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Latest Comments by kuhpunkt
Looks like we might see the end of developers constantly changing their Steam release date
7 Aug 2019 at 5:33 am UTC Likes: 1

Quoting: Purple Library Guy
Quoting: orochi_kyo
Quoting: HoriHowever I wonder when will the big elephant be addressed - namely the house's cut on each sale. That thing should definetely be more open (read: reduced), as it actually does affect the consumers. Devs aren't happy with it, at all (and for good reason) and decide to sell elsewhere, which is not ideal at all for the users.
How does affect consumers? Because Greedy devs wants a bigger cut
Well, of course they're greedy. It's capitalism, everyone in the game is greedy. That's the point. Developers are greedy, portal owners are greedy whether Valve or EGS or even GoG, and we consumers all want cheaper games, we're greedy too. Everyone is, in effect, forced to be greedy.
That seems like an overly negative attitude :dizzy:

Looks like we might see the end of developers constantly changing their Steam release date
6 Aug 2019 at 3:59 pm UTC Likes: 2

Quoting: HoriHowever I wonder when will the big elephant be addressed - namely the house's cut on each sale. That thing should definetely be more open (read: reduced), as it actually does affect the consumers. Devs aren't happy with it, at all (and for good reason) and decide to sell elsewhere, which is not ideal at all for the users.
And what cut would be cool?

Steam Play Proton 4.11 released, a pretty huge release pulling in D9VK and a replacement for esync
31 Jul 2019 at 9:00 pm UTC

Quoting: ThormackAnyone tried Skyrim and Skyrim SE to see if the sound issues are fixed?
(And other minor issues like event triggers).
That will take a while.

Valve's new "ACO" Mesa shader compiler for AMD GPUs now has vertex shader support
31 Jul 2019 at 5:01 pm UTC Likes: 4

Quoting: mylka
Quoting: X6205Not sure if i understand this.. It surely looks great, but if shaders are compiled only on first run and Steam client has even his own shader cache for distributing shaders, why they are putting man-hours into this? Does it improve also in-game performace after all shaders are compiled?
he tried it with GTA5
https://www.youtube.com/watch?v=8LMH9UP-XO0 [External Link]

dont expect a lot, but around 5fps more is not bad

i use valves ppa since it was released and had no troubles
As he said in the video description, it's not just 5 fps.

"I finally got off my arse and set up an install to mess around with ACO. The results are rather incredible. The raw FPS increase may seem marginal, but the overall stability and smoothness is much better. Furthermore, there are some areas in the game, mostly interiors, that cause severe stuttering on LLVM, but do not on ACO."

Steam Play Proton 4.11 released, a pretty huge release pulling in D9VK and a replacement for esync
31 Jul 2019 at 11:10 am UTC Likes: 3

Quoting: liamdaweAlso, sorry for the delay everyone. Yesterday was my 31st birthday so I took a rare 100% day off, I'm in catch-up mode now.
Happy Birthday, young man!

Valve has launched "Steam Labs", a place where Valve will show off new experiments
12 Jul 2019 at 8:49 am UTC Likes: 3

Quoting: TheSHEEEP
Quoting: kuhpunkt
Quoting: apocalyptechGive me a call when they try the "use humans to curate the store so it's not brimming with garbage constantly" experiment, that's the one that I'm still really pining for.
Which is completely unrealistic. It won't happen, because it won't help.
Well, there has to be some kind of middle ground between Valve's "every crap is welcome" and GOG's "we arbitrarily reject most good games that our users would actually like".
I actually think that the people at Valve already do a good job. Scam gets deleted, trash isn't promoted. I've never been recommended actual crap. I'd actually have to go out of my way to search for this stuff. I think most people just overreact here.

Valve has launched "Steam Labs", a place where Valve will show off new experiments
12 Jul 2019 at 7:07 am UTC Likes: 2

Quoting: BrisseA problem with the recommendations presented by the ML feature "Interactive Recommender" is that some of my best gaming experiences have been from short and focused interactive experiences which didn't take as much time to go through as some of my top games by hours played. Seems these games are not treated fairly by this algorithm. The recommendations makes sense in comparison to my most played games, but most hours played does not always mean most compelling game, and some of those most played games I'm actually done with and I'm burned out on those genres.

I think a partial solution could be to look at the average playtime for the entire user-base for a game, and then see how my time compares to that of the average user. If I spent more time than average, then I probably found it compelling. Some games are intentionally short, others can be huge time sinks. By looking at a ratio compared to an average instead of absolute playtime we can ensure the former category isn't treated as unfairly as it currently seems to be.
The blog post:

"Why it works for short games
The recommender knows that there are great short-form games you can finish in an hour, and those you'll play for thousands. Your playtime data is normalized to reflect the distribution of playtime in each game, ensuring that all games are on an equal footing."

Valve has launched "Steam Labs", a place where Valve will show off new experiments
12 Jul 2019 at 7:04 am UTC Likes: 3

Quoting: apocalyptechGive me a call when they try the "use humans to curate the store so it's not brimming with garbage constantly" experiment, that's the one that I'm still really pining for.
Which is completely unrealistic. It won't happen, because it won't help.

Valve may be working on a new version of the Steam Controller
4 Jul 2019 at 8:11 pm UTC

Hopefully the thumbstick works on this one... not like on the Index Controller :huh:

The former Paradox Interactive CEO thinks "platform holders" 30% cut is "outrageous"
3 Jul 2019 at 6:53 am UTC Likes: 1

Quoting: monnef
Quoting: Purple Library Guy
Quoting: Beamboom
Quoting: monnefWhy indie games should be paying more, in relative numbers, than big publishers?
If you talk about the fee on publishing the game, I dare say that $100 shouldn't be much for anyone. If you're semi-serious about putting your game out there on a an as massive market as Steam, I'd say it's pretty much nothing.

I think that particular part is a good idea, to keep the absolute worst out of the store.
Probably monnef meant the recent policy shift where games (or maybe developers) that sell a little pay 30% while games that sell quite a bit pay 25% and games that sell big league numbers pay 20%.
Yes, that was what I meant. 30% cut if you are a small indie, but only 20% if you are a big publisher. Why? If there is any imbalance, shouldn't it be reversed - helping small indies to survive, not AAA games with predatory mtx?
It depends on the revenue made, not on the size of the studio. Small indies with a hit can reach those goals, too.