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Latest Comments by MayeulC
AMD have released details on the second generation of Ryzen Threadripper
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.

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

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.

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.
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.

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

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

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).

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.
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.

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.

Quoting: tuubi
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.
Yup, 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: 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

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?

The CTO of Croteam has written up a post about 'The Elusive Frame Timing'
26 Jul 2018 at 2:40 pm UTC

Now, that was an interesting read. I love Croteam!

Shall we tell Feral to use VK_GOOGLE_display_timing to compute frame timing on all of their Vulkan ports, or are they already doing it?

The fast-paced free shooter 'Xonotic' is now available as a Flatpak package for easy install
24 Jul 2018 at 3:18 pm UTC Likes: 1

Is it using X or Wayland? Although I would deem it quite trustworthy, you lose some sanboxing mechanisms with X.

The space 4x strategy game 'Star Ruler 2' is now open source
24 Jul 2018 at 2:51 pm UTC

I quite enjoyed SR1, if only the tutorial (in which I must have spent 6 hours or more), but that was on windows and a while ago.

I bought SR2 as well a few months back, but didn't get around to play with it. It seemed quite a recent (and decent) game to me, even if reviews seem to deem it unbalanced. So I am quite surprised with this move.

I can't wait to see what the community will do with it! I wish well to the developers as well.

this does mean everyone can play the game for free, but you will have to put in some extra effort to build it first
Edit: what I mean with rude is anything that would offend the developer, and would put off other developers that might otherwise be tempted to do the same.

This strikes me as odd, as MIT doesn't prevent binary distribution at all...
Anyway, the devil is out of the box... Would it be considered rude to put it up on FlatHub?

The Linux version of Civilization VI should get cross-platform online play in the next few weeks
21 Jul 2018 at 4:29 pm UTC Likes: 1

WOW
Wow
wow

this is huge.

Now I'll be able to play with my windows friends :D Thanks Aspyr, I had basically given up hope on this one! And I didn't see it coming...

Stack Gun Heroes gives you a gun that can be modded during combat, superpowers and lots of explosions
19 Jul 2018 at 9:04 pm UTC

It looks quite nice, and reminds me a bit of Mothergunship (upcoming apparently just released "sequel" of tower of guns, though I'm not sure if Linux is planned).

My only concern is that the environments might feel a bit cramped after a while ^^