Latest Comments by Shmerl
Wine 9.0 Release Candidate 2 now available, plus VKD3D-Proton 2.11.1 out now
17 Dec 2023 at 2:42 am UTC
17 Dec 2023 at 2:42 am UTC
Wine Wayland bits are in usable shape there. Can anyone with Sway/wlroots please test if you have the periodic halved refresh rate bug in it?
AMD FidelityFX Super Resolution 3 (FSR3) is now open source
16 Dec 2023 at 10:43 pm UTC Likes: 1
16 Dec 2023 at 10:43 pm UTC Likes: 1
Quoting: GuestYou can generate motion vector data just like how video codecs do. Nvidia also has a sdk specifically for this (nvidia optical flow). I know that it has been used to add motion blur. I dont know how good it would look in practice for FSR3, it would depend on the type of game. It would be interesting to see somebody try it, especially as this can be done with the video encoding unit which is separate from the gpu so it shouldn't really affect performance of the game.I mean, to do it you need a sample over time. How are you going to do it from a single frame? So the game has to feed it to the library. Post processing filters that can be used without game's involvement work with a single frame.
Edit: it seems like FSR 3 already has an option for this and is likely how they add FSR 3 to all games on windows with AMD hypr-rx. So technically it should also be possible to do this on linux too, in proton maybe.
AMD FidelityFX Super Resolution 3 (FSR3) is now open source
14 Dec 2023 at 9:22 pm UTC Likes: 3
14 Dec 2023 at 9:22 pm UTC Likes: 3
Quoting: NociferI'm crossing my fingers that it will be possible to compile it as a DLL and so add unofficial FSR3 support to already existing games, like we can do with DLSS.I don't think it's possible without games actually using it directly. How would temporal anti-aliasing work otherwise? It's not a post processing filter like let's say vkbasalt.
Wine 9.0 has a first Release Candidate released
10 Dec 2023 at 2:24 am UTC Likes: 1
10 Dec 2023 at 2:24 am UTC Likes: 1
Quoting: redmcgI recently learnt that you can also configure WineD3D to translate DX10 and DX11 calls to Vulkan. You can do this in the registry (see 'renderer' @ https://wiki.winehq.org/Useful_Registry_Keys [External Link]) or with an environment variable; for example: WINE_D3D_CONFIG=renderer=vulkan.That's possible, but as above, not worth doing it on Linux due to limited vkd3d features.
Wine 9.0 has a first Release Candidate released
9 Dec 2023 at 11:27 pm UTC Likes: 3
9 Dec 2023 at 11:27 pm UTC Likes: 3
Quoting: HohlraumI'm curious what impact Wayland Wine will have on gamescope?I guess they might drop using X11 and use Wayland proper with it.
Wine 9.0 has a first Release Candidate released
9 Dec 2023 at 11:24 pm UTC Likes: 4
A bigger question is why Wine couldn't upstream both and use the limited one only on macOS.
9 Dec 2023 at 11:24 pm UTC Likes: 4
Quoting: doragasuSomeone should make (maybe somebody has) a vd3d vs VKD3D-Proton vs DXVK for dummies, I am always lost about which one is for which use case.In very short, vkd3d focuses on Vulkan compatibility that would work on macOS with MoltenVK which limits it a lot. Vkd3d-proton focuses on using all modern Vulkan features so it performs much better. So on Linux it's not even a question what to pick.
A bigger question is why Wine couldn't upstream both and use the limited one only on macOS.
Xorg is dead, long live Wayland - Red Hat Enterprise Linux (RHEL) dropping Xorg
8 Dec 2023 at 7:20 pm UTC Likes: 2
8 Dec 2023 at 7:20 pm UTC Likes: 2
KDE is more attentive to gaming use cases than Gnome.
W4 Games raises $15M to help push Godot Engine
8 Dec 2023 at 6:00 am UTC Likes: 2
8 Dec 2023 at 6:00 am UTC Likes: 2
Secrecy of console companies is such a total dinosaur of an idea.
It would be nice for Godot to compete with the likes of Unreal Engine.
It would be nice for Godot to compete with the likes of Unreal Engine.
Xorg is dead, long live Wayland - Red Hat Enterprise Linux (RHEL) dropping Xorg
8 Dec 2023 at 12:52 am UTC
8 Dec 2023 at 12:52 am UTC
KDE supports it better, yeah. Except some scenarios where cursor breaks it, which I think is being addressed at Wayland protocol level before compositors will fix it. But Gnome just doesn't seem to focus on gaming use cases in general, so it takes them forever to add any adaptive sync support.
Xorg is dead, long live Wayland - Red Hat Enterprise Linux (RHEL) dropping Xorg
8 Dec 2023 at 12:40 am UTC
Scenario when your refresh rate is 144 Hz and more reduces the period of blanks low enough that you don't notice anything even if compositor waits for it. But more importantly, you need to have adaptive sync (VRR) in order to avoid unnecessary waits. That's an improvement of the old style vsync.
There was a thread about it here: https://www.gamingonlinux.com/forum/topic/5185/
Here is a useful diagram:
I think using Vulkan mailbox present mode above the monitor refresh rate is similar to what AMD means by "enhanced sync".
8 Dec 2023 at 12:40 am UTC
Quoting: tohurinput lag from vsync has squat to do with refresh rate honeslyIt has a lot to do with that I'd say. If refresh rate is low (60 Hz) and compositor waits for vertial sync, you'll notice lag. Tearing means compositor doesn't wait and draws even if it will result in jagged image, so you'll see updates before the full refresh cycle even happens, which in practice means lower latency (lag). That kind of scenario benefits from enabling tearing.
Scenario when your refresh rate is 144 Hz and more reduces the period of blanks low enough that you don't notice anything even if compositor waits for it. But more importantly, you need to have adaptive sync (VRR) in order to avoid unnecessary waits. That's an improvement of the old style vsync.
There was a thread about it here: https://www.gamingonlinux.com/forum/topic/5185/
Here is a useful diagram:
I think using Vulkan mailbox present mode above the monitor refresh rate is similar to what AMD means by "enhanced sync".
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