Latest Comments by YoRHa-2B
Indivisible, the action RPG platformer from the creator of Skullgirls is out now
9 Oct 2019 at 12:28 pm UTC Likes: 1
Unfortunately it doesn't really do a particularly good job at explaining its systems so it might take some figuring out and getting used to at first.
Anyway, fun little game with fantastic visuals, and no technical issues with the Linux build so far.
9 Oct 2019 at 12:28 pm UTC Likes: 1
Quoting: TobiSGDI don't get it. The trailer looks like turn-based combat, the Steam page says real-time combat.It's similar to some (older) JRPGs where you have to wait for your AP bar to fill up before you can do anything, but it's not turn-based in the sense that there's a fixed order in which characters do things or that you have time to think about your next move. In fact, combat in this game is rather fast-paced.
Unfortunately it doesn't really do a particularly good job at explaining its systems so it might take some figuring out and getting used to at first.
Anyway, fun little game with fantastic visuals, and no technical issues with the Linux build so far.
Steam Play Proton 4.11-6 is out with newer DXVK, support for The Surge 2 and GTA 5 launcher fixes
25 Sep 2019 at 2:40 am UTC
25 Sep 2019 at 2:40 am UTC
It's a game bug, not a driver issue. Also affects amdvlk on Linux.
Unfortunately the game runs extremely poorly on RADV; in addition to some artifacting it also only reaches around 70% GPU utilization and is -surprise- over 30% slower than on Windows as a result. By default it also enforces double-buffered Vsync for some reason, which makes it run at 30 FPS locked, but this can be worked around by setting MESA_VK_WSI_PRESENT_MODE=immediate.
In other words, WSI issues. Games will probably never get this right.
Unfortunately the game runs extremely poorly on RADV; in addition to some artifacting it also only reaches around 70% GPU utilization and is -surprise- over 30% slower than on Windows as a result. By default it also enforces double-buffered Vsync for some reason, which makes it run at 30 FPS locked, but this can be worked around by setting MESA_VK_WSI_PRESENT_MODE=immediate.
In other words, WSI issues. Games will probably never get this right.
The Valve-funded shader compiler 'ACO' is being queued up for inclusion in Mesa directly (updated: merged)
21 Sep 2019 at 4:15 pm UTC Likes: 3
21 Sep 2019 at 4:15 pm UTC Likes: 3
[quote=torbido]
off-line compilation = shipping pre-compiled binaries for your GPU. You'd do this on consoles.
on-line = the opposite, i.e. letting your graphics driver do the job locally during execution.
Quoting: ShmerlOk, I hope that you are right about that.It's common terminology.
off-line compilation = shipping pre-compiled binaries for your GPU. You'd do this on consoles.
on-line = the opposite, i.e. letting your graphics driver do the job locally during execution.
The Valve-funded shader compiler 'ACO' is being queued up for inclusion in Mesa directly (updated: merged)
19 Sep 2019 at 12:01 pm UTC Likes: 11
CS = Compute shaders
VS = Vertex shaders
19 Sep 2019 at 12:01 pm UTC Likes: 11
Quoting: fagnerlnWhat is [FS - CS - VS]?FS = Fragment shaders
I suppose that FS is fsync, but I don't know about the others
CS = Compute shaders
VS = Vertex shaders
Steam Play passes six thousand Windows games playable on Linux, according to ProtonDB
23 Aug 2019 at 7:30 am UTC
23 Aug 2019 at 7:30 am UTC
Quoting: khalismurWine is great but it still has a long way to go. Using Lutris with DXVK, I get only 50~80% of windows performance in PoE and WoW, which is a costly trade for my Nvidia 840m notebook I'm not sure I'll keep accepting.That's incredibly bad and much worse than expected, even by Nvidia standards. What's your CPU?
Valve's new "ACO" Mesa shader compiler for AMD GPUs now has vertex shader support
31 Jul 2019 at 12:26 pm UTC Likes: 14
There are other benefits as well, like actually getting bugs fixed and features added in a timely manner and not having to wait up to 6 months for a new LLVM release (and then another 6+ months for it to roll out in actual distributions). DXVK's early discard optimization is a good example, it just doesn't work on LLVM, with ACO it's fine and ACO even implemented VK_EXT_shader_demote_to_helper_invocation recently.
And short compile times are important for many games running through DXVK and D9VK, some more than others, even with all the shader cache stuff that Steam does nowadays and is going to be doing in the future. Also a friendly reminder that not all popular games are on Steam.
31 Jul 2019 at 12:26 pm UTC Likes: 14
Quoting: X6205Does it improve also in-game performace after all shaders are compiled?It actually does in a lot of cases. Usually not by much, but there are a few games that run much faster than with LLVM.
There are other benefits as well, like actually getting bugs fixed and features added in a timely manner and not having to wait up to 6 months for a new LLVM release (and then another 6+ months for it to roll out in actual distributions). DXVK's early discard optimization is a good example, it just doesn't work on LLVM, with ACO it's fine and ACO even implemented VK_EXT_shader_demote_to_helper_invocation recently.
And short compile times are important for many games running through DXVK and D9VK, some more than others, even with all the shader cache stuff that Steam does nowadays and is going to be doing in the future. Also a friendly reminder that not all popular games are on Steam.
DXVK, the awesome D3D11 and D3D10 to Vulkan translation layer has a new release out
21 Jul 2019 at 7:03 pm UTC Likes: 14
21 Jul 2019 at 7:03 pm UTC Likes: 14
The Nvidia memory issue is somewhat setup-specific (and definitely not something that can be fixed in DXVK, all I'm really doing is try to make it a bit less bad).
It's an extremely tricky issue since neither me nor the Nvidia folks are able to consistently reproduce it to get valuable debugging info.
Edit: Also, why are some people still on the 390 drivers? That's really outdated at this point and it's a miracle the game runs on that thing.
It's an extremely tricky issue since neither me nor the Nvidia folks are able to consistently reproduce it to get valuable debugging info.
Edit: Also, why are some people still on the 390 drivers? That's really outdated at this point and it's a miracle the game runs on that thing.
D9VK 0.13 "Hypnotoad" is out, further advancing the D3D9 to Vulkan layer for Wine
11 Jul 2019 at 3:57 pm UTC Likes: 1
11 Jul 2019 at 3:57 pm UTC Likes: 1
I had to revert back to normal mesa because I was experiencing issues with chrome.Unless Chrome uses Vulkan for something, this has nothing to do with ACO specifically, but upstream Mesa. You should definitely file a bug against mesa then, since that's going to break in 19.2 otherwise.
D9VK 0.13 "Hypnotoad" is out, further advancing the D3D9 to Vulkan layer for Wine
10 Jul 2019 at 6:31 am UTC
The annoying part about the memory crash is that there's no reliable way to reproduce it yet. The GTX 670 in my test system is fine most of the time and I only got one single crash so far after playing a game on it for an hour.
10 Jul 2019 at 6:31 am UTC
Quoting: GuestIs D9VK suffering from the same Nvidia crashes as DXVK due to memory fragmentation?In theory, yes, although the average D3D9 game doesn't need nearly as much memory as modern D3D11 titles.
The annoying part about the memory crash is that there's no reliable way to reproduce it yet. The GTX 670 in my test system is fine most of the time and I only got one single crash so far after playing a game on it for an hour.
Valve are asking for help testing "ACO", a new Mesa shader compiler for AMD graphics
4 Jul 2019 at 5:29 pm UTC
4 Jul 2019 at 5:29 pm UTC
Can't really say that the much more expensive MSI Gaming X model of my RX 480 is free of issues either - I mean, the heat sink is very strong and the card is very quiet under full load, but I had to re-seat the cooler and re-paste the card three times by now because it randomly lost die contact for no reason.
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