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Since the weekends are generally our quiet time, as I take them to spend a little time with family I'm asking a question: What have you been playing and what do you think?

I've been spending more time than I was expecting in Rust. It's strange really, as it's a game I previously didn't get along with at all and now I'm quite hooked on it.

Not everyone will agree with me on this, but I actually think Rust is one of the nicest looking games on Linux. Sure, there's a good bunch that are better, but there's been many moments in Rust where I have to completely stop and just take in the view. That's in-between all the moments of absolute panic when someone fires shots at me and I have no idea where they are.

I want to share this image I took recently too, from a little meet up we did on our server:

We ended up having some sort of in-game concert and it was rather amusing. What makes it even more interesting, is that community member woox2k managed to hook up some scripts (available on GitHub) to play custom music files in game with the guitars and it was incredible.

If you want to join us on our Rust server, details of our game servers are here.

Anyway, less of my ramblings, over to you! Tell us what you've been playing in the comments.

Article taken from GamingOnLinux.com.
Tags: Misc
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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iiari Oct 13, 2017
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Not a fan of Witcher 3's genre, but may need to try it given all the accolades...


Last edited by iiari on 13 October 2017 at 12:31 pm UTC
roothorick Oct 14, 2017
Quoting: slaapliedjeThat is fantastic. So does SteamVR even run under Wine?

No need. We have an official, native version of SteamVR. Software library has been.... lacking. I'm doing what I can with my limited knowledge and skillset.
slaapliedje Oct 14, 2017
Quoting: roothorick
Quoting: slaapliedjeThat is fantastic. So does SteamVR even run under Wine?

No need. We have an official, native version of SteamVR. Software library has been.... lacking. I'm doing what I can with my limited knowledge and skillset.

I know this very well. It's the lacking library and the requirement that the engine / game needs Vulkan support that makes SteamVR under Linux not as good as it should be.

I was asking if it worked under Wine to see if maybe I could play Elite Dangerous in Linux.
roothorick Oct 16, 2017
Quoting: slaapliedjeI know this very well. It's the lacking library and the requirement that the engine / game needs Vulkan support that makes SteamVR under Linux not as good as it should be.

I was asking if it worked under Wine to see if maybe I could play Elite Dangerous in Linux.

SteamVR itself requires a featureful Vulkan implementation because the compositor uses Vulkan internally, but there is not and never was any such requirement of the application; OpenGL applications have always been fully supported, and the OGL-based "hellovr" example has always fully worked. OpenGL initially was very non-peformant due to relying on a texture copy hack to get around driver limitations, but that has since been replaced (assuming you're running NV binary 384+ or Mesa git) with leveraging new OGL extensions tailor-made for Vulkan resource sharing, and the submit path for OGL applications is now every ounce as fast as it is for Vulkan.

SteamVR itself does not function under Wine, and getting it working would be one hell of an undertaking (direct access to USB devices, application-level direct control of a hardware video output, DXGI inter-process resource sharing, and I'm sure a large amount of D3D11 functionality that's extraordinarily difficult to implement, in many cases complicated further by lacking similar functionality in popular OpenGL hosts). I started WineOpenVR because I see that as largely a lost cause.

Elite Dangerous (on Windows at least) is a D3D11 application. At this point, getting it running in desktop mode is (aside from the benefit of being able to play at all) a preparation measure; in 90+% of cases, an app running fine in desktop mode via D3D11 will work equally well in VR mode "day 1" when WOVR gets D3D support. This should already be true of apps using OpenGL or Vulkan in VR mode, and if anyone finds any exceptions, I want to hear about it.

For the record, I don't intend to even touch gallium-nine. It lacks any equivalent to GL_EXT_memory_object or VK_KHR_external_memory, and I'm no driver developer. Implementing DXGI shared handles as a wrapper around the OGL extensions is daunting enough.
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