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Latest Comments by Luke_Nukem
Motorsport Manager released, sort of, currently downloads nothing on Linux
10 November 2016 at 2:02 am UTC

From what I've seen, linking and setting up Steam repos can be a right pain for devs sometimes. They might just be sorting that out.

Dead Age, an Early Access Zombie survival RPG is now on Linux
4 November 2016 at 11:58 pm UTC

Yay, Zomibies, and in a style similar to Zafehouse by the looks of it.

New user statistics refresh, come check out the new data from Linux gamers
31 October 2016 at 11:51 pm UTC

Quoting: MohandevirWhat is a typical use case for "Windows manager only"?

Tiling window managers, like i3, awesome, bspwm, or xmonad if you're a sadist.

I wish the PS4 controller was higher up, it's a really good controller. And I despise the Microsoft one (I still remember that original Xbox one, holy shit was that bad).

Marek has sent in another Mesa commit to help improve OpenGL performance, using threading
31 October 2016 at 3:05 am UTC

Quoting: tmtvlJust use an up-to-date distro, like Arch or OpenSUSE Tumbleweed.

These days I argue that openSUSE is better than Arch; it's well tested, uses openQA for verification, uses a much better packagemanager (which is very fast, and better than yum too), properly splits out debugging symbols/languages/source/includes, and is backed by a company and people that produce an enterprise grade Linux.

Arch is for ricers. ¯\_(ツ)_/¯


Looks like Mojang will be supporting the new Minecraft launcher on Linux
27 October 2016 at 10:10 pm UTC

Quoting: Crazy Penguin
Quoting: fabry92finally no java gg

What is wrong with Java? ;P

Everything! Maven build systems are atrocious to use. Java uses so much freaking boiler-plate it's not funny. The god-forsaken org/junk/random/otherstuff/more forced directory layout is the biggest fucking pain in the arse possible..

Okay, that's all I've got. The language itself is okay-ish. And the garbage collector is wicked fast! I just really despise most of the build systems around, like npm, gradle, maven etc.

Linux community has been sending their love to Feral Interactive & Aspyr Media
27 October 2016 at 9:47 pm UTC Likes: 3

Don't forget Virtual Programming! I've sunk so, sooooo many hours in to Dirt: Showdown, and it runs wickedly well too.

Why Linux games often perform worse than on Windows
27 October 2016 at 9:41 pm UTC Likes: 4

Fuck me sideways... Some of the replies here. Self-rightous and arrogance are not virtues, people.

Quoting: Kimyriellewe just have to face the reality that larger studios won't change their development processes for us 1%. You call them parasites, I call them catalysts.

without them, Linux gaming will never become a mainstream thing in the first place. By porting AAA games, Feral and Aspyr are paving the road for others to follow.

You need a critical mass to get a platform recognized as a gaming platform. Porting houses are giving us that.

Why did I chop out and bold these points by Kimyrielle? Because they are spot on and quite important things that all the nay-sayers are missing.

And how many AAA games do we have without Aspyr, Feral, and VP? Sweet fuck all, that's how many. These companies are doi g us a massive service in one of the very few ways possible in regards to business sense and market size. They are helping to build the critical mass we desperately need to be seen as a viable market by more of the larger developers and publishers. Until developers actually consider all three PC operating systems at once from the start of their development cycle, this is what we have, and I am super thankful to these people.

Feral have released the minimum and recommend system requirements for Mad Max on Linux
19 October 2016 at 4:15 am UTC

My i3 6100 seems to run on par with most i5 CPU, except if I'm compiling large programs but even then it's not that far off. Pretty sure it'll run this fine, it runs all the other ports very well.

Shallow Space open-world beta now on Linux, bringing it to Linux helped overall performance
15 October 2016 at 9:18 pm UTC

Quoting: chomwittthe battles are three dimensional.
The game seems too promising to mee .

My only argument is breaking the playable space in zones.
That's kind of a downer.
I mean space is one and united. Do we want to have 'roads' in space?

Cool.

More likely that's a logistics based thing. For example let's say we have x amount of space expressed by numbers. In a computer this would likely be a floating point number, and computers can only handle a certain size depending on architecture - not only that, but mathematical operations on these floating point numbers reduce the accuracy over time and size; this is why games like minecraft have their worlds split in to zones/chunks.

It could also be to do with data management too - an *infinitely* large play area with all its intricacies is going to generate a lot of data to compute; this will lead to slow downs. I'd be interested in what happens at borders between these zones, likely an object just translates from one zone to the other.

Shallow Space open-world beta now on Linux, bringing it to Linux helped overall performance
15 October 2016 at 10:34 am UTC

Are those actual three dimensional battles I'm seeing, or pseudo?

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