Latest Comments by MayeulC
DXVK expands with Direct3D 10 over Vulkan in Wine, also info on the new Direct3D 9-to-11 project
15 Aug 2018 at 10:07 am UTC Likes: 1
And the same is being done for DXVK, for instance... Some apps are just broken, and wouldn't work with a conforming driver, or would only work with poor performance (as far as I know, it's sometimes as simple as lying about being an nvidia driver, the supported extensions, or tweaking GL threading). That's one of the things that Vulkan set out to address, if I'm not mistaken.
15 Aug 2018 at 10:07 am UTC Likes: 1
Quoting: ArdjeFor now mesa still seems to be very distant of making gamename based fixes.driconf [External Link]? That's used to adjust driver behaviour to various application quirks; which can be name-based.
And the same is being done for DXVK, for instance... Some apps are just broken, and wouldn't work with a conforming driver, or would only work with poor performance (as far as I know, it's sometimes as simple as lying about being an nvidia driver, the supported extensions, or tweaking GL threading). That's one of the things that Vulkan set out to address, if I'm not mistaken.
DXVK expands with Direct3D 10 over Vulkan in Wine, also info on the new Direct3D 9-to-11 project
13 Aug 2018 at 10:19 pm UTC
13 Aug 2018 at 10:19 pm UTC
Liam, you might want to link that issue instead of the current one in the article: https://github.com/doitsujin/dxvk/issues/551 [External Link]
It seems to be a readme with a lot of details into the D3D10 support :)
It seems to be a readme with a lot of details into the D3D10 support :)
Open-world vehicle builder 'TerraTech' has left Early Access
13 Aug 2018 at 9:57 pm UTC Likes: 1
Secondly, while they could do a lot more to support Linux, they still bring some of their DOSBox wrappers, etc. I hope that will change and they'll be a bit more proactive, open platforms are in their interest. However, that would be a catch-22, and a bit unjust to boycott their store. Also show Valve and other publishers that there's demand for (Linux) DRM-free titles ;)
About other saying that steamworks could be the problem; that might be true, but the networking part was open sourced by valve some time ago, so that might not be a problem.
I just wish for more open communication.
13 Aug 2018 at 9:57 pm UTC Likes: 1
Quoting: einherjarThat was a bit too harsh to my liking. Firstly, CDPR and GOG (CD Projeckt Blue) are a bit more separate entities than you seem to think (AFAIK).Quoting: CyrilSorry, but I can`t see a disadvantage in the missing GOG support. I really don`t understand, that Linuxers buy at GOG. I have never heard of GOG (CDPR) doing anything for Linux.Quoting: Alm888It has left not only "Early Access" but the GOG store as well [External Link]. :(Fuck! And no DRM-Free build on Humble Bundle... :|
Just a quick reminder: never pre-order, never pay for Early Access. ;)
This time it's not just bad for Linux users, but for all platforms.
Have you heard of them paying Linux devs, or bringing any games (after witcher 2) to Linux? Is there a GOG Linuxclient? Do you think Cyberpunk will make its way to Linux?!
I buy all my games for Linux on Steam. DRM free would be better, but what would Linuxgaming be without valve and what would it be without GOG?
Linuxers should support the devs or companys that support Linux. IMHO GOG is not one of these.
Secondly, while they could do a lot more to support Linux, they still bring some of their DOSBox wrappers, etc. I hope that will change and they'll be a bit more proactive, open platforms are in their interest. However, that would be a catch-22, and a bit unjust to boycott their store. Also show Valve and other publishers that there's demand for (Linux) DRM-free titles ;)
About other saying that steamworks could be the problem; that might be true, but the networking part was open sourced by valve some time ago, so that might not be a problem.
I just wish for more open communication.
Looks like Valve may be preparing a 64bit version of the Steam client
9 Aug 2018 at 8:37 pm UTC
9 Aug 2018 at 8:37 pm UTC
Let's quote an old Valve statement on this:
quote=[Plagman [External Link]]We will not drop support for the many games that have shipped on Steam with only 32-bit builds, so Steam will continue to deploy a 32-bit execution environment. To that end, it will continue to need some basic 32-bit support from the host distribution (a 32-bit glibc, ELF loader, and OpenGL driver library).
Whether the Steam client graphical interface component itself gets ported to 64-bit is a different question altogether, and is largely irrelevant as the need for the 32-bit execution environment would still be there because of the many 32-bit games to support.[/quote]So you'd still need a few "bits" to continue supporting 32bit apps. But that would be a step in the right direction. AND SHOW THE DAMN EXAMPLE! How can we be taken seriously when asking for a 64bit build if Valve doesn't even bother with their client?
In my opinion, the Steam client should have been 64bit from the start on Linux (even though I was using more 32bit computers at the time, I would have understood). Maybe they could deprecate support for 32bit, telling developers that they will refuse submissions of 32bit apps in the future? Or just refuse for new apps to use the 32bit steam runtime, so developers could bundle them, together with an hypothetical future shim for 32 <-> 64bit openGL, and other critical libraries.
quote=[Plagman [External Link]]We will not drop support for the many games that have shipped on Steam with only 32-bit builds, so Steam will continue to deploy a 32-bit execution environment. To that end, it will continue to need some basic 32-bit support from the host distribution (a 32-bit glibc, ELF loader, and OpenGL driver library).
Whether the Steam client graphical interface component itself gets ported to 64-bit is a different question altogether, and is largely irrelevant as the need for the 32-bit execution environment would still be there because of the many 32-bit games to support.[/quote]So you'd still need a few "bits" to continue supporting 32bit apps. But that would be a step in the right direction. AND SHOW THE DAMN EXAMPLE! How can we be taken seriously when asking for a 64bit build if Valve doesn't even bother with their client?
In my opinion, the Steam client should have been 64bit from the start on Linux (even though I was using more 32bit computers at the time, I would have understood). Maybe they could deprecate support for 32bit, telling developers that they will refuse submissions of 32bit apps in the future? Or just refuse for new apps to use the 32bit steam runtime, so developers could bundle them, together with an hypothetical future shim for 32 <-> 64bit openGL, and other critical libraries.
The next Linux patch for Civilization VI will be out soon with cross-platform online play
9 Aug 2018 at 8:19 pm UTC
9 Aug 2018 at 8:19 pm UTC
I'm quite hyped for this!
Question: I read in the article comments about Steam's possible 64bit update that the game is 32bit. Could this update bring 64bit to the table as well? If it's just a matter of recompiling (and performing QA >< though that could be a beta), I'd be thrilled if Aspyr did just that!
Question: I read in the article comments about Steam's possible 64bit update that the game is 32bit. Could this update bring 64bit to the table as well? If it's just a matter of recompiling (and performing QA >< though that could be a beta), I'd be thrilled if Aspyr did just that!
AMD have released details on the second generation of Ryzen Threadripper
7 Aug 2018 at 9:07 am UTC
7 Aug 2018 at 9:07 am UTC
My 2700X has been a pretty solid upgrade over what I had before (though suspend isn't working, but it could be GPU-related), but it is the maximum I'm willing to pay for a CPU at this point.
That said, these CPUs look really good, and I wish I could afford one.
That said, these CPUs look really good, and I wish I could afford one.
Quoting: ElectricPrismOctober eh? I have been waiting to go AMD on the CPU, I'm down hopefully they have some Mini ITX motherboards that kickass.Isn't Micro ATX almost always better on most counts? My current build is a Micro ATX, by the way, but I've been disappointed by my Q300P's size and thermal management. Be careful with those 250 W.
The Xenko Game Engine recently became free and open source
7 Aug 2018 at 8:55 am UTC
I personally think it's a good thing, and wish them best! :)
However, I would like to state that as a user, I prefer the GPL anyway, and it was already available under that license.
7 Aug 2018 at 8:55 am UTC
Quoting: ArthurAmazing how people like to drag down other people's work. I think the Linux gaming community has become somewhat spoiled, and don't even appreciate fully free software anymore. It's pretty much all about proprietary engines and games now.Nobody said anything about the engine getting more open being a bad thing, many rants there were aimed at game engines or FLOSS in general.
But I guess that's to be expected because the subset of people who both care about open source and games is incredibly small.
I do play proprietary games myself, but the mainly negative reaction here for this news is disheartening.
I personally think it's a good thing, and wish them best! :)
However, I would like to state that as a user, I prefer the GPL anyway, and it was already available under that license.
Open source Morrowind game engine OpenMW 0.44 released
4 Aug 2018 at 12:45 pm UTC Likes: 2
4 Aug 2018 at 12:45 pm UTC Likes: 2
Quoting: Duncthey did have shadows at one point, but removed them due (as far as I recall) to bugs. It's on their to-do list, but quite far down I think.I'm pretty sure this was working quite well, but was lost during their switch to the OpenSceneGraph graphics engine (which improved the performance quite a bit). They lost that, multiple custom shaders, and distant land rendering, IIRC. I'm pretty sure this will be brought back at some point.
The CTO of Croteam has written up a post about 'The Elusive Frame Timing'
26 Jul 2018 at 11:37 pm UTC
Juddering is touched upon briefly in the Medium article, but that's not the main issue here. And indeed, nothing is more irritating than stuttering while you are at a rock solid 60 FPS. Those frametime graphs remind me of quantization noise, they might be due to batching GPU commands together before submitting and retrieving them. And I am afraid that if you don't compute frame time accurately, and use frametime to compute displacement, nothing can help you.
What I am not sure of, is where this frametime is needed. The game engine internally keeps track of every moving object. You have to sample this movement to display it to the user.
If my understanding is correct, the problem is the following: if you take a naive approach and sample the location of every object before starting to draw, variable frame rate can introduce stutter. Indeed, if a car moves at a fixed speed while a couple frames are drawn, for 16, 8 and 20ms respectively, the car would travel 2 times less in the second frame
That said, for a smooth movement, you can't really sample the current position and display that, as it would (ironically) stutter if you don't have a smooth framerate: that car would travel at say N px/s, then N px/s Nope, can't figure it out, the calculations I made give me the same speed. I don't quite see what the problem with naive sampling is (unless you must send multiple frames in advance, but I must just be tired). Feel free to enlighten me if you do.
26 Jul 2018 at 11:37 pm UTC
Quoting: Creak@raneon it could actually. that's probably not the only reason, but it's possible that the GPU drops a frame because the display isn't ready yet for the next frame. And the result is, if you disabled V-Sync, you'll get tearing, and if you enabled V-Sync, you'll get stuttering (no perfect solution).Well, you can have triple buffering as well, that smooths things out a bit at the expense of latency, though wouldn't work well at a steady 45 FPS, for which you would have quite a bit of judder. FPS limiting can help as well here, but adaptative sync is indeed the correct answer: by dynamically adjusting the refresh rate [or rather, pushing images as they come], the frames do not have to stay for 16.67ms each. There is a maximum time that the image can be displayed on a given screen, though (lower frame rate bound), so you need Low Framerate Compensation as well when the FPS dips too much.
I personally prefer enabling V-Sync since I prefer a small stuttering than a sliced image (in other words, I prefer a strong 30 fps than an irregular and out-of-sync 45 fps).
And that's where Freesync (or G-Sync for NVIDIA customers) comes to play. The display will show the image that the GPU sends, with a much loose consideration for the frame rate, since the display frame rate is now dynamic and the GPU can send its rendering within a frame rate range and not at a unique frame rate.
Juddering is touched upon briefly in the Medium article, but that's not the main issue here. And indeed, nothing is more irritating than stuttering while you are at a rock solid 60 FPS. Those frametime graphs remind me of quantization noise, they might be due to batching GPU commands together before submitting and retrieving them. And I am afraid that if you don't compute frame time accurately, and use frametime to compute displacement, nothing can help you.
What I am not sure of, is where this frametime is needed. The game engine internally keeps track of every moving object. You have to sample this movement to display it to the user.
That said, for a smooth movement, you can't really sample the current position and display that, as it would (ironically) stutter if you don't have a smooth framerate: that car would travel at say N px/s, then N px/s
Quoting: tuubiYup, it's stated multiple time in the article that video playback can suffer from the same issue. I had way less stuttering on my desktop (specs on my profile - R9 Fury) than on a laptop with an intel iGPU. Strangely, I had more stuttering at 720p. Time to dig in Firefox's renderer?Quoting: KetilHaving watched both the good and bad video a lot of times at 1080p60 quality I must conclude that the playback of either video doesn't feel consistent. Sometimes the bad one feels perfect although most of the time it seems a little off. On the other hand, the good one sometimes feels bad, although never as bad as the bad one.Something must be wrong with the way your system renders the videos then, because for me the difference is extremely obvious. One is smooth as silk, and the other is consistently choppy, like advertised.
Quoting: From the Medium articleNow open the previous stuttering video (the “heartbeat”) again, pause the video and use the . (dot) key in the YouTube player to move frame by frame.What is this this sorcery? It seems to only work with a us keyboard layout (reported).
The big Steam Client update is out for everyone with the new Steam Chat
26 Jul 2018 at 2:58 pm UTC
An annoying issue I've been hit with recently on Steam is that taking an in-game screenshot trough the steam overlay strips focus from the game, and it cannot regain it (I must close the game and reopen it, as it ignores almost all input). It also happens out of the beta, so not necessarily related to the friend list update. Anyone else hit by the same issue?
26 Jul 2018 at 2:58 pm UTC
Quoting: GuestWhat I don't like about the new chat is that you see it always when you start the steam client.I am annoyed by this as well, but like some of the improvements, so I just wish there was a toggle for this.
Quoting: HoriWhy wouldn't it? It's still a chabge, <snip> An "other chabges"I'm fine wit a typo, but two times the same typo makes me suspicious... What happened? Mobile autocorrect decided to learn this new word and liked it better? :P
An annoying issue I've been hit with recently on Steam is that taking an in-game screenshot trough the steam overlay strips focus from the game, and it cannot regain it (I must close the game and reopen it, as it ignores almost all input). It also happens out of the beta, so not necessarily related to the friend list update. Anyone else hit by the same issue?
- Discord is about to require age verification for everyone
- KDE Linux gets performance improvements, new default apps and goes all-in on Flatpak
- New Proton Experimental update adds controller support to more launchers on Linux / SteamOS
- Prefixer is a modern alternative to Protontricks that's faster and simpler
- GE-Proton 10-30 released with fixes for Arknights Endfield and the EA app
- > See more over 30 days here
How to setup OpenMW for modern Morrowind on Linux / SteamOS and Steam Deck
How to install Hollow Knight: Silksong mods on Linux, SteamOS and Steam Deck