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Latest Comments by Calinou
AOKZOE are the latest to attempt a Steam Deck rival with the AOKZOE A1
4 Jul 2022 at 6:24 pm UTC

Quoting: CyborgZetaThe resolution seems high. I think 720p is sufficient for a handheld. Less taxing on the GPU, but still looks good on a display designed for that resolution.
Thinking about it again, 1920×1200 on a handheld may not be such a bad idea. You get razor sharp visuals on 2D/indie games/retro 3D games, but you can choose to render in 960×600 with integer scaling [External Link] in demanding AAA titles for better performance than what you'd get in 1280×800. Integer scaling does a much better job at preserving overall image sharpness compared to bilinear scaling – sometimes better than FSR 1.0, while also being cheaper on the GPU.

900p and 1080p displays make integer scaling a much harder proposition, as the vertical height alloted (450p and 540p respectively) is often not enough to display modern game UIs in a easily readable fashion. The former's 450p resolution is also worse than most OG Xbox games, so it's not exactly flattering, even on an handheld.

Still, I think Valve did the right move by using a 1280×800 display, but I wouldn't mind if it was OLED or could go above 60 Hz :)

Valve designer warns people not to put 2242 M.2 drives in their Steam Deck
27 Jun 2022 at 5:46 pm UTC Likes: 1

HD texture pack options are still fairly common in AAA games. For instance, Far Cry 6 has such an option last time I checked. When you don't download the HD texture pack, you're left with textures that have their resolution halved (with 25% of the original pixel count, that is). This looks decent in most cases but it leaves a lot to be desired in some cases (e.g. in car interiors).

Low-poly 3D rail shooter Ex-Zodiac hits Early Access on July 21st
27 Jun 2022 at 5:26 pm UTC Likes: 3

Quoting: GuestLooks pretty good. Bit unsure about the soundtrack though.
One thing these retro inspired games lack, is a 20fps option. Games like shredders revenge and SOR4, as great as they are, don't always feel quite right to me being a full 60fps. An option to lock them at 30, 20, or even 15fps could give it a bit more of a retro feel. At least for me anyway.
Surely libstrangle [External Link] or the Gamescope FPS limiter can achieve this :)

Action Quake 2 (AQtion), considered the 'precursor' to Counter-Strike now on Steam
10 Jun 2022 at 11:15 pm UTC

I'm an arena FPS fan, but I happened to miss this release, so thanks for posting about it :)

I have a Q2PRO setup for playing Action Quake 2, but this standalone configuration looks nice (and doesn't require a Quake 2 installation to work).

Fly Dangerous, the 'love letter' to Elite Dangerous racing is now on Steam
25 May 2022 at 9:41 pm UTC

I remember playing a free-to-play antigrav racing game when I was a kid (around 2006-2007). This one reminds me a lot of it.

Looks like the Steam Deck will get Refresh Rate Switching
21 Apr 2022 at 1:33 pm UTC

Quoting: GuestI used this kind of tricks to play Rise of the tomb raider at 48hz, but the input latency was so bad that i opted for 75hz instead.
Can't even imagine the feeling with a FPS.

BTW, since the deck uses Wayland, things are not so easy like with xorg and a custom EDID has to be crafted and loaded at boot by modifying the kernel command line.
https://github.com/kevinlekiller/linux_intel_display_overclocking [External Link]
(skip the xrandr part ofc)
I didn't know the Steam Deck's display could be overclocked. It's an interesting avenue for those retro games running at 35 or 70 FPS (and without source ports that support arbitrary framerates).

Lumencraft blends top-down shooting, Tower Defense and a destructible environment
13 Apr 2022 at 7:09 pm UTC Likes: 13

By the way, I had the opportunity to interview the studio about Lumencraft's development with Godot: https://godotengine.org/article/godot-showcase-2dynamic-games-lumencraft [External Link]

AMD FidelityFX Super Resolution 2.0 announced
20 Mar 2022 at 7:43 pm UTC

Quoting: elmapulcan this trick be used to apply FSR on one viewport (the 3D one) while ignore it on the other?
[edit]
actually you just said its possible, but have you tried?
This is already how it works – the `scaling_3d_scale` property will never affect 2D rendering, as its name implies.

AMD FidelityFX Super Resolution 2.0 announced
19 Mar 2022 at 4:16 pm UTC Likes: 2

Quoting: elmapul
Quoting: somebody1121I hope they release the source code soon so godot 4 can add this (Although it need some TAA implementation first for the motion vectors)
i dont think they have enough man power for that, it would only delay vulkan, i think they will focus on deliver vulkan on 4.0, bring back openGL at 4.1, and those extra features either will go at =>4.2x or 5.0x.
TAA is being implemented in Godot 4.0 as we speak! There's not much to show yet, but this means motion vectors will be available for FSR 2.0 to use (and/or XeSS, depending on whether it goes open source in a timely fashion). These motion vectors will also be useful for a motion blur implementation in the long run.

MSAA and FXAA will remain available, with SMAA potentially being implemented in the future for high-quality post-processing spatial antialiasing.

Quoting: elmapulone thing i think they could implement though, that shouldnt require too much effort to add is some form of rendering the text in a different render contex so FSR 1.0 could work on everything else from the game, then you render the text as the last step in an higher resolution instead of upscaling it.
(something like an text overlay on top of the game render.)
This is indeed what Godot 4.0 does if you reduce the `scaling_3d_scale` project setting/Viewport property below 1.0 :)
It can also be set above 1.0 for supersampling if you have the GPU power to spare.

This can be done in Godot 3.x too with a two-Viewport setup: https://github.com/godotengine/godot-demo-projects/tree/master/viewport/3d_scaling [External Link]

Fan game Sonic Robo Blast 2 gets a new tutorial, various improvements
10 Mar 2022 at 9:53 pm UTC Likes: 2

Quoting: HythlodaeusThis game is good, but I feel the devs are torturing themselves at this point by continuing to use the doom engine. There's so much impractical hacking to make this thing work it would be much much simpler at this point to switch to a proper open source 3d engine like Darkplaces or even Q3. For instance, the game still doesn't have working loops because the engine's (lack of) physics do not support them at all. It's also permanently capped on 35 FPS because of similar reasons.
Doom source ports generally have more complete modding documentation than Quake source ports do.

Also, uncapping the framerate would be possible if Doom Legacy supported physics step interpolation (like GZDoom and PrBoom+ do).