation highlights the different ways standalone games run on Steam Frame
- Even more AMD ray tracing performance improvements heading to Mesa on Linux
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