Latest Comments by Shmerl
Wine 2.3 released with more Direct3D command stream and Shader Model 5 work
5 Mar 2017 at 5:08 pm UTC
To avoid this breakage.
5 Mar 2017 at 5:08 pm UTC
Quoting: sr_ls_boyAnyone having problems during compilation? This is with the patches.Yes, when applying staging patches, I had to add
make[1]: Entering directory '/home/sr_ls_boy/src/wine/build64/dlls/concrt140'
../../tools/winegcc/winegcc -o concrt140.dll.so -B../../tools/winebuild -m64 -fasynchronous-unwind-tables -shared ../../.././dlls/concrt140/concrt140.spec \
../../libs/port/libwine_port.a -Wl,-rpath,/usr/lib64 -L/usr/lib64 -Wl,-rpath,/lib64 -L/lib4
../../.././dlls/concrt140/concrt140.spec:349: function '_CurrentScheduler_Id' not defined
winegcc: ../../tools/winebuild/winebuild failed
make[1]: *** [Makefile:165: concrt140.dll.so] Error 2
make[1]: Leaving directory '/home/sr_ls_boy/src/wine/build64/dlls/concrt140'
make: *** [Makefile:5982: dlls/concrt140] Error 2
-W msvcrt-CurrentScheduler_IdTo avoid this breakage.
Wine 2.3 released with more Direct3D command stream and Shader Model 5 work
5 Mar 2017 at 5:51 am UTC Likes: 1
5 Mar 2017 at 5:51 am UTC Likes: 1
Here is more detailed GALLIUM_HUD, showing individual CPU cores load:
Mostly it seems one core tends to max out, so it's not very evenly distributed.
Wine is clearly progressing with DX11 features, but performance will be another major area developers will need to address. I'm not sure how much of this is caused by Mesa as well. I hope someone with Nvidia blob and recent cards will post more benchmarks.
Mostly it seems one core tends to max out, so it's not very evenly distributed.
Wine is clearly progressing with DX11 features, but performance will be another major area developers will need to address. I'm not sure how much of this is caused by Mesa as well. I hope someone with Nvidia blob and recent cards will post more benchmarks.
Wine 2.3 released with more Direct3D command stream and Shader Model 5 work
5 Mar 2017 at 5:42 am UTC Likes: 1
5 Mar 2017 at 5:42 am UTC Likes: 1
OK, here is the result with Wine staging built from source (CSMT enabled):
Low settings:
High settings:
FPS is pretty bad. On RX 480 I'm getting 6fps at 1920x1200 no matter what graphics settings are selected.
Low settings:
High settings:
FPS is pretty bad. On RX 480 I'm getting 6fps at 1920x1200 no matter what graphics settings are selected.
Wine 2.3 released with more Direct3D command stream and Shader Model 5 work
5 Mar 2017 at 3:42 am UTC Likes: 1
5 Mar 2017 at 3:42 am UTC Likes: 1
Quoting: Leopard@ShmerlI didn't pay for the game so far, someone gave me a spare GOG key that came with Nvidia card (they had that promo for a while).
No native Tux,no bucks
Wine 2.3 released with more Direct3D command stream and Shader Model 5 work
5 Mar 2017 at 1:55 am UTC
5 Mar 2017 at 1:55 am UTC
Quoting: sbolokanovJust retested witcher 3 with latest git (wine 2.3) + memory patch and it does render better (not as good though, staging we need).Looks like staging git just was rebased on the recent Wine git master. I'll try building it from source with all staging patches to see how it works.
Wine 2.3 released with more Direct3D command stream and Shader Model 5 work
3 Mar 2017 at 9:40 pm UTC Likes: 11
3 Mar 2017 at 9:40 pm UTC Likes: 11
Waiting to test TW3 in Wine staging, once patches will catch up. Guillaume Charifi from Wine developers claims, that he tested tesselation shaders implementation, and got such results:
These patches don't seem to be public though.
These patches don't seem to be public though.
Torment: Tides of Numenera, early port report and thoughts
3 Mar 2017 at 5:52 pm UTC Likes: 1
3 Mar 2017 at 5:52 pm UTC Likes: 1
Unofficial community bug tracker opened: https://github.com/tton-bugs-hunters/tton-bug-tracker/issues [External Link]
How to report bugs [External Link].
How to report bugs [External Link].
Khronos working on an '3D Portability Initiative' to enable portable development across Vulkan, DX12 and Metal
3 Mar 2017 at 5:05 pm UTC
3 Mar 2017 at 5:05 pm UTC
Quoting: ShabbyXIn other words, you would end up coding in Vulkan as the universal API, and use the translation layer when not possible, for example on OSX, PS and XBox.Yes, that's actually a good direction for now. And unlike MoltenVK that translation layer should be open.
tinyBuild announce Graveyard Keeper, an inaccurate medieval cemetery management sim
3 Mar 2017 at 4:46 pm UTC Likes: 2
3 Mar 2017 at 4:46 pm UTC Likes: 2
The pixel art looks very good, though lack of DRM-free version is annoying.
It looks like they put Geralt in the trailer in the beginning (note the wolf medallion that monster grabs).
It looks like they put Geralt in the trailer in the beginning (note the wolf medallion that monster grabs).
Khronos working on an '3D Portability Initiative' to enable portable development across Vulkan, DX12 and Metal
2 Mar 2017 at 6:16 pm UTC Likes: 2
2 Mar 2017 at 6:16 pm UTC Likes: 2
It's bad, because instead of pushing for real cross platform solution, it encourages lock-in jerks to keep using lock-in.
It's like instead of insisting to use HTML, someone would come up with truncated abstraction, above Flash, ActiveX and HTML proper.
It's like instead of insisting to use HTML, someone would come up with truncated abstraction, above Flash, ActiveX and HTML proper.
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