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Latest Comments by mrdeathjr
Another AMD blog post on Vulkan, this time with info about multithreading
18 February 2016 at 4:12 pm UTC Likes: 1

Quoting: maodzedunSomebody more knowledgeable than me, correct me, but I thought a large part of the AMD performance problems on Linux were CPU bound.

As in the card is artificially bottlenecked on a single core instead of using them all.

If that is the case Vulkan can finally solve that problem (for Vulkan games obviously).

This is because amd dont have powerfull cpu, your actual design have higher latencies compared with intel: for example L2 on actual amd cpu is more slow than L3 on intel (L3 is more slow than L2)

Shared FPU, many app use strong fpu and amd lacks of them

Lower Instructions Per Cycle compared with intel cpus and gap is more bigger when have intel cpu at 4.0Ghz or more

However with appears zen, various issues can be fixed (FPU, SMT and maybe others), for now zen have use SMT (this must be fix various issues) and have one FPU for each ALU as is used in regular intel cpus

Vulkan improve multitasking, however in amd this dont bright completly until appears zen in someplace around begins 2017 for now

For now stay waiting for zen, hopefully improve some if only stay in middle ivy bridge and more closer of haswell in performance / core must be good cpu

^_^

Vulkan 1.0 specification and SDK have been released
16 February 2016 at 6:18 pm UTC Likes: 2

Quoting: rkfgMy concern exactly.

For now a buggy shader may prevent rendering some parts of the scene like skin in Assassin's Creed.

Looks awfully but at least you can exit the game.

If the entire desktop hangs up instead (together with unsaved documents and what else), gamers would be not just upset but furious.

In the meantime you may check these demos (from this source.

They require Vulkan SDK (sign in isn't required, look at the bottom) and the mentioned source repository.

Binaries are supposed to be placed in the subdir of the cloned repo, I named it "binaries" so that they could access the data files with ../data/shaders/whatever). computeshader crashes for me and instancing is unbelievably slow.

Which is sad as it says lots about the expected gain. Or loss of it.

Very good link

Respect vulkan, computerbase* make some test in talos principle on windows with respective amd and nvidia drivers

Original Article by Computerbase

http://www.computerbase.de/2016-02/vulkan-erste-benchmarks-der-neuen-api-in-talos-principle



Results shows improvements compared to opengl but vulkan stay behind DX11 (and DX12 improves compared to DX11)

^_^

Want to play XCOM 2? The system requirements for Linux & SteamOS have been sent out
4 February 2016 at 12:32 pm UTC

Quoting: etonbearsPerhaps asking Feral for comment on hardware support would be more helpful, but I suspect it comes down to the fact that NVidia has 2/3 of the GPU market, and Valve have worked primarily with NVidia to kick-start the Linux games market.

Linux games are still marginal in terms of revenue, so porting costs have to be considered carefully, particularly in cases like this where fragmentation pushes them higher.

Of course if nvidia have around 85% of market is logical supports because as your said too, port game have costs

And if this nvidia have around 85% of market practically almost money comes from them users

On amd side is more complicated because have fragmentation, them have around 15% of market and of this percentage have around 50% of this are catalyst users and another 50% are open source driver users

Without forget, in most cases catalyst is supported first than opensource driver (opengl stack incomplete, bugs, etc) this is leave around 7 to 8% of market

However amd must be define actual situation around catalyst, this fragmentation dont help

^_^

Jason Ekstrand from Intel speaks about Vulkan at FOSDEM 2016
1 February 2016 at 2:34 pm UTC Likes: 1

Quoting: TheBossIt certainly is something that's worth talking about.

It's yet another reason why developers using open solutions is a good option, don't lock out/make it shit for AMD users.

Yeah game developers must be decide this situation but as commented money can push behind many decisions

Back to amd, in my case wait for new gpus 14/16nm aka polaris and see how runs on all type games / emulators now (native or not) if them offer same features, compatibility and performance as nvidia offers now, Maybe if them make that could think about change to amd

But main problem now stay in amd drivers, one driver for some things and other type for others is very annoying, hopefully amd improve that: improve catalyst or discard actual catalyst development and put all resources to open source

For now only waits

^_^

Jason Ekstrand from Intel speaks about Vulkan at FOSDEM 2016
1 February 2016 at 1:59 pm UTC

Quoting: amonobeax@mrdeathjr

I didn't say anything about Gameworks quality.

My concerns are about how it has been used.

The real problem here is how it has become embedded in some games, which means you can't turn off it's features anymore.

This is more concerning if you realise that on other GPU's PhysX runs on the CPU, in other words NVIDIA is free to bottleneck other competitors performance by using it.

Again, I own a GTX 770, but I can't see how this trend is good.

PS: Sry, I won't post about this here anymore. But I really think our community should think about this matter.

No in my case dont refer gameworks quality, i refer how nvidia as your said push more and more titles with gameworks (because them have much money)

And yeah if stay embedded give more problems however game devs must be decide between money or make games with own resources

But money normally win the race because them needs survive and money are needed

For disgrace nvidia have enough money for put many titles offer desinterested help, and this situation is very dificult to change

^_^

Jason Ekstrand from Intel speaks about Vulkan at FOSDEM 2016
1 February 2016 at 3:53 am UTC

Quoting: amonobeaxHey guys I know this is a little bit off topic, but aren't you concerned with the choices NVIDIA has been taking lately? ( Long read but worth it: https://www.reddit.com/comments/367qav/ )

I own a NVIDA GPU, but I don't really like how it seems they're using Gameworks as a monopoly tool.

I'm actually very afraid that things like Project Cars (which has PhisiX embedded in the game code) start to happen more and more often. Not only AMD (phisix flooding the CPU) users will suffer but previous generations of NVIDIA also (with planned obsolescence).

With Unreal Engine 4 being so close to NVIDIA and adopting Gameworks, I'm really worried.


PS: TBH I'm more affraid of what will happen with the GPU market than what will happen with the API wars.

Respect gameworks, i test bombshell and this title have gameworks for destruction objects

View video on youtube.com

However this situation could be more common because nvidia have more money than amd (with this them can could make many things: delay titles, add gameworks for more titles, maybe can delay vulkan launch like happen today and many other things)

^_^

The Wine Development Release 1.9.1 Is Now Available
11 January 2016 at 6:55 pm UTC

In Oni appears some interesting thing and have relation with steam overlay

View video on youtube.com

If steam overlay stay activated game freeze each time turn around mouse

However some games like as tales of zestiria also shows problem with steam overlay, without overlay works

For finish dragon dogma works

View video on youtube.com

^_^

The Wine Development Release 1.9.1 Is Now Available
9 January 2016 at 3:38 pm UTC Likes: 1

In this wine version fix some issues related c++ libraries

View video on youtube.com

In ACB Multiplayer is highly recommended once stay in game close uplaywebcore process and stop (Not kill) pnkbstrb process

However pnkbstrb trick only works around 7 or 8min after passed this time is needed stop again

^_^

The Wine Development Release 1.9.0 Is Now Available
26 December 2015 at 5:20 pm UTC Likes: 1

In this wine version appears more work related with msvcp110 - msvcp120 and ws2_32

View video on youtube.com

Apparently them have plans to name next wine as wine 2.0

QuoteRosanne DiMesio <dimesio at earthlink.net> writes: On Mon, 21 Dec 2015 10:24:12 -0600

Andrew Eikum <aeikum at codeweavers.com> wrote: On Mon, Dec 21, 2015 at 09:23:18AM +0100,

Alexandre Julliard wrote: I will try to make a 1.9.0 release this Friday.

As we are approaching the dreaded "1.10", this or the next release seem like good opportunities to drop the meaningless "1." from our version numbers.

IIRC, back at FOSDEM 2014 Alexandre said that 1.8/1.9 would be the last 1.x releases because people are confused by two digit numbers.

Yes, the plan is for the next stable version to be called 2.0.

There are no plans yet for what happens after that, this would be a good Wineconf topic...

-- Alexandre Julliard julliard at winehq.org

Link to original message

https://www.winehq.org/pipermail/win...er/110838.html

^_^

Wine 1.8 was finally released
21 December 2015 at 4:38 pm UTC

This wine version comes with many improvements like as:

-Mouse 360 turnaround issue in Batman games, Risen games, Farcry 3, Farcry 3 Blood Dragon and other titles

-part of CSMT code

-vertex blending (No One lives Forever 2, Tron 2.0, Shade Wrath of Angels and others) thanks to jozef kucia

-various titles with GFWL work too

-and many other things


This is some examples

In Sims 4 before mouse escape some times from window area and now works good

View video on youtube.com


Other Titles

View video on youtube.com

View video on youtube.com

View video on youtube.com


Some titles take benefits of CSMT code like Blur

View video on youtube.com


However some titles like Aliens Colonial Marines this not have all benefits of CSMT code in wine 1.8

View video on youtube.com

Aliens Colonial Marines with CSMT wine from stefan dosinger git

View video on youtube.com


^_^