Latest Comments by Calinou
Deadlock from Valve gets 6 new experimental heroes and new stylized rendering of heroes
25 October 2024 at 4:35 pm UTC
Now if that could make it to CS2 as well... :)
It would arguably resolve most of the player visibility issues without needing a toggle to disable agent skins.
25 October 2024 at 4:35 pm UTC
QuoteAdditionally, Valve also completely changed how they actually render the heroes. Using a brighter and more stylized display to improve visibility. As their example shows it's quite an improvement:
Now if that could make it to CS2 as well... :)
It would arguably resolve most of the player visibility issues without needing a toggle to disable agent skins.
NVIDIA 565.57.01 Beta has Wayland and HDR improvements, plus DXVK and VKD3D optimizations
22 October 2024 at 5:13 pm UTC
22 October 2024 at 5:13 pm UTC
What's the state of Linux HDR support on NVIDIA in late 2024? I didn't know there was any kind of support in the driver until I read these patch notes.
Obviously, this depends on having reliable Wayland support (which isn't my experience with the NVIDIA driver until now due to frequent freezes), but I figure I'd ask nonetheless.
Obviously, this depends on having reliable Wayland support (which isn't my experience with the NVIDIA driver until now due to frequent freezes), but I figure I'd ask nonetheless.
Rogue Legacy 1 source code released
16 October 2024 at 1:31 pm UTC Likes: 1
I think this is because it feels like a downgrade compared to most game source code releases in the 2000s (where the GPL was typically used, or sometimes permissive licenses). It's much less common to see games have their source code released nowadays, let alone under OSI-approved open source licenses.
These custom licenses can also hinder the game's modding potential due to their terms, e.g. for source ports that are intended to replace the original executable.
These days, when I see a game's source code announcement, I basically assume it's under a proprietary license now :(
Descent 3 is the latest exception I can think of right now.
16 October 2024 at 1:31 pm UTC Likes: 1
Quoting: scaineI find it a bit upsetting that some of the opening comments to this news are negative. It's like someone offering you a free apple pie and turning your nose up and saying you prefer pears. Can we not just celebrate the awesome work CellarDoor and Ethan Lee put into this with a bit of gratitude? That it might help future developers learn, not to mention the modding potential?
I think this is because it feels like a downgrade compared to most game source code releases in the 2000s (where the GPL was typically used, or sometimes permissive licenses). It's much less common to see games have their source code released nowadays, let alone under OSI-approved open source licenses.
These custom licenses can also hinder the game's modding potential due to their terms, e.g. for source ports that are intended to replace the original executable.
These days, when I see a game's source code announcement, I basically assume it's under a proprietary license now :(
Descent 3 is the latest exception I can think of right now.
Linux smashes another market share record for August 2024 on Statcounter
2 September 2024 at 7:24 pm UTC Likes: 2
No, not really... Laptops with dedicated AMD GPUs are still pretty rare, and there are no true high-end options, only mid-range options like the 7600M (roughly equivalent to RTX 4060 Laptop). This has been a problem for 10+ years now. At least we can find high-end laptops with AMD CPUs now, which also used to be nearly impossible.
The Zen 5 IGPs are pretty strong though (currently the best ones out there), but they can only match the performance of a desktop GTX 1060 6 GB in best-case scenarios.
2 September 2024 at 7:24 pm UTC Likes: 2
Quoting: ElectricPrismFor years I have had trouble finding gaming laptops with strong AMD graphics, I trust that has changed?
No, not really... Laptops with dedicated AMD GPUs are still pretty rare, and there are no true high-end options, only mid-range options like the 7600M (roughly equivalent to RTX 4060 Laptop). This has been a problem for 10+ years now. At least we can find high-end laptops with AMD CPUs now, which also used to be nearly impossible.
The Zen 5 IGPs are pretty strong though (currently the best ones out there), but they can only match the performance of a desktop GTX 1060 6 GB in best-case scenarios.
Celebrating 6 years since Valve announced Steam Play Proton for Linux
23 August 2024 at 1:25 am UTC Likes: 4
23 August 2024 at 1:25 am UTC Likes: 4
I feel DXVK had such a positive impact on gaming as a whole. It did so much more than just improve the state of Linux gaming:
- Make RTX Remix possible, as it uses a fork of DXVK.
- Basically fix performance of some Windows games (mainly GTA IV, but many others also benefit). If a Windows user talks to you about DXVK, they probably tried it on GTA IV at some point. It's really that much of a requirement to enjoy that game on modern PCs :)
- Fix/reduce shader compilation stutter in some games through DXVK Async.
- Provide an easy way to run old games on modern Windows/Linux versions, with support for graphical enhancements, automatic FPS caps (to avoid gameplay issues) and so on. The recently-added D3D8 support opens this to a lot more games released in the early 2000s. dgVoodoo can also do that, but it's not open source and is more cumbersome to set up.
In the end, everyone benefitted from an initiative that was mostly designed around Linux gaming at first.
- Make RTX Remix possible, as it uses a fork of DXVK.
- Basically fix performance of some Windows games (mainly GTA IV, but many others also benefit). If a Windows user talks to you about DXVK, they probably tried it on GTA IV at some point. It's really that much of a requirement to enjoy that game on modern PCs :)
- Fix/reduce shader compilation stutter in some games through DXVK Async.
- Provide an easy way to run old games on modern Windows/Linux versions, with support for graphical enhancements, automatic FPS caps (to avoid gameplay issues) and so on. The recently-added D3D8 support opens this to a lot more games released in the early 2000s. dgVoodoo can also do that, but it's not open source and is more cumbersome to set up.
In the end, everyone benefitted from an initiative that was mostly designed around Linux gaming at first.
DOOM + DOOM II get bundled together with new enhanced versions
8 August 2024 at 11:05 pm UTC Likes: 3
I don't think savegames are compatible, but the IDCLEVXX cheat should work (either by entering it during gameplay, or in the console – or perhaps try "map e1m5" in the console).
For instance, to access E1M5 in Doom 1, use IDCLEV15. In Doom 2, this would access MAP15.
8 August 2024 at 11:05 pm UTC Likes: 3
Quoting: PenglingQuoteNow on the KEX engine.But I hadn't finished playing through Doom II's Unity port that this has replaced!
Anyone know if I'll have to start over?
I don't think savegames are compatible, but the IDCLEVXX cheat should work (either by entering it during gameplay, or in the console – or perhaps try "map e1m5" in the console).
For instance, to access E1M5 in Doom 1, use IDCLEV15. In Doom 2, this would access MAP15.
Apple design award winner Afterplace just released on PC with Linux support
26 July 2024 at 8:08 pm UTC Likes: 1
I remember regularly reading this in open source game READMEs in the 2000s, back when not everyone had 3D acceleration available due to driver issues. This was at a time where Nouveau barely existed and nv (NVIDIA's official open source driver) only had 2D acceleration.
26 July 2024 at 8:08 pm UTC Likes: 1
Quoting: hardpenguinQuoteIt should run on any Linux distro that supports OpenGLHilarious
I remember regularly reading this in open source game READMEs in the 2000s, back when not everyone had 3D acceleration available due to driver issues. This was at a time where Nouveau barely existed and nv (NVIDIA's official open source driver) only had 2D acceleration.
Check out The Immortal Lock, an impressive new Quake 1 mod
18 July 2024 at 8:55 pm UTC
Reminds me of the Doom map Foursite, which is a level that takes 3 hours to beat on average (longer than many episodes).
18 July 2024 at 8:55 pm UTC
Quoteand the map is "larger than an entire episode, if played in its entirety, and is best experienced in segments".
Reminds me of the Doom map Foursite, which is a level that takes 3 hours to beat on average (longer than many episodes).
DXVK 2.4 brings D8VK for Direct3D 8 support, frame rate limiter adjustments, lots of game fixes
12 July 2024 at 8:51 pm UTC
This is exactly what I was referring to, except it's called Lossless Scaling. It works without motion vectors (or even a depth buffer) because it generates those on the fly the color buffer. It's not as precise as an in-engine implementation, but it can be pretty good at higher base framerates if you put in the GPU time.
12 July 2024 at 8:51 pm UTC
Quoting: TheRiddickI would like to present your research project for the next week: Seemless Scaling app on steam.
This is exactly what I was referring to, except it's called Lossless Scaling. It works without motion vectors (or even a depth buffer) because it generates those on the fly the color buffer. It's not as precise as an in-engine implementation, but it can be pretty good at higher base framerates if you put in the GPU time.
DXVK 2.4 brings D8VK for Direct3D 8 support, frame rate limiter adjustments, lots of game fixes
11 July 2024 at 11:32 pm UTC
This needs per-game integration as both require motion vectors, so DXVK can't provide an universal solution for this.
I'd love to see an open source alternative to Lossless Scaling frame generation. The best course of action for implementing this would likely to find/create an algorithm that generates motion vectors from two color buffers, feed these motion vectors to FSR3 frame generation and run all this in Gamescope (so it can be applied to any game without needing per-game support).
11 July 2024 at 11:32 pm UTC
Quoting: TheRiddickWonder if they can integrate FSR3.1 and framegen with dxvk sometime since its open-source. Would be a fantastic addition.
This needs per-game integration as both require motion vectors, so DXVK can't provide an universal solution for this.
I'd love to see an open source alternative to Lossless Scaling frame generation. The best course of action for implementing this would likely to find/create an algorithm that generates motion vectors from two color buffers, feed these motion vectors to FSR3 frame generation and run all this in Gamescope (so it can be applied to any game without needing per-game support).
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