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Latest Comments by Calinou
Linux smashes another market share record for August 2024 on Statcounter
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

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.

DOOM + DOOM II get bundled together with new enhanced versions
8 August 2024 at 11:05 pm UTC Likes: 3

Quoting: Pengling
QuoteNow 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

Quoting: hardpenguin
QuoteIt should run on any Linux distro that supports OpenGL
Hilarious

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

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

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

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).

DXVK 2.4 brings D8VK for Direct3D 8 support, frame rate limiter adjustments, lots of game fixes
10 July 2024 at 6:26 pm UTC Likes: 3

Quoting: hardpenguinThe ones released fairy recently are most interesting to me, like what decision or technical debt made people still use it in the 2010?!

Note that many games like Half-Life 2 and Portal still feature optional Direct3D 8 modes, which are useful for using RTX Remix on them (since Direct3D 8 is fixed-function). Without this mode, Portal with RTX would not have been possible.

Most recent entries you see on this list are remasters of old games, games using old engines for legacy reasons, or a leaked game from 2001 that became available in 2022 (Duke Nukem Forever 2001). For this last example however, a Direct3D 9-based renderer was developed by the community and is the preferred way to play. Bless Unreal Engine 1's swappable renderer system :)

The Legend of Heroes: Trails through Daybreak adds English support plus Steam Deck upgrades
5 July 2024 at 9:16 pm UTC Likes: 2

QuoteSGSSAA

That's an acronym I haven't heard of for 10 years now (in official engine implementations, that is) :)

It's bound to driver-specific APIs and isn't part of standard Direct3D/OpenGL/Vulkan, so it's pretty hard to enable from the application side.

Honeykrisp is a new conformant Linux Vulkan driver for Apple M1
7 June 2024 at 5:28 pm UTC

Quoting: lejimsterI wonder if this work will easily translate to the M1 successors.

Seeing this question, it should be easy to get it working on M2/M3 (and most likely M4 when it releases).

M2 GPUs and later support image atomics though, which I don't know if NVK supports yet. Some apps/games might require this to run optimally (or at all). One application of image atomics is for volumetric fog rendering in Godot. A non-atomic fallback is used on macOS when running on MoltenVK, as image atomics were not available at all when volumetric fog was implemented.

M3 GPUs and later support hardware-accelerated raytracing, which is not supported in NVK yet.