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Latest Comments by TheSHEEEP
Valheim gets a small patch with a large creature visual overhaul
12 May 2021 at 12:15 pm UTC

Quoting: Termyi must say i'm kinda disappointed by the pretty slow dev-speed. Sure, being rich overnight doesn't hire new devs immediately, but the changes since "release" are really not much, even for a small team...
I was thinking the same.
But on the other hand it's quite possible they took two weeks off and are now back at it - or something along those lines.

Valheim gets a small patch with a large creature visual overhaul
12 May 2021 at 10:34 am UTC Likes: 5

Nothing beats sailing across the waves, looking at distant shores, letting the atmosphere and music sink in....

and then have a frigging troll flash its butt at you from the coast.

VR is absolutely insane, I am officially a convert and it works mostly great on Linux
12 May 2021 at 6:09 am UTC

Quoting: BeamboomVR is *very* different from flatscreen gaming. One might say even more so than flatscreen VS mobile.

There's plenty room for all three - and flatscreen, VR and mobile all have their fields they excel at, and should focus on that.

VR is absolutely insane, I am officially a convert and it works mostly great on Linux
11 May 2021 at 8:37 pm UTC Likes: 1

Quoting: poisondSerious Sam offsets this with dual wielding. Now you have an advantage against KBM unless someone has a dual mouse setup ;)
Exactly. The only way VR can keep up in power level is by stuff like doubling damage output.
Don't get me wrong, it's VERY cool to fire both weapons at once, and it also makes tons of sense for Serious Sam. But it still just proves my point.

The same challenge level as the conventional mouse + monitor simply cannot be met.

Quoting: poisondI don't know what kind of ideas you have about VR controllers. You don't have your hands amputated and controllers mounted to your forearms. Wrist movements are still a thing.
Not with the same precision and not fulfilling the same role. With a mouse, you move your wrist a little, click and your target is fired at with perfect precision - and without any crap like aim assist. Unless they replicate the exact same function, which would then leave players with the question of why they cannot use their hands "like hands" in VR.
It would probably also be very weird in VR to look around but still aim with a cursor, but I'm not totally sure about this.

And that still leaves movement and camera.
I guarantee you I can turn my camera faster with a mouse than I could with my head - I'm not going to attempt it, though, for my health's sake. Would probably also make people dizzy if the camera in VR would turn as fast as the mouse allows it.
So conventional camera is less immersion, yes, but more speed.

And movement? Teleportation really isn't worth talking about. It's a cheap trick and rips me right out of the experience.
While the non-cheap trick makes many people highly uncomfortable and requires great care by the developers to be more "brain-friendly".
However, movement is certainly the area where I have most faith there will eventually be a really good solution.

Quoting: Purple Library GuyI suppose that's true, but does it matter? Games are as fast as people can play them enjoyably, and that's slower in VR, and . . . so?
I don't enjoy being held back by the tools I use. I'll play an FPS in VR and think "yeah, this is nice! Very immersive! But the only reason I'm having a hard time is because I'm not using a mouse but flail around with my body". Been there, done that.
It will leave a very sour taste to me unless a very similar game couldn't be replicated for mouse & kb.
Which is what I'm saying, not all games can be made into VR well and vice versa.

Quoting: poisondAs for rogue(like|lite), I'd wholeheartedly recommend "In Death" for example if it wasn't for controller issues with proton+index(I still play it, it's so good i put up with the issues).
The immersion definitely makes a difference.
I'm talking about classical roguelikes. Ascii. Tiles. Nothing first-person.
Not all games are first-person, you know.

VR is absolutely insane, I am officially a convert and it works mostly great on Linux
11 May 2021 at 4:06 pm UTC Likes: 2

Quoting: scaineI'd love it to change the world, but as Liam notes in his article, it'll need to be cheaper, lighter and ideally wireless, before it can make serious inroads. And even when it does, it'll still be tied to a powerful PC.
And even when it doesn't anymore, there's still the issue of a whole slew of games simply being incompatible.

Imagine a game like Serious Sam or Doom Eternal in VR. And I mean, with the same amount of enemies, challenge and the need to be REALLY fast in both movement and aiming/shooting/precision.

When you look at almost every single VR game on a normal monitor - they just appear slow. And they have to be, because they would be unplayably hard otherwise. You cannot be as fast with your arms as you can be with a mouse cursor. Even if eye tracking actually worked flawlessly (it really doesn't) and you are somehow a ninja with lightning fast whole arm movements that compete with other people's slight wrist turnings.

Not everything can be translated perfectly to VR (and the other way around).
Or take games that wouldn't make use of the immersive headset - something like EUIV or other, more abstract games like classical roguelikes. Sure, you can make them work within VR, but you don't gain anything by doing so.
So even if VR ever gained serious mainstream appeal, I don't see it ever becoming "the future" or replacing normal monitors.

Epic science fantasy roguelike Caves of Qud adds new game modes with checkpoints
10 May 2021 at 10:11 am UTC Likes: 2

I'm personally more a fan of the way ToME handled this by having a limited lives system, but really any more flexible way to handle death in roguelike is very welcome.

Sell stocks and get rich, The Invisible Hand has a Linux build on Steam ready for testing
9 May 2021 at 3:39 pm UTC Likes: 4

I came here to see a bunch of "capitalism bad! Harrumph!" comments and was not disappointed.

Humble Bundle plan to put the much loved sliders back on bundle pages
7 May 2021 at 11:40 am UTC

Quoting: Doc AngeloThey really died when IGN bought them.
Huh? I mean, IGN being involved in anything is just generally a bad thing.
But afaik, they are not involved in Humble Bundle, but some other bundle site? I might be wrong, though.

Humble Bundle plan to put the much loved sliders back on bundle pages
6 May 2021 at 8:09 am UTC Likes: 10

Quoting: hardpenguin
Quoting: dpanterPersonally I don't care.
Personally, I don't care that you don't care!
Personally, I don't care that you don't care that they don't care!!

Enjoy what we do? Please support us if you're able to
4 May 2021 at 12:00 pm UTC

What share of donations do the different platforms actually take?
Or, in other words, which one is the most "efficient"?