Latest Comments by CatKiller
What we expect to come from Valve to help Linux gaming in 2021
16 January 2021 at 8:30 pm UTC Likes: 1
16 January 2021 at 8:30 pm UTC Likes: 1
Valve's primary motivations for things are generally
so I'd say these features are the good ones from their perspective:
A portable Steam library that you can update anywhere with a good Internet connection is useful if your gaming machine itself has a terrible Internet connection. Much of the US has terrible Internet connections, but they can otherwise afford good gaming hardware and to buy games. PC gaming in China (which is a market they'd like to expand) generally uses cyber cafés rather than someone's own PC hardware. Those users could take their games with them, rather than having to download them again each session. For both of those scenarios you're reducing the friction of buying and updating large games.
Making it easier for game devs to have a standardised testing target reduces the friction of them releasing their games for Linux. It's never been hard for them to do so, but "there are so many distros to choose from" and "I couldn't possibly afford a Linux machine to test on" are both excuses that game devs have used. Update the library with your build from anywhere, then boot the machine into your testing environment and you're good to test.
Valve's plan to prevent Microsoft from killing Steam works better the more credible Linux gaming is as an alternative to Windows gaming. Customers being able to just boot a Steam key rather than using whatever non-Steam mechanism Microsoft come up with reduces the threat of Microsoft using their power to kill Steam and Valve.
- Reduce friction for gamers
- Reduce friction for game devs
- Reduce reliance on a single point of failure
so I'd say these features are the good ones from their perspective:
Quoting: eldaking2) A way to play your own games in public computers, like cybercafes (yes, they are still popular in some places). They do have tools already for those, so this could be a very convenient tool.
A portable Steam library that you can update anywhere with a good Internet connection is useful if your gaming machine itself has a terrible Internet connection. Much of the US has terrible Internet connections, but they can otherwise afford good gaming hardware and to buy games. PC gaming in China (which is a market they'd like to expand) generally uses cyber cafés rather than someone's own PC hardware. Those users could take their games with them, rather than having to download them again each session. For both of those scenarios you're reducing the friction of buying and updating large games.
Quote4) Investigating the possibilities of having a full isolated OS, with standardized libraries and stuff, to run the games. Like the extreme version of containerization. This sounds like it is either quite distant, or would be a massive headache for us that already use Linux.
Making it easier for game devs to have a standardised testing target reduces the friction of them releasing their games for Linux. It's never been hard for them to do so, but "there are so many distros to choose from" and "I couldn't possibly afford a Linux machine to test on" are both excuses that game devs have used. Update the library with your build from anywhere, then boot the machine into your testing environment and you're good to test.
Quote5) Just a normal "it is now easier to try out Linux on your computer without commitment, which helps Linux adoption in the long term". Which I don't quite doubt anymore Valve would do, but wouldn't be a big thing in itself.
Valve's plan to prevent Microsoft from killing Steam works better the more credible Linux gaming is as an alternative to Windows gaming. Customers being able to just boot a Steam key rather than using whatever non-Steam mechanism Microsoft come up with reduces the threat of Microsoft using their power to kill Steam and Valve.
Get a free copy of Bomber Crew during the Humble Winter Sale
14 January 2021 at 10:23 pm UTC Likes: 1
14 January 2021 at 10:23 pm UTC Likes: 1
Lots of interesting games in the sale. The library backlog is real, though.
AWS are now funding Blender development for three years
19 December 2020 at 10:32 am UTC Likes: 2
Yeah, I'm not saying that these companies should fund all projects, just that more companies should look at the long-term benefit of funding all the things they benefit from, and throw some coppers at a variety of projects.
Apparently I missed the mark with the Gimp suggestion, since they don't want any money, but there are projects that do, and could make good use of it. The OpenSSL example was because Heartbleed happened when everyone was using the OpenSSL library but the project could only afford two developers. Now that example was sufficiently high profile that a fund for some of those infrastructure things was created, although I don't know how healthy or expansive it is after this time has passed.
I'm just hoping that people that use open source software will come to a wider realisation that, "the more you share, the more your bowl will be plentiful," rather than only funding the same projects.
19 December 2020 at 10:32 am UTC Likes: 2
Quoting: Whitewolfe80The difference here is simple though Amazon actively use blender as do facebook i doubt Amazon gaming or facebook gaming use gadot for anything thats not a pop at the engine which looks to be improving with every release. As for the infastructure side i would love to see that funded more but that would really only come from the server side if there was a cost vs deployment benefit it would be funded quicker for sure.
Yeah, I'm not saying that these companies should fund all projects, just that more companies should look at the long-term benefit of funding all the things they benefit from, and throw some coppers at a variety of projects.
Apparently I missed the mark with the Gimp suggestion, since they don't want any money, but there are projects that do, and could make good use of it. The OpenSSL example was because Heartbleed happened when everyone was using the OpenSSL library but the project could only afford two developers. Now that example was sufficiently high profile that a fund for some of those infrastructure things was created, although I don't know how healthy or expansive it is after this time has passed.
I'm just hoping that people that use open source software will come to a wider realisation that, "the more you share, the more your bowl will be plentiful," rather than only funding the same projects.
AWS are now funding Blender development for three years
18 December 2020 at 11:05 am UTC Likes: 7
I'd like to see other projects being the target of that mutually-beneficial PR boost as well. Yes, content creation is a fundamental aspect of lots of industries, so it's appropriate that Blender get funding from the people that benefit from it, but they aren't the only one. I expect Gimp or Godot could do with a shot in the arm, too, as well as infrastructure things like OpenSSL.
18 December 2020 at 11:05 am UTC Likes: 7
QuoteWhat do you think to all these companies announcing their support on Blender over the last year or two? Pretty amazing to see so many companies seemingly just wake up to how important open source is.
I'd like to see other projects being the target of that mutually-beneficial PR boost as well. Yes, content creation is a fundamental aspect of lots of industries, so it's appropriate that Blender get funding from the people that benefit from it, but they aren't the only one. I expect Gimp or Godot could do with a shot in the arm, too, as well as infrastructure things like OpenSSL.
Quake II RTX adds support for the official cross-vendor Vulkan Ray Tracing
16 December 2020 at 2:48 pm UTC
You could certainly try.
Bye.
For the benefit of everyone else, let's assume that mirv is correct, and the game rasterises some static shadows for some reason, even though the authors say they don't, and even though they show how they generate shadow rays in their videos and extensive documentation, and shadow rays are just some more ray calculations when you've already set up your BVHs and found your intersection points, and so on; taking the position that those shadows are the important bit and everything else is just "some effects" would be... pretty silly.
16 December 2020 at 2:48 pm UTC
Quoting: GuestI mean, I could. But I won't.
You could certainly try.
QuoteGetting bored by this now - carry on if you wish, but I'm stopping here.
Bye.
For the benefit of everyone else, let's assume that mirv is correct, and the game rasterises some static shadows for some reason, even though the authors say they don't, and even though they show how they generate shadow rays in their videos and extensive documentation, and shadow rays are just some more ray calculations when you've already set up your BVHs and found your intersection points, and so on; taking the position that those shadows are the important bit and everything else is just "some effects" would be... pretty silly.
Quake II RTX adds support for the official cross-vendor Vulkan Ray Tracing
16 December 2020 at 1:45 pm UTC
More than you, it seems. You seem to have misinterpreted the video that you watched.
You could play it yourself, and look at the code, or just go by something like "Q2VKPT is the first playable game that is entirely raytraced and efficiently simulates fully dynamic lighting in real-time, with the same modern techniques as used in the movie industry" and read the copious documentation and papers that Nvidia have put out about the renderer and how it works.
16 December 2020 at 1:45 pm UTC
Quoting: GuestI mean, I'm only going by the talk of the nvidia engineer who was the primary guy behind the port. Obviously you know better, my mistake then.
More than you, it seems. You seem to have misinterpreted the video that you watched.
You could play it yourself, and look at the code, or just go by something like "Q2VKPT is the first playable game that is entirely raytraced and efficiently simulates fully dynamic lighting in real-time, with the same modern techniques as used in the movie industry" and read the copious documentation and papers that Nvidia have put out about the renderer and how it works.
Quake II RTX adds support for the official cross-vendor Vulkan Ray Tracing
16 December 2020 at 1:28 pm UTC
It is all raytraced. Even the shadows.
That... doesn't make any sense. The performance issue is important, which is why you're only getting playable performance at 1080p on a game with relatively low scene complexity (given that it's 20 years old), and you're limited to ~10 rays per pixel so you need to use a denoiser. But an entirely raytraced game at "high definition" resolution at 60 fps exists, and has existed for two years.
16 December 2020 at 1:28 pm UTC
Quoting: GuestNo, raytracing is overlaid on top of some other traditional techniques still. It does completely replace the lighting pass for example, but not all of the shadow passes.
It is all raytraced. Even the shadows.
QuoteThat question of performance is also crucial. It's not something that can be ignored, because it directly impacts the code written.
That... doesn't make any sense. The performance issue is important, which is why you're only getting playable performance at 1080p on a game with relatively low scene complexity (given that it's 20 years old), and you're limited to ~10 rays per pixel so you need to use a denoiser. But an entirely raytraced game at "high definition" resolution at 60 fps exists, and has existed for two years.
Quake II RTX adds support for the official cross-vendor Vulkan Ray Tracing
16 December 2020 at 1:02 pm UTC
No, it raytraces all of it. It uses fewer rays per pixel than you would if you were doing a non-interactive render, which is where the denoiser comes in. You can turn off the denoiser and it's still perfectly playable, just with a noisy image. Being able to increase the rays per pixel enough so that you don't need the denoiser is just a question of performance from here, not a change in technique. Only the HUD isn't raytraced.
16 December 2020 at 1:02 pm UTC
Quoting: GuestWell, it raytraces most of it for some effects then applies de-noising. A complete, 100% ray trace of everything at high frame rates and high resolution is still beyond the cards.
No, it raytraces all of it. It uses fewer rays per pixel than you would if you were doing a non-interactive render, which is where the denoiser comes in. You can turn off the denoiser and it's still perfectly playable, just with a noisy image. Being able to increase the rays per pixel enough so that you don't need the denoiser is just a question of performance from here, not a change in technique. Only the HUD isn't raytraced.
Quake II RTX adds support for the official cross-vendor Vulkan Ray Tracing
16 December 2020 at 9:57 am UTC
Quake 2 RTX raytraces the whole scene. 60 times per second.
16 December 2020 at 9:57 am UTC
Quoting: tuubiThat's fine, but the difference is that you were raytracing a whole scene. These extensions make it possible to add some fidelity and realism to lighting and reflections using specialized RT shaders, but that's about all we can expect at this point. We're still far from fully raytraced games, if that's even the goal.
Quake 2 RTX raytraces the whole scene. 60 times per second.
Quake II RTX adds support for the official cross-vendor Vulkan Ray Tracing
16 December 2020 at 1:27 am UTC Likes: 1
People have already posted videos of themselves playing the game on AMD cards with drivers that expose the extension.
16 December 2020 at 1:27 am UTC Likes: 1
Quoting: ZapporAnd I guess that's a big no on AMD since it checks that you're running the correct Nvidia driver version:That check doesn't do what you think it does: if you're using Windows, and if you've got an Nvidia card, and if you don't have ray tracing support (using either extension) Nvidia can tell you the minimum required driver version number in the error message.
People have already posted videos of themselves playing the game on AMD cards with drivers that expose the extension.
- GOG launch their Preservation Program to make games live forever with a hundred classics being 're-released'
- Sony say their PSN account requirement on PC is so you can enjoy their games 'safely'
- Valve dev details more on the work behind making Steam for Linux more stable
- NVIDIA detail upcoming Linux driver features for Wayland and explain current support
- Steam Beta gets fixes for WiFi on Steam Deck, plus AMD GPU startup crash on Desktop
- > See more over 30 days here
-
Classic Unreal Tournament and Unreal now easier to down…
- Technopeasant -
Classic Unreal Tournament and Unreal now easier to down…
- Technopeasant -
Half-Life 2 free to keep until November 18th, Episodes …
- luetin -
Inspired by SSX, arcade snowboarding game Tricky Madnes…
- rustigsmed -
Linux GPU Configuration Tool 'LACT' adds NVIDIA support…
- Stella - > See more comments
- Weekend Players' Club 11/15/2024
- Pengling - Our own anti-cheat list
- Liam Dawe - What do you want to see on GamingOnLinux?
- Linux_Rocks - Does Sinden Lightgun work?
- Linas - Steam and offline gaming
- missingno - See more posts