Latest Comments by godlike
Dying Light Linux Performance Patch & New DLC Released
26 May 2015 at 8:27 pm UTC
26 May 2015 at 8:27 pm UTC
Tested the new update as well. The performance is higher and now there is an option to turn on SSAO. Unfortunately with SSAO the framerate takes a hit.
Dying Light Major Patch Released, Performance Finally Okay On Linux (UPDATED)
11 Mar 2015 at 7:34 pm UTC
I have a question though since you looked at the game's behaviour. Do you know if it's CPU or GPU limited? It will be CPU limited if at least one CPU core is maxed out.
11 Mar 2015 at 7:34 pm UTC
Quoting: GuestWhile I'm not sure of the spatial coherence of indexed vertex buffers, they are at least using instanced rendering where possible it would seem. Though I agree - there might be cases where they could batch meshes together for more cache-friendly rendering. I haven't looked in depth enough to know that for certain.To be honest I am not sure about nVidia's or AMD's drivers but traditionally the most expensive calls are the drawcalls. For some drivers the drawcalls are expensive since this is the point where they check which part of the state have changed or do shader re-compilations or set dependencies or refcount objects and many more.
Not using VAOs is also inflating their API call count by quite a lot. Basic guesstimates in my head mean that 100k API call count could be reduced to between 15k and 20k. Fix up the texture generation at the start of each frame, and it should do wonders for performance - and that's just the low hanging fruit.
I have a question though since you looked at the game's behaviour. Do you know if it's CPU or GPU limited? It will be CPU limited if at least one CPU core is maxed out.
Dying Light Major Patch Released, Performance Finally Okay On Linux (UPDATED)
11 Mar 2015 at 8:25 am UTC Likes: 1
Cache misses are a huge performance problem that people often forget. One of the great things about OpenGL is that it's very cache friendly. Many operations touch only the context and for the most part the context is in the cache.
11 Mar 2015 at 8:25 am UTC Likes: 1
Quoting: GuestWhat's worse, is that some of the object rendering setup is done the "GL2.x way". This introduces some overhead and internal driver checks on a per-frame basis that could otherwise be optimised using the "GL3.2 way" (basically, vertex attributes should be packed in a special object, a Vertex Array Object, or VAO, which reduces validation checks to the creation time instead of every time things are rendered). This kind of thing I'm hopeful they'll be able to easily fix - it should improve certain parts a lot.While VAOs will remove some internal checks they have another problem. Being a separate object means that the app will have to access (most of the time) one before every drawcall. Accessing a different part of the memory will result in cache misses. On the other hand, by touching a single VAO (or the default VAO in GL ES) you ensure that everything will be in the cache.
Cache misses are a huge performance problem that people often forget. One of the great things about OpenGL is that it's very cache friendly. Many operations touch only the context and for the most part the context is in the cache.
Lots Of Big Games Confirmed For SteamOS, Torchlight II Now Out, Payday 2, Mordor And More Coming Too
4 Mar 2015 at 8:43 pm UTC
4 Mar 2015 at 8:43 pm UTC
Great news!! Already bought 100+ euros worth of Linux games :)
Valve Will Launch Own VR Device, To Be Shown At GDC
24 Feb 2015 at 10:02 am UTC
24 Feb 2015 at 10:02 am UTC
Valve has some very interesting things to show. Just to mention that they will present GL-next with some other high profile developers.
The OpenGL Successor Is Due To Be Unveiled At GDC
3 Feb 2015 at 8:28 pm UTC Likes: 3
3 Feb 2015 at 8:28 pm UTC Likes: 3
Quoting: MajorLunaCSo, if it were just Valve and Epic Games, I would have said "Yeah, sounds good!" BUT, with this motley crew of sadists and mostly idiots, I'd say it's VERY BAD NEWS! No way in hell it's gonna be able to replace anything Linux or high-performance! If anything, they're scheming to force this OpenGL replacement onto everyone, deliberately making it as crappy as possible so people will stop using Linux, otherwise known as sabotage. With Microsoft's and EA's records, it perfectly reasonable to assume this.How can someone take these conspiracy theories seriously? Sabotage? Really?
Raven’s Cry Released On Linux, Still A Bit Buggy
31 Jan 2015 at 8:52 pm UTC Likes: 1
31 Jan 2015 at 8:52 pm UTC Likes: 1
Bought it and tried it for 10' on a nVidia 560ti. The performance is not great but that is somewhat understandable, 560ti is a 3+ years old mid-range GPU. The game looks quite good though.
Thought it was better to support the developers now even if the current state of the game is not optimal. Hope they will sort these problems out.
Thought it was better to support the developers now even if the current state of the game is not optimal. Hope they will sort these problems out.
Shadow Warrior Looks Like It Will Come To Linux
19 Jan 2015 at 9:14 pm UTC
19 Jan 2015 at 9:14 pm UTC
I couldn't resist and finished it some months ago in windows. It's a very very entertaining game.
Whats Next In Graphics APIs
31 Dec 2014 at 12:15 pm UTC
31 Dec 2014 at 12:15 pm UTC
The motivation for GLnext's IR:
- Bugs (or spec misinterpretations) in driver compilers. This is a huge pain for developers.
- Nobody targets GLSL. Big engine developers write their shaders in HLSL and then compile the source to IR's for DX and consoles (and some of them to GLSL, Unity)
- Obfuscate the shader source (Nobody admits it but many want it)
What GLnext's IR is not:
- Compile times won't be significantly faster
- It will not perform any heavy-weight optimizations. This is up to the driver's compiler because the driver compiler knows better
- Bugs (or spec misinterpretations) in driver compilers. This is a huge pain for developers.
- Nobody targets GLSL. Big engine developers write their shaders in HLSL and then compile the source to IR's for DX and consoles (and some of them to GLSL, Unity)
- Obfuscate the shader source (Nobody admits it but many want it)
What GLnext's IR is not:
- Compile times won't be significantly faster
- It will not perform any heavy-weight optimizations. This is up to the driver's compiler because the driver compiler knows better
Borderlands 2 Released For Linux With A Sale
2 Oct 2014 at 5:43 am UTC Likes: 1
2 Oct 2014 at 5:43 am UTC Likes: 1
Works flawlessly on Lubuntu 14.04 and nVidia. Some occasional stuttering but apart from that it seems like a perfect port.
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- Windows compatibility layer Wine 11 arrives bringing masses of improvements to Linux
- GOG plan to look a bit closer at Linux through 2026
- European Commission gathering feedback on the importance of open source
- > See more over 30 days here
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- Xpander - Venting about open source security.
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