Latest Comments by Calinou
Godot Engine 4.0 gets a first Release Candidate
12 Feb 2023 at 12:59 am UTC Likes: 3
Godot embeds the source code of all libraries in its GitHub Repository, so you can (cross-)compile the editor and export templates from source easily on any platform without having to compile and install libraries separately.
12 Feb 2023 at 12:59 am UTC Likes: 3
Quoting: EikeWhat's the trouble with CMake?Godot uses SCons, so any libraries using CMake must be converted to use SCons first. The more complex the library, the more difficult this is. This is especially the case for FSR2 as its build process relies on Windows-only executables we don't have the source code of [External Link].
Godot embeds the source code of all libraries in its GitHub Repository, so you can (cross-)compile the editor and export templates from source easily on any platform without having to compile and install libraries separately.
Godot Engine 4.0 gets a first Release Candidate
9 Feb 2023 at 6:12 pm UTC Likes: 6
DLSS requires linking against a proprietary SDK (this can be done with `dlopen()`-style opt-in), which is technically feasible but unlikely to happen in core. This kind of optional linking is what PrBoom+-rt and vkQuake-rt use, for instance. Unfortunately, the end result isn't very convenient: even if the engine is built with DLSS integration enabled, this means the user must manually install the DLSS library for DLSS to be enabled (as the DLSS library wouldn't be distributed alongside the editor/export templates).
NVIDIA also requires you to inform them about any commercial release you make using DLSS. This is an additional burden that we'd prefer not to impose Godot users with (Unity and Unreal [External Link] also require you to send them a form for any commercial release). Lastly, as of writing, the DLSS 3 SDK isn't publicly available yet (only DLSS 2 is).
GDExtension or even C++ modules don't expose what's required to add low-level rendering stuff, so I assume DLSS support will require a third-party engine fork in the foreseeable future. (This is the same approach used as Unreal Engine, where DLSS is distributed as an engine fork.)
Regarding FSR2
On the bright side, FSR 2.x support has no such licensing restrictions and is planned for a future Godot 4.x release. It doesn't look exactly simple to implement though, given the official FSR 2.x buildsystem is heavily tailored towards Windows, Direct3D 12 and CMake.
Regarding XeSS
I know you didn't mention XeSS, but I'll document its state here for completeness. XeSS is in a similar situation as DLSS. Only its compiled binaries are published on GitHub [External Link], not its source code. It's also under a restrictive EULA.
9 Feb 2023 at 6:12 pm UTC Likes: 6
Quoting: TheRiddickHope they can include FSR2 and DLSS3 down the line in the support list.Regarding DLSS
DLSS requires linking against a proprietary SDK (this can be done with `dlopen()`-style opt-in), which is technically feasible but unlikely to happen in core. This kind of optional linking is what PrBoom+-rt and vkQuake-rt use, for instance. Unfortunately, the end result isn't very convenient: even if the engine is built with DLSS integration enabled, this means the user must manually install the DLSS library for DLSS to be enabled (as the DLSS library wouldn't be distributed alongside the editor/export templates).
NVIDIA also requires you to inform them about any commercial release you make using DLSS. This is an additional burden that we'd prefer not to impose Godot users with (Unity and Unreal [External Link] also require you to send them a form for any commercial release). Lastly, as of writing, the DLSS 3 SDK isn't publicly available yet (only DLSS 2 is).
GDExtension or even C++ modules don't expose what's required to add low-level rendering stuff, so I assume DLSS support will require a third-party engine fork in the foreseeable future. (This is the same approach used as Unreal Engine, where DLSS is distributed as an engine fork.)
Regarding FSR2
On the bright side, FSR 2.x support has no such licensing restrictions and is planned for a future Godot 4.x release. It doesn't look exactly simple to implement though, given the official FSR 2.x buildsystem is heavily tailored towards Windows, Direct3D 12 and CMake.
Regarding XeSS
I know you didn't mention XeSS, but I'll document its state here for completeness. XeSS is in a similar situation as DLSS. Only its compiled binaries are published on GitHub [External Link], not its source code. It's also under a restrictive EULA.
Steam Deck thoughts a year later
23 Jan 2023 at 4:06 pm UTC Likes: 10
23 Jan 2023 at 4:06 pm UTC Likes: 10
I've noticed the Steam Deck has increased interest in Flatpaks/Flathub a lot. There are a lot more Flatpaks to choose from nowadays compared to last year, even for more obscure things like OpenArena running on a more modern Quake 3 source port [External Link].
Valve dev teases HDR support for Linux Gaming
4 Jan 2023 at 11:28 pm UTC
One common issue with HDR in games is that it's not well-tested by developers or not used as a daily driver, so there is little incentive to make it truly worthwhile. Most engine developers (or even environment artists) aren't using OLED/miniLED displays for development just yet.
4 Jan 2023 at 11:28 pm UTC
Quoting: pete910To be honest having used HDR on windows in the Past and films ect on my LG oled I cant say it's that impressive. For the most part it resembles some turning the Saturation and colours up to full.HDR implementation quality wildly varies across games, with some games having known busted implementations like RDR2 or Horizon Zero Dawn. Some games with known good HDR support are Cyberpunk 2077 (to an extent), Ori and the Will of the Wisps, maybe Spider-Man Remastered or Death Stranding too. You may also have to fiddle with tonemapping settings (HGiG vs DTM, there is no true winner but some people will prefer one or the other).
Dare say it's a personnel preference thing at the end of the day.
One common issue with HDR in games is that it's not well-tested by developers or not used as a daily driver, so there is little incentive to make it truly worthwhile. Most engine developers (or even environment artists) aren't using OLED/miniLED displays for development just yet.
Intel announces 13th Gen mobile processors, plus 65-watt and 35-watt desktop processors
4 Jan 2023 at 11:16 pm UTC
4 Jan 2023 at 11:16 pm UTC
Quoting: mr-victoryAll recent Intel IGPs use ANV to my knowledge. The IGP architecture is the same, it's just weaker due to having less execution units and/or lower clock speeds.These replace the Intel Pentium and Intel Celeron branding.So Pentium and Celeron are gone? Do iGPUs of these ıse ANV driver instead of cirrus?
NVIDIA Linux driver 525.60.11 is out now
1 Dec 2022 at 1:13 am UTC
1 Dec 2022 at 1:13 am UTC
Quoting: Comandante ÑoñardoWhat is the practical function of PROTON_ENABLE_NGX_UPDATER ?NGX is the library that contains DLSS support (it's compiled for Windows and Linux natively, although there are no Linux native games with DLSS support as of writing). The updater allows updating it independently of the version that ships with the game, as every game may ship with a different version of it (often outdated).
Half-Life 2, Portal, Portal 2, Left 4 Dead 2 all get upgraded with DXVK 2.0 Vulkan
21 Nov 2022 at 9:02 pm UTC Likes: 2
21 Nov 2022 at 9:02 pm UTC Likes: 2
Quoting: fagnerlnI use the experimental -vulkan option on CSGO, I hope that they updates it to enable the resolution change.Note that even with Vulkan, windowed mode already allows you to use any resolution with the -w and -h command line arguments. I use this to play in 3840×1620 ultrawide with the window borders hidden by KDE's per-window overrides (Alt+F3).
Classic Unreal Tournament lives on with a new OldUnreal upgrade, 64bit now on Linux
31 Oct 2022 at 5:52 pm UTC Likes: 3
There are some interesting licensing constraints though. For instance, OldUnreal's UT99 patch has native Apple Silicon support but OldUnreal's Unreal 1 won't get it.
Tim Sweeney said he'd look into open sourcing UE1 one day, but that was years ago and has yet to happen. I assume a legal review of third-party components (and making the original source build on modern compilers) would take a lot of time for no profit, so don't hold your breath for it.
31 Oct 2022 at 5:52 pm UTC Likes: 3
Quoting: Purple Library GuyIndeed, they gave around the Unreal Engine 1 source code (under NDA) to several modders. This is how OldUnreal patches came to fruition after all.Nice that Epic gave it their approval too.Get outta town! Really?
There are some interesting licensing constraints though. For instance, OldUnreal's UT99 patch has native Apple Silicon support but OldUnreal's Unreal 1 won't get it.
Tim Sweeney said he'd look into open sourcing UE1 one day, but that was years ago and has yet to happen. I assume a legal review of third-party components (and making the original source build on modern compilers) would take a lot of time for no profit, so don't hold your breath for it.
Godot Engine 4 hits Beta with absolutely loads new
16 Sep 2022 at 2:23 pm UTC Likes: 2
16 Sep 2022 at 2:23 pm UTC Likes: 2
Quoting: elmapulOpenGL compatibility for older / low-end devices.The OpenGL renderer is already implemented (in WIP state); it's just not exposed in the project manager yet. You can create a project from the command line [External Link] then start the editor using the `--rendering-driver opengl3` command line argument.
not yet
Slimbook recently refreshed a bunch of their Linux laptops
14 Jul 2022 at 11:01 pm UTC
You could also try 130% or 140% scaling in KDE (as KDE doesn't seem to offer 125% scaling, unlike Windows).
14 Jul 2022 at 11:01 pm UTC
Quoting: damarrinA 16” 16:10 screen, huh. That’s pretty cool. Shame about the res, I wonder what type of fractional scaling it needs to be useable.2560×1600 on 16" should be usable with 150% scaling (not too bad on KDE X11 or Wayland), which gives you a screen real estate of 1706×1066 (but with improved text clarity over 100% scaling).
You could also try 130% or 140% scaling in KDE (as KDE doesn't seem to offer 125% scaling, unlike Windows).
- Linux and open source getting age checking exemptions could be problematic
- Steam Deck stock returns but there's a big price increase
- Dusklight the reimplementation of The Legend of Zelda: Twilight Princess gets a major update
- Proton-CachyOS adds low latency layer and Discord rich presence support
- Flathub moves to ban nearly all apps and submissions made with generative AI
- > See more over 30 days here
- Fully native alternative to ProtonDB
- LoudTechie - Feedback needed - future website updates
- Liam Squires-Hand - New Desktop Screenshot Thread
- Hamish - Restrict way kernel-level-anti-cheat is installed.
- PlayingOnLinuxphone - Are Mac computers good and stable?
- PlayingOnLinuxphone - See more posts
Anticheat check - which competitive games actually work on Linux?
How to give Valve feedback when Proton games have issues on Linux / SteamOS