Latest Comments by Marlock
AMD GPUs to get Ray Tracing turned on for Mesa 23.2
14 Jun 2023 at 9:11 pm UTC Likes: 1
and most likely the driver will get a flag to force-disable RT too, since it's such a resource hog, in case a game doesn't let you tweak it the nice way
you should test it and see what happens
14 Jun 2023 at 9:11 pm UTC Likes: 1
Quoting: ArehandoroI have an RX 5700 (Not sure if XT), that means it does not have Ray Tracing cores, right? Would I lose a lot of performance if I were to enable it on a game? I mainly want to play Cyberpunk with it.if games with RT support get too heavy on your machine, you'll still be able to toggle RT off via in-game settings
and most likely the driver will get a flag to force-disable RT too, since it's such a resource hog, in case a game doesn't let you tweak it the nice way
you should test it and see what happens
AMD GPUs to get Ray Tracing turned on for Mesa 23.2
14 Jun 2023 at 8:48 pm UTC
Proton Experimental is usually ready around the time the upstream features land, unless the Wine/Proton bits that need to be developed are particularly complicated...
...and where DX12 is involved, this development falls in the VKD3D lib, which translates DX12 to Vulkan and iirc has been very busy with RT already (after all the features where already around to use, just hidden behind flags)
for now it's hidden behing a flag in upstream VKD3D, but Valve can patch the copy shipped with proton or pass the flag automatically
https://github.com/HansKristian-Work/vkd3d-proton/releases [External Link]
14 Jun 2023 at 8:48 pm UTC
Quoting: ripper81358For DirectX 12 titles running through proton one might still need to set a startup command to get Raytracing enabled.Why would Valve limit this on their end now that it "just works" if they're the ones pushing forward a lot of this upstream development effort in the first place?
Proton Experimental is usually ready around the time the upstream features land, unless the Wine/Proton bits that need to be developed are particularly complicated...
...and where DX12 is involved, this development falls in the VKD3D lib, which translates DX12 to Vulkan and iirc has been very busy with RT already (after all the features where already around to use, just hidden behind flags)
for now it's hidden behing a flag in upstream VKD3D, but Valve can patch the copy shipped with proton or pass the flag automatically
https://github.com/HansKristian-Work/vkd3d-proton/releases [External Link]
VKD3D_CONFIG=dxr now enables DXR 1.1 as well. dxr11 is kept for compatand they clearly have DXR 1.1 available already, just not sure if with any missing bits
[...]
NOTE: VKD3D_CONFIG=dxr11 is required to enable DXR 1.1 for now.
Sandtrix is Tetris with sand - delightful, free and renamed after a DMCA
8 Jun 2023 at 6:46 pm UTC Likes: 2
8 Jun 2023 at 6:46 pm UTC Likes: 2
Tricky Towers is my favourite 3rd-party spin on the Tetris concept... the goal is piling up the blocks instead of destroying filled up rows, and 2D-physics is applied so the tower of blocks tends to get unstable, the blocks can fall irregularly, etc
This one looks so different too! It definitely made me want to play it :)
This one looks so different too! It definitely made me want to play it :)
AirJet from Frore Systems could be great cooling for a Steam Deck 2
7 Jun 2023 at 10:41 pm UTC Likes: 1
7 Jun 2023 at 10:41 pm UTC Likes: 1
arguably the first "solid-state active cooling" solution ever sold is peltier, but it's very W intensive and doesn't get rid of the air renewal issue around heatsinks which this targets
there is also a very cool air-movement by ionization and electric attraction/repulsion method (corona effect) that was technically solid-state... it has proven a bit problematic, especially near eletronic components
https://www.nature.com/articles/s41598-021-03447-w [External Link]
where do they explain the working principle for their thing?
edit: the datasheet pdfs have more info in how it works... pretty clever
there is also a very cool air-movement by ionization and electric attraction/repulsion method (corona effect) that was technically solid-state... it has proven a bit problematic, especially near eletronic components
https://www.nature.com/articles/s41598-021-03447-w [External Link]
where do they explain the working principle for their thing?
edit: the datasheet pdfs have more info in how it works... pretty clever
New Stars is a slimmed down quicker Stellaris-like strategy sim
1 Jun 2023 at 1:40 am UTC Likes: 1
1 Jun 2023 at 1:40 am UTC Likes: 1
I'm so glad I finally found >1 people who know and played Stars!
It's obviously a niche game, but pretty awesome for its age
IMHO it actually even aged well when considering game mechanics and ease of interaction... but yeah, the UI was ugly even back then (a bit better in the newer versions, which it had many)
It's a pity New Stars really isn't an improved Stars!, because I'd definitely like a refreshed version of it.
It's obviously a niche game, but pretty awesome for its age
IMHO it actually even aged well when considering game mechanics and ease of interaction... but yeah, the UI was ugly even back then (a bit better in the newer versions, which it had many)
It's a pity New Stars really isn't an improved Stars!, because I'd definitely like a refreshed version of it.
Comet is an open source implementation of GOG Galaxy SDK that needs testing
25 May 2023 at 12:45 pm UTC Likes: 2
25 May 2023 at 12:45 pm UTC Likes: 2
Gaming is in dire need of FOSS platform-agnostic vendor-agnostic SDKs for multiplayer, achievements, save sync, etc, somewhat like libretro did for emulation.
Maybe something modular that has a general implementation which the game interfaces with and a module that turns that into stuff each vendor-specific server-side of their SDKs can understand, plus a vendor-neutral module with a corresponding server-side implementation anyone can deploy (like NextCloud does)
And by the way libretro does do a couple of those things aleady so...
On the other end there could be modules for games that expect a vendor-specific SDK, to translate their needs into the general implementation, which could work as a compatibility layer, like Goldberg Emulator does as a replacement for Steam API
Put both together and you could use a game that has implemented Steam API over a private server or maybe even be able to make it easier for a game dev to implement a single API and not have to recode parts of the game to get it published on Steam and GOG using each platform's services.
Anyway I imagine a good chunk of the work for something like this to exist is probably doable by working atop Comet and Legendary, maybe it's possible to integrate into libretro and then apps like Mini Galaxy and etc would also have an easier time keeping several distribuition platforms in good shape in their projects, pooling efforts together as much as possible.
Maybe something modular that has a general implementation which the game interfaces with and a module that turns that into stuff each vendor-specific server-side of their SDKs can understand, plus a vendor-neutral module with a corresponding server-side implementation anyone can deploy (like NextCloud does)
And by the way libretro does do a couple of those things aleady so...
On the other end there could be modules for games that expect a vendor-specific SDK, to translate their needs into the general implementation, which could work as a compatibility layer, like Goldberg Emulator does as a replacement for Steam API
Put both together and you could use a game that has implemented Steam API over a private server or maybe even be able to make it easier for a game dev to implement a single API and not have to recode parts of the game to get it published on Steam and GOG using each platform's services.
Anyway I imagine a good chunk of the work for something like this to exist is probably doable by working atop Comet and Legendary, maybe it's possible to integrate into libretro and then apps like Mini Galaxy and etc would also have an easier time keeping several distribuition platforms in good shape in their projects, pooling efforts together as much as possible.
Comet is an open source implementation of GOG Galaxy SDK that needs testing
25 May 2023 at 12:06 pm UTC Likes: 1
25 May 2023 at 12:06 pm UTC Likes: 1
There's current windows versions of GoG games which are likely to be able to use it, and hopefully new linux builds might be able to leverage this despite not being official?
Comet is an open source implementation of GOG Galaxy SDK that needs testing
25 May 2023 at 12:06 am UTC Likes: 1
25 May 2023 at 12:06 am UTC Likes: 1
that's very cool! thanks for making it clear
Comet is an open source implementation of GOG Galaxy SDK that needs testing
24 May 2023 at 7:49 pm UTC Likes: 2
24 May 2023 at 7:49 pm UTC Likes: 2
big question:
does it actually (aim to) allow a game to have achievents tracked and sent to GoG's cloud when played under linux?
or does/will it serve only to show what's stored there from play sessions under windows (or WINE) with GoG Galaxy itself?
does it actually (aim to) allow a game to have achievents tracked and sent to GoG's cloud when played under linux?
or does/will it serve only to show what's stored there from play sessions under windows (or WINE) with GoG Galaxy itself?
Roblox still plan to make it work with Wine on Linux
15 May 2023 at 7:45 pm UTC Likes: 2
15 May 2023 at 7:45 pm UTC Likes: 2
disclaimer: this is a general impressiin from a user, not a real dev... and I'm gladly open to rebutal
linux kernel does not break userspace but breaks internal ABIs so it gets badmouthed by nvidia and the likes of it
however linux distros do have a few dire cases of ongoing userspace API breakage (eg: X.org to Wayland)
also for games and closed-source apps the fact that libs are centraly provided in a distro/user-controlled version by default rather than bundled with each app in a frozen version bothers windows-mindset devs
ps: i rather see an app break and a shim need to be constructed for some API breakage than have the app bundle a version of OpenSSL with heartbleed into it years after the lib provided by the OS was fixed
also linux did have a larger issue with non-kernel and in-kernel API breakage but Valve and a bunch of talented devs reversed this trend beautifully through the past decade, so much so that several opensource compatibility layers born from and for linux needs are ending up being used to improve software compatibility in windows (eg: DXVK can be deployed as a .dll on windows to help games that aren't working properly on DirectX 9 through 11 on windows run over Vulkan, circumventing issues that arose from windows, drivers and APIs behaving differently over time and breaking games... or even adding game-specific patches in the extra layer when microsoft and hardware driver devs don't do it)
linux also exports better API compatibility to iOS and OSX now, with stuff like Zink over MoltenVK working to keep OpenGL apps alive despite Apple's uncerimonious deprecation of OpenGL APIs years ago... it's comical how Apple is hardly ever mentioned as a bigger nuissance for API breakage than Linux, or Android SDKs for that matter... both are a nightmare to keep up with (even non-dev users can see it from their POV due to UX breakages the SDK changes intriduce at every major version, several times without so much as a warning shot), but devs seem to be quite stoic regarding those platforms
edit:
I should also mention just how much windows API stability across OS version worsened lately, which some devs and expectators don't seem to notice... IMHO it's something that started around the time of UWP, which is when the money to be made was strongly in the realm of making it harder for traditional apps to keep working and forcing the bulk of them into Microsoft Store via rewritten UWP versions...
it didn't work nearly as well as Microsoft hoped for, and Valve stepped up their Linux efforts due to this (because it was an existential threat to any other games/apps store on windows, obviously)
and now we have windows 10 and 11 with a much stronger focus on breaking old stuff if necessary to ensure new stuff is as good as it can be, as a general decision driving force and as a public discourse for choices they made in many aspects of the new OS versions
and this leaves entire machines out of the loop, hardware parts driverless, older apps working better on WINE than on Windows itself, DXVK as a necessary workaround on windows, etc
linux kernel does not break userspace but breaks internal ABIs so it gets badmouthed by nvidia and the likes of it
however linux distros do have a few dire cases of ongoing userspace API breakage (eg: X.org to Wayland)
also for games and closed-source apps the fact that libs are centraly provided in a distro/user-controlled version by default rather than bundled with each app in a frozen version bothers windows-mindset devs
ps: i rather see an app break and a shim need to be constructed for some API breakage than have the app bundle a version of OpenSSL with heartbleed into it years after the lib provided by the OS was fixed
also linux did have a larger issue with non-kernel and in-kernel API breakage but Valve and a bunch of talented devs reversed this trend beautifully through the past decade, so much so that several opensource compatibility layers born from and for linux needs are ending up being used to improve software compatibility in windows (eg: DXVK can be deployed as a .dll on windows to help games that aren't working properly on DirectX 9 through 11 on windows run over Vulkan, circumventing issues that arose from windows, drivers and APIs behaving differently over time and breaking games... or even adding game-specific patches in the extra layer when microsoft and hardware driver devs don't do it)
linux also exports better API compatibility to iOS and OSX now, with stuff like Zink over MoltenVK working to keep OpenGL apps alive despite Apple's uncerimonious deprecation of OpenGL APIs years ago... it's comical how Apple is hardly ever mentioned as a bigger nuissance for API breakage than Linux, or Android SDKs for that matter... both are a nightmare to keep up with (even non-dev users can see it from their POV due to UX breakages the SDK changes intriduce at every major version, several times without so much as a warning shot), but devs seem to be quite stoic regarding those platforms
edit:
I should also mention just how much windows API stability across OS version worsened lately, which some devs and expectators don't seem to notice... IMHO it's something that started around the time of UWP, which is when the money to be made was strongly in the realm of making it harder for traditional apps to keep working and forcing the bulk of them into Microsoft Store via rewritten UWP versions...
it didn't work nearly as well as Microsoft hoped for, and Valve stepped up their Linux efforts due to this (because it was an existential threat to any other games/apps store on windows, obviously)
and now we have windows 10 and 11 with a much stronger focus on breaking old stuff if necessary to ensure new stuff is as good as it can be, as a general decision driving force and as a public discourse for choices they made in many aspects of the new OS versions
and this leaves entire machines out of the loop, hardware parts driverless, older apps working better on WINE than on Windows itself, DXVK as a necessary workaround on windows, etc
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