Latest Comments by rcrit
Great looking retro-inspired FPS Ion Fury is out now with Linux support
15 August 2019 at 6:09 pm UTC Likes: 2
15 August 2019 at 6:09 pm UTC Likes: 2
15 seconds to download and install. Oh yeah!
NVIDIA have announced their new "GeForce RTX SUPER Series" lineup
2 July 2019 at 2:30 pm UTC Likes: 24
2 July 2019 at 2:30 pm UTC Likes: 24
I'm personally waiting for the Super-Duper to be released.
The World of Goo 10 year update is now out for Linux gamers, working well
6 May 2019 at 8:52 pm UTC
Thanks but the Humble direct d/l link for me is still the 2009 bits.
Maybe I should ask them!
6 May 2019 at 8:52 pm UTC
Quoting: PlintslîchoThe game has been updated on Humble as well and was part of the Humble Bundle 2.
If you have your key (link) for the Humble Bundle 2 you can grab the updated game.
Thanks but the Humble direct d/l link for me is still the 2009 bits.
Maybe I should ask them!
The World of Goo 10 year update is now out for Linux gamers, working well
6 May 2019 at 7:41 pm UTC
6 May 2019 at 7:41 pm UTC
I got the game from an early Humble Bundle. I wonder how I can get access to the updated bits.
CodeWeavers have released CrossOver 18.5 pulling in Wine 4.0 and FAudio
22 March 2019 at 3:19 pm UTC Likes: 2
22 March 2019 at 3:19 pm UTC Likes: 2
I've played a couple of games in Crossover just to see how the experience was (it's fine) but mostly I subscribe as a way to support the wine community.
I suppose I'd disagree that Transgaming was in any way "shady". I do agree they took a very odd path given they are now a real estate company IIRC.
I suppose I'd disagree that Transgaming was in any way "shady". I do agree they took a very odd path given they are now a real estate company IIRC.
Proton 3.16-8 beta is out for Steam Play with DXVK 1.0 and game fixes
8 March 2019 at 9:11 pm UTC
8 March 2019 at 9:11 pm UTC
I didn't have any mouse problems using the experimental build of Subnautica. That would be worth a try if you continue to have issues.
The open source Morrowind game engine 'OpenMW' is going to officially bring in multiplayer
11 February 2019 at 3:48 pm UTC
11 February 2019 at 3:48 pm UTC
You are assuming that the state tracking that multiplayer adds doesn't also include subtle bugs when only one player is playing (as opposed to the pure singleplayer that exists today).
That said, I'm excited to see MP.
That said, I'm excited to see MP.
SEGA Mega Drive and Genesis Classics now officially supports Linux with a big update & price drop
29 May 2018 at 6:31 pm UTC
29 May 2018 at 6:31 pm UTC
I bought this in 2015 and have no memory of it. Guess it was too good a deal to pass up...
Broforce, one of the best action platformers ever just got a nice performance patch
15 May 2018 at 2:26 pm UTC Likes: 1
15 May 2018 at 2:26 pm UTC Likes: 1
Watching your multi-player mayhem on Twitch got me re-engaged in the game a while back :-)
Rise of the Tomb Raider tested on AMD RX 580
20 April 2018 at 1:09 pm UTC
strings says DX11:
NxShader_DX11CopySurfacePS_Default
NxShader_DX11CopySurfaceVS_Default
NxShader_DX11ErrorMatPS_ColorPass
NxShader_DX11ErrorMatVS_Default
NxShader_DX11HistogramDebug_ColorPass
...
DX11AdapterId
DX11OutputId
I'm not sure how you are using the term wrapper vs native. I suppose you mean writing a new graphics backend for the engine vs translating the DX11 API into Vulkan calls. Seems like the translation is a more generic solution and more easily applied to other games. It's the sort of thing that could build momentum and as more support is added and performance tweaked then porting games only becomes easier over time, as opposed to writing a from-scratch backend for an engine they might never use again.
20 April 2018 at 1:09 pm UTC
Quoting: ShmerlQuoting: x_wingIf you want to have a multiplatform support you will need an abstraction layer that "wraps" the OS API, every software has to do that in order to get multiplatform support
In case of proper multiplatform engine, such abstraction sits above system specific APIs. In case of wrapping, system specific API like D3D takes priority, and everything else is translated from it. I.e. it's a post factum design that needs to retrofit things, rather than proper from scratch one.
As far as I know, Feral don't redesign existing Windows only engines, they just fit Vulkan behind D3D for them. Therefore it's a wrapper, and not a native approach.
strings says DX11:
NxShader_DX11CopySurfacePS_Default
NxShader_DX11CopySurfaceVS_Default
NxShader_DX11ErrorMatPS_ColorPass
NxShader_DX11ErrorMatVS_Default
NxShader_DX11HistogramDebug_ColorPass
...
DX11AdapterId
DX11OutputId
I'm not sure how you are using the term wrapper vs native. I suppose you mean writing a new graphics backend for the engine vs translating the DX11 API into Vulkan calls. Seems like the translation is a more generic solution and more easily applied to other games. It's the sort of thing that could build momentum and as more support is added and performance tweaked then porting games only becomes easier over time, as opposed to writing a from-scratch backend for an engine they might never use again.
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