Latest Comments by Shmerl
The Witcher 3 Wild Hunt Confirmed For Linux & SteamOS
8 June 2014 at 3:13 pm UTC
Remind others to vote for it: https://secure.gog.com/wishlist/site/show_which_games_use_dosbox_or_scummvm
8 June 2014 at 3:13 pm UTC
Quoting: DrMcCoyQuoting: oldrocker99the company owns and runs GOG.comThe company that hasn't even bothered noting when a game uses DOSBox or ScummVM. Neither for those projects' sake, nor for the customers' sake. And I don't think I have to remind anyone about GOG's weird stance on Linux support and their justification thereof; now hopefully changed, but we'll have to see.
Remind others to vote for it: https://secure.gog.com/wishlist/site/show_which_games_use_dosbox_or_scummvm
The Witcher 3 Wild Hunt Confirmed For Linux & SteamOS
8 June 2014 at 7:42 am UTC
8 June 2014 at 7:42 am UTC
No fallback mode there. Their engine requires features like tessellation and they aren't optional. So DX9 didn't work for them at all.
Since engine is intended not for them only, we should expect high performance on all platforms.
Since engine is intended not for them only, we should expect high performance on all platforms.
The Witcher 3 Wild Hunt Confirmed For Linux & SteamOS
8 June 2014 at 7:15 am UTC
Not necessarily. On PS4 it can be using PSSL.
8 June 2014 at 7:15 am UTC
Quoting: earthmoverW3 comes out on PS4 so they already have OpenGL version.
Not necessarily. On PS4 it can be using PSSL.
The Witcher 3 Wild Hunt Confirmed For Linux & SteamOS
8 June 2014 at 2:53 am UTC
I'm not aware of any wrappers which can translate DX11 into OpenGL 4 at the moment. Unless it's some WIP which wasn't published yet. So chances are high that it's a native port of their engine. Also, don't forget that unlike with the engine from the Witcher 2, CD Projekt Red plan to release their newest engine for other developers to use, so making an inferior support for Linux is not in their interest at all.
8 June 2014 at 2:53 am UTC
Quoting: DrMcCoyNo way this is going to be a proper port. And, like I said, I'm willing to bet 10€.
In either case, I'm not really that much into the Witcher series. I just can't stand Geralt. Cyberpunk 2077, however...
I'm not aware of any wrappers which can translate DX11 into OpenGL 4 at the moment. Unless it's some WIP which wasn't published yet. So chances are high that it's a native port of their engine. Also, don't forget that unlike with the engine from the Witcher 2, CD Projekt Red plan to release their newest engine for other developers to use, so making an inferior support for Linux is not in their interest at all.
The Witcher 3 Wild Hunt Confirmed For Linux & SteamOS
8 June 2014 at 2:50 am UTC
8 June 2014 at 2:50 am UTC
These are really breaking news. I'll buy it on GOG as soon as CD Projekt Red will confirm the news officially.
GOG.com Announce Galaxy Their Optional Client, Linux Support To Come
6 June 2014 at 5:27 pm UTC
6 June 2014 at 5:27 pm UTC
I won't preorder Witcher 3 either, until Linux version will be confirmed. It won't be playable in Wine either way, since it's using DirectX 11 and I doubt eON supports it as well. So no money from me, until a playable version will be made.
GOG.com Announce Galaxy Their Optional Client, Linux Support To Come
6 June 2014 at 7:41 am UTC
6 June 2014 at 7:41 am UTC
Up to them. I won't use any closed client they might make. They said it will be optional anyway. If they'll open it up - I'll think about it.
GOG.com Announce Galaxy Their Optional Client, Linux Support To Come
6 June 2014 at 2:34 am UTC
6 June 2014 at 2:34 am UTC
Vote for open sourcing of the GOG client: https://secure.gog.com/wishlist/site/release_the_future_gog_updater_client_as_open_source
Ask The Community: Your Thoughts On The Steam Client Being DRM
29 May 2014 at 10:24 pm UTC Likes: 1
29 May 2014 at 10:24 pm UTC Likes: 1
killx_den: See my explanation above why Steam is not just a "download client" and why Steam can be opposed even if some games can be manually backed up.
Ask The Community: Your Thoughts On The Steam Client Being DRM
29 May 2014 at 5:24 pm UTC Likes: 1
29 May 2014 at 5:24 pm UTC Likes: 1
This was discussed at length before, but here are some key points again:
1. Steam has an official backup tool in the client. That tool creates some image on the disk. In order to restore that image one has to access the service. That's already DRM. DRM-free implies that once you purchased something, you can install and use it without any reliance on the service and any kind of 3rd parties who control what you do. That's not the same as simply authenticating the user during the purchase. We are talking about using the product after the purchase.
2. Some games distributed through Steam can be manually backed up, and de-facto #1 would work then without the service. That's correct, however I view the fact that Steam doesn't officially support that in their backup tool as DRM, and #2 as an unofficial exception to it.
3. Ryan is partially wrong about Steamworks. While it can be optional, for many games it's not (if they use network libraries from there for example). That's not DRM however, it's another problem, namely lock-in. Lock-in is bad on its own and developers should avoid using features which bind them to one distributor.
4. Avoiding Steam can result from all of the above. Even though some games on Steam can be de-facto DRM-free, general Valve's attitude towards this issue is not good. It's worse than the attitude of Humble Bundle which also offers mixed content. HB clearly marks games as DRM-free or not, and as well has an official backup option (simple tarball / package download). Supporting distributors which have a better DRM-free attitude makes sense if you want to vote with your wallet. That's the reason I use primarily GOG, less so HB and don't use Steam at all.
1. Steam has an official backup tool in the client. That tool creates some image on the disk. In order to restore that image one has to access the service. That's already DRM. DRM-free implies that once you purchased something, you can install and use it without any reliance on the service and any kind of 3rd parties who control what you do. That's not the same as simply authenticating the user during the purchase. We are talking about using the product after the purchase.
2. Some games distributed through Steam can be manually backed up, and de-facto #1 would work then without the service. That's correct, however I view the fact that Steam doesn't officially support that in their backup tool as DRM, and #2 as an unofficial exception to it.
3. Ryan is partially wrong about Steamworks. While it can be optional, for many games it's not (if they use network libraries from there for example). That's not DRM however, it's another problem, namely lock-in. Lock-in is bad on its own and developers should avoid using features which bind them to one distributor.
4. Avoiding Steam can result from all of the above. Even though some games on Steam can be de-facto DRM-free, general Valve's attitude towards this issue is not good. It's worse than the attitude of Humble Bundle which also offers mixed content. HB clearly marks games as DRM-free or not, and as well has an official backup option (simple tarball / package download). Supporting distributors which have a better DRM-free attitude makes sense if you want to vote with your wallet. That's the reason I use primarily GOG, less so HB and don't use Steam at all.
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