Latest Comments by kokoko3k
Blazing Chrome, a classic co-op run ‘n gun plans Linux support
30 March 2017 at 6:57 am UTC
30 March 2017 at 6:57 am UTC
Me too put a lot of effort in creating pots for my work, can i place an order for you?
Wanna a pot?
Sorry, but your answer is plain empty.
It's not because...
Wanna a pot?
Sorry, but your answer is plain empty.
It's not because...
Quoting: Luke_Nukem"Game developers expend huge amounts of time and energy to bring us games!"...that i'm supposed to understand:
Quoting: kokoko3k"why one should buy one of that games, when he can play tons of similar abandonware."Really, should i?
Blazing Chrome, a classic co-op run ‘n gun plans Linux support
29 March 2017 at 2:57 pm UTC Likes: 1
29 March 2017 at 2:57 pm UTC Likes: 1
While i appreciate the pixeled genre, i cannot understand why one should buy one of that games, when he can play tons of similar abandonware.
https://en.wikipedia.org/wiki/List_of_commercial_video_games_released_as_freeware
https://en.wikipedia.org/wiki/List_of_commercial_video_games_released_as_freeware
The Whispered World Special Edition is now available for Linux
23 March 2017 at 2:36 pm UTC
23 March 2017 at 2:36 pm UTC
Oh man, i played it in the past via wine.
This game is so soporific!
Not going to play it again... meh!
This game is so soporific!
Not going to play it again... meh!
A look at how much RAM you might need as a Linux gamer
8 March 2017 at 1:26 pm UTC
-BIG EDIT-
Sorry Liam, i completely missed that the first time i read the article.
"This does not include cache (which can differ from machine to machine), just the actual RAM being used."
My apologies
8 March 2017 at 1:26 pm UTC
Quoting: liamdaweJust because you don't agree with the method
-BIG EDIT-
Sorry Liam, i completely missed that the first time i read the article.
"This does not include cache (which can differ from machine to machine), just the actual RAM being used."
My apologies
A look at how much RAM you might need as a Linux gamer
8 March 2017 at 12:39 pm UTC
Quite the opposite!
Not knowing if the tool you used to measure memory usage includes the buffers and the caches makes the whole article pointless.
Anyway, anybody concerned about desktop memory usage, should really avoid KDE:
https://www.youtube.com/watch?v=K3nbY0xNykA
8 March 2017 at 12:39 pm UTC
Quoting: liamdaweSince Linux memory management is quite complicated at the best of times, this was a simple test using system monitors to check total listed RAM use. Going through virtual, shared, cache and so on is a bit out of our scope and current knowledge.
Quite the opposite!
Not knowing if the tool you used to measure memory usage includes the buffers and the caches makes the whole article pointless.
Anyway, anybody concerned about desktop memory usage, should really avoid KDE:
https://www.youtube.com/watch?v=K3nbY0xNykA
DiRT Rally announced for Linux, arriving on March 2nd
2 February 2017 at 1:32 pm UTC Likes: 2
2 February 2017 at 1:32 pm UTC Likes: 2
Woo, that's too much for me and my knees, i'm still playing Grid Autosport :D
How To: An update on fixing screen-tearing on Linux with an NVIDIA GPU
12 January 2017 at 4:21 pm UTC
12 January 2017 at 4:21 pm UTC
libstrangle seems really great, thank you!
How To: An update on fixing screen-tearing on Linux with an NVIDIA GPU
12 January 2017 at 12:04 pm UTC
Not quite right, on contrary, you may waste GPU/CPU cycles trying to render more frames than the monitor would allow; if the game has no vsync logic enabled, it is probably completely unaware of the monitor refresh rate, so it will render as fast as it can, and that could lead to jerkyness because the couple [compositor+monitor refresh] is not synced to game frames.
Indeed, one thing i noticed with compositors that do vsync (*AND* vsync is disabled in games) is that motion is jerky/jumpy in games (it is still smooth in movies because the fps is limited by the movie itself).
The workaround for that is:
Given "C" a compositor that provides a working vsync (nvidia forcefullcompositionpipeline, kwin with tearing prevention on, compton with vsync enabled and so on):
* If the game provides a working vsync, enable it and disable "C"
*If the game provides a non working vsync, enable it and leave "C" enabled; this is needed because even if you got tearing with the Game's non-working vsync option turned on, it will still be useful, because it limits the framerate to the monitor refresh rate; this helps "C" to stay in sync with the frames -> provide a smooth gameplay.
I've tested that on trine 2 and grid autsport.
My current setup is as follows:
Desktop Use:
- KDE/Plasma, compositor enabled but with "tearing prevention" disabled
- ForceFullCompositionPipeline enabled.
- vsync disabled in mpv (framerate is limited anyway by the movie)
Gaming:
- KDE/Plasma compositor completely disabled (to gain some fps)
but with frame limiter set to 75 (because my monitor uses 75hz).
Do that in ~/.config/kwinrc, add MaxFPS=75 in the "[Compositing]" section.
- Vsync option in game enabled
- If the games has a working vsync -> ForceFullCompositionPipeline disabled.
- If the games has a non-working vsync -> ForceFullCompositionPipeline enabled.
All the switches are bound to shortcuts alt-shift-f12 and alt-shift-f11
alt-shift-f12 comes with kdekwin and completely disables the compositor
alt-shift-f11 is bound to the following:
Hitting a shortcut is faster than opening the nvidia's control panel, and the aosd_cat command is useful because it show the current FFCP (ForceFullCompositionPipeline) state.
12 January 2017 at 12:04 pm UTC
Quoting: [email protected]An important point to note is that if you enable FCP, you might want to disable in game vsync. You'll encounter performance hits that can be pretty massive. In game vsync is no longer necessary.
Not quite right, on contrary, you may waste GPU/CPU cycles trying to render more frames than the monitor would allow; if the game has no vsync logic enabled, it is probably completely unaware of the monitor refresh rate, so it will render as fast as it can, and that could lead to jerkyness because the couple [compositor+monitor refresh] is not synced to game frames.
Indeed, one thing i noticed with compositors that do vsync (*AND* vsync is disabled in games) is that motion is jerky/jumpy in games (it is still smooth in movies because the fps is limited by the movie itself).
The workaround for that is:
Given "C" a compositor that provides a working vsync (nvidia forcefullcompositionpipeline, kwin with tearing prevention on, compton with vsync enabled and so on):
* If the game provides a working vsync, enable it and disable "C"
*If the game provides a non working vsync, enable it and leave "C" enabled; this is needed because even if you got tearing with the Game's non-working vsync option turned on, it will still be useful, because it limits the framerate to the monitor refresh rate; this helps "C" to stay in sync with the frames -> provide a smooth gameplay.
I've tested that on trine 2 and grid autsport.
My current setup is as follows:
Desktop Use:
- KDE/Plasma, compositor enabled but with "tearing prevention" disabled
- ForceFullCompositionPipeline enabled.
- vsync disabled in mpv (framerate is limited anyway by the movie)
Gaming:
- KDE/Plasma compositor completely disabled (to gain some fps)
but with frame limiter set to 75 (because my monitor uses 75hz).
Do that in ~/.config/kwinrc, add MaxFPS=75 in the "[Compositing]" section.
- Vsync option in game enabled
- If the games has a working vsync -> ForceFullCompositionPipeline disabled.
- If the games has a non-working vsync -> ForceFullCompositionPipeline enabled.
All the switches are bound to shortcuts alt-shift-f12 and alt-shift-f11
alt-shift-f12 comes with kdekwin and completely disables the compositor
alt-shift-f11 is bound to the following:
> cat ~/scripts/nvidia.compositionpipeline.switch.sh
#!/bin/bash
killall aosd_cat
if nvidia-settings -t -q CurrentMetaMode|grep 'ForceCompositionPipeline=On' &>/dev/null ; then
~/scripts/nvidia.compositionpipeline.disable.sh &
echo "FFCP=OFF" | aosd_cat -n "Sans Bold 15" -x 0 -y 0 -p 0 -t 0 -b 255 -s 255 -d 10 -R yellow -u 5000 &
echo "FFCP=OFF" | aosd_cat -n "Sans Bold 15" -x 0 -y 0 -p 2 -t 0 -b 255 -s 255 -d 10 -R yellow -u 5000 &
else
~/scripts/nvidia.compositionpipeline.enable.sh &
echo "FFCP=ON" | aosd_cat -n "Sans Bold 15" -x 0 -y 0 -p 0 -t 0 -b 255 -s 255 -d 10 -R "#99ccff" -u 5000 &
echo "FFCP=ON" | aosd_cat -n "Sans Bold 15" -x 0 -y 0 -p 2 -t 0 -b 255 -s 255 -d 10 -R "#99ccff" -u 5000 &
fi
###########
> cat ~/scripts/nvidia.compositionpipeline.disable.sh
#!/bin/bash
sh -c "nvidia-settings --assign CurrentMetaMode=\"$(nvidia-settings -t -q CurrentMetaMode |tr -d "\n"|sed 's/.*:://'|sed 's/^ *//;s/ *$//'|sed "s/CompositionPipeline=On/CompositionPipeline=Off/g")\""
###########
> cat ~/scripts/nvidia.compositionpipeline.enable.sh
#/bin/bash
sh -c "nvidia-settings --assign CurrentMetaMode=\"$(nvidia-settings -t -q CurrentMetaMode |tr -d "\n"|sed 's/ViewPortIn=/ForceFullCompositionPipeline=On, ViewPortIn=/g'|sed 's/.*:://'|sed 's/^ *//;s/ *$//')\""
Hitting a shortcut is faster than opening the nvidia's control panel, and the aosd_cat command is useful because it show the current FFCP (ForceFullCompositionPipeline) state.
What game are you truly thankful to have on Linux & SteamOS?
23 December 2016 at 2:19 pm UTC
23 December 2016 at 2:19 pm UTC
Grid Autosport.
I really enjoied playing it hours and hours with a thrustmaster steering wheel and pedals, till my knees started to hurt for days, damn.
I really enjoied playing it hours and hours with a thrustmaster steering wheel and pedals, till my knees started to hurt for days, damn.
Rogue Singularity, a high-speed infinite obstacle course platformer has Linux support
21 October 2016 at 4:07 pm UTC
21 October 2016 at 4:07 pm UTC
Love the music
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- Avowed from Obsidian gets a release date, and pre-orders with earlier access if you pay £80
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