Patreon Logo Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone. Just good, fresh content! Alternatively, you can donate through PayPal Logo PayPal. You can also buy games using our partner links for GOG and Humble Store.
Latest Comments by a0kami
Steam Client update adds CEG DRM support for Proton, VA-API hardware encoding
22 Nov 2021 at 2:40 pm UTC

I know DMABUF was quite a big deal for a while on nvidia GPU.

But I ended up changing side for an amd card.
Are amd also concerned by this dmabuf or is it specific to nvidia ? If not specific to nvidia, am I correct to assume the openness of radv helped getting it supported ages ago.

And when it's said up to 4k capture via pipewire, are we talking x11 or Wayland (and xwayland) or both ? Or graphics server is irrelevant ?
(And how well is OBS supporting all those latest treats?)

Half-Life 2 and the episodes get a Beta with Vulkan (DXVK) and more
20 Oct 2021 at 9:49 am UTC

Quoting: GuestI just hope they don't get rid of the OpenGL backend....ever. Mostly because unmodified DXVK will crash out on my system (this is a quirk of my setup).
I heavily believe it is shipped as an embedded library and has nothing to do with any "classic" DXVK version you would already have. Github page [External Link]

Do we know how much manual tweaking is required ?
Black Mesa is having all kinds of graphics bugs through proton for me, maybe this could be helpful.

VKD3D-Proton v2.5 is out for Direct3D 12 on top of Vulkan, improving DirectX Raytracing
19 Oct 2021 at 10:31 pm UTC Likes: 1

Quoting: LordDaveTheKindDo you mean Ray-Tracing in general? Not bad actually. Last time I tried Quake RTX on a Radeon RT 6900XT, performance was around ~30fps.
Alright, thanks for the info!
Well, specifically on AMD side, I'm interested in both the capabilities, as how widely is the vulkan API exposed ?, but also in how production ready is the graphics stack, do raytracing games work ? (native or through wine ?)

It's kind of yet an additional layer of complexity on top of a already entangled ecosystem. Raytracing arrived on windows via nvidia hardware using directx tech, then amd featured some competing hardware and vulkan caught up to offer the same capabilities within its open standard, and nvidia made their drivers compliant with vulkan spec, for windows first then lately for Linux, and amd closely followed for both windows first and Linux then, but only on their closed source driver product. Now there's this brilliant community effort to bring up radv to pace, thanks to Bas Nieuwenhuizen and many more awesome devs 🐸 And obviously there's the pretty cool vkd3d-proton which this article is about, but it seems it was mostly tested on nvidia. I might feel overwhelmed keeping the tabs at times.

Though I'd be happy to go through nvidia raytracing gems but being able to achieve making pipelines exclusively using vulkan on amd hardware.

And thanks to all the awesome people out there making this a reality! Post steam deck launch times are gonna get insane, and it's thanks to these continuous daily efforts, shoutout to linuxers.

Twitch has suffered a huge leak of source code with a possible Steam competitor (updated)
6 Oct 2021 at 5:28 pm UTC

How long before we see crypto-miners on twitch pages :huh:

Night School Studio creator of Oxenfree joins Netflix
29 Sep 2021 at 8:46 am UTC

If it's to make small louzy mobile games from the series they have the rights, that's a big no.
But interactive narrative gameplay, that's a big yes. Like bandersnatch but better or a quantic dream game but well written this time. (How about ressurecting telltales games ?)

Card-collecting action RPG with tile-based combat Hero.EXE plans Linux support
27 Sep 2021 at 2:42 pm UTC

We're all there to make the joke but the fact that Linux doesn't care about extensions is making it tough..

Trouble is brewing over on GOG due to the HITMAN release needing online for some features
26 Sep 2021 at 12:53 pm UTC

Well elusive targets were timed updates and are a missed event, those aren't coming back, it only makes sense they required internet connection. User created contracts requires to be published in a database so it only makes sense it requires internet connection too.
Escalation are only required for steam achievements and unlocks a few useless but funny items and costumes.

I can only imagine illegal versions of the game managed to severe the connection so it doesn't get banned ? Not to mention you can probably blacklist your legit legal version from the windows firewall ?
I don't condone pirating, it just to say it could strictly technically be done.

But anyway the game was aiming to release episodes as DLC and seasons (finally seasons didn't get in they made new games instead because episode release is at best an ineffective business model). So in a sense it was a very clumsy move from IO Interactive how the game was online-oriented by design since the beginning.

But on the other side, I consider a thousand angry comments (despite the game actually be fun) to be comment bombing. :/ (I'd be surprised there isn't any other solo online features, for example Dragon's Dogma has a online pawn NPC system that let you play along user created characters AI.)

Ray Tracing on Linux with AMD GPUs gets closer with multiple games working
18 Sep 2021 at 1:15 am UTC

Quoting: slaapliedjeI think some of the Feral / Aspyr ports were done in a similar way? (I can't recall who said that, but someone did at somepoint and I was never sure it was correct.)
Feral has in-house tools, they make sure they stay as far away as they can possibly get from wine and other translation layers because they don't want (or can't afford) to enter any licence legal issue, regardless how permissive licences such as MIT are.
They basically have working implementations of a "DirectX back end" specifically targeted for Vulkan (Linux), Metal (iOS and macOS) and OpenGL (was used at some point macOS, mobiles and Linux). Engines from the games they port basically use the native "DirectX front end", which API calls are hooked to their own DX backend libraries during compile time, so they make minimal changes to the original graphics pipeline of the game and they keep high performance.

No idea how Aspyr are doing their thing though.
But yeah theoretically both companies could use any combination of translation layer and contribute to the effort but meh. (DXVK can also be used in a standalone way as if you'd have a DirectX game sources, you could just throw in DXVK and compile for a Linux platform without porting the graphics part, provided you figured a way out of msvc and external dependences.)