Latest Comments by Xpander
S.T.A.L.K.E.R. 2: Heart of Chornobyl review - works on Linux Desktop with Proton but poorly on Steam Deck
24 November 2024 at 8:17 pm UTC
24 November 2024 at 8:17 pm UTC
the shader compile thing is there yeah, first time it took like 8-10 min to compile. Every launch now is around 40 sec.
no crashes still after 23 hours of playing. no game breaking bugs either. saves and loads work without issues as well.
i guess im lucky, reading all the issues people have
I have the Steam version
Maybe a strange read-only problem for some settings files in the prefix?
no crashes still after 23 hours of playing. no game breaking bugs either. saves and loads work without issues as well.
i guess im lucky, reading all the issues people have
I have the Steam version
Quoting: ShmerlMy guess would be it's making some on-line profile (Steam / GOG) but since I'm not using GOG Galaxy, it fails. But it wastes 15 seconds or more on each startup because of that.
Maybe a strange read-only problem for some settings files in the prefix?
S.T.A.L.K.E.R. 2: Heart of Chornobyl review - works on Linux Desktop with Proton but poorly on Steam Deck
22 November 2024 at 12:50 am UTC Likes: 2
just the 59.99€ one.
not even sure what the other versions would give me... some skins and season pass or something? which i really dont care about tbh
22 November 2024 at 12:50 am UTC Likes: 2
Quoting: ShmerlThe price looks a bit crazy though. Did you buy the full version?
just the 59.99€ one.
not even sure what the other versions would give me... some skins and season pass or something? which i really dont care about tbh
S.T.A.L.K.E.R. 2: Heart of Chornobyl review - works on Linux Desktop with Proton but poorly on Steam Deck
21 November 2024 at 9:15 pm UTC Likes: 3
21 November 2024 at 9:15 pm UTC Likes: 3
Bought the game today. Played 6+ hours straight. Runs pretty decently all things concidered.
Ryzen 5800X3D, RTX 3080, kernel 6.12, 565.57.01 drivers, MATE Desktop
2560x1440: high settings, blur strenght 0, Fov 105, reflex enabled, DLSS quality yields 45-70 FPS
enabling FrameGeneration (FSR one) yields 80-130 fps.
its the first game (for me) where framegen is actually usable and doesn't cause huge amount of ghosting. Input latency is still a bit meh, but reflex at least makes it better a bit.
There are quite heavy framerate drops when reaching to new "chunks?" of the map,it will drop fps to as low as like 50-60 (with FG) for few seconds before it settles itself.
So far haven't had any crashes or haven't seen any bugs except few glitches where NPC animations do some janky things for brief moments.
Turned off all kinds of hit indicators also and it feels pretty immersive. Consolified controls drive me nuts at times, specially those hold this button type things, but what can you do.
Overall i'm satisfied with the game and will keep playing it.
Short Gameplay video from the early game:
https://youtu.be/b0_3oQaESms
Ryzen 5800X3D, RTX 3080, kernel 6.12, 565.57.01 drivers, MATE Desktop
2560x1440: high settings, blur strenght 0, Fov 105, reflex enabled, DLSS quality yields 45-70 FPS
enabling FrameGeneration (FSR one) yields 80-130 fps.
its the first game (for me) where framegen is actually usable and doesn't cause huge amount of ghosting. Input latency is still a bit meh, but reflex at least makes it better a bit.
There are quite heavy framerate drops when reaching to new "chunks?" of the map,it will drop fps to as low as like 50-60 (with FG) for few seconds before it settles itself.
So far haven't had any crashes or haven't seen any bugs except few glitches where NPC animations do some janky things for brief moments.
Turned off all kinds of hit indicators also and it feels pretty immersive. Consolified controls drive me nuts at times, specially those hold this button type things, but what can you do.
Overall i'm satisfied with the game and will keep playing it.
Short Gameplay video from the early game:
https://youtu.be/b0_3oQaESms
NVIDIA stable driver 550.135 released for Linux
20 November 2024 at 5:29 am UTC Likes: 1
20 November 2024 at 5:29 am UTC Likes: 1
565 been super stable without any bugs for me also. Also seems to work great with 6.12 kernel. But arch probably added patch to nvidia-dkms to build modules against it.
Half-Life 2 free to keep until November 18th, Episodes One & Two now included with a huge update
18 November 2024 at 5:20 am UTC
18 November 2024 at 5:20 am UTC
Strange about the motion sickness thing. I get that with many modern FPS games with narrow FoV or blurry image, but i do not get this with half-life 2 at all.. FoV maxed and motion blur off.
Played 10 hours so far. This game still holds up. Visuals might not be the greatest by todays standards, but gameplay is just so good and the AI feels interesting (not as good as in F.E.A.R. but feels smart still). Games 20 years later still cant figure out the gameplay and AI.
Played 10 hours so far. This game still holds up. Visuals might not be the greatest by todays standards, but gameplay is just so good and the AI feels interesting (not as good as in F.E.A.R. but feels smart still). Games 20 years later still cant figure out the gameplay and AI.
Half-Life 2 free to keep until November 18th, Episodes One & Two now included with a huge update
17 November 2024 at 8:29 am UTC Likes: 2
17 November 2024 at 8:29 am UTC Likes: 2
Played 4 hours so far. Haven't noticed any graphical issues or problems yet with the toGL. running at 165 fps capped maxed settings 4xMSAA 1440p., PC is basically idling.
there was a weird thing with the itro Gman scene though, like his lips were in sync but the framerate on lips movement seemed off a bit.. like lips running at internal 30 fps or something.
Other than that. Having a blast with it. Havent played it for like 15 years i think.
edit: I take it back. On the Highway 17 where the train comes on the bridge, theres a glitch with train shadows stretching weirdly into the air.
there was a weird thing with the itro Gman scene though, like his lips were in sync but the framerate on lips movement seemed off a bit.. like lips running at internal 30 fps or something.
Other than that. Having a blast with it. Havent played it for like 15 years i think.
edit: I take it back. On the Highway 17 where the train comes on the bridge, theres a glitch with train shadows stretching weirdly into the air.
Fan-made Half-Life 2 Episode 3 demo arrives with Project Borealis: Prologue now on Steam
13 November 2024 at 10:59 am UTC
13 November 2024 at 10:59 am UTC
Completed it. Super short one this. Physics are pretty close to source engine actually. Gunplay feels a lot more clunky though, not as responsive and gun sounds need some work. Typical Unreal engine stuff also, visuals looking blurry due to TAA i guess and tbh the lighting isn't that great either. Snow looks pretty good though. Performance is complete horror, barely getting ~70 fps with high settings. DLSS with render scale 70, 1440p on a RTX 3080.
Direct3D to Vulkan translation layer DXVK v2.5 released with rewritten memory management
12 November 2024 at 8:46 am UTC Likes: 2
12 November 2024 at 8:46 am UTC Likes: 2
I remember like about year or 2 ago when i ran into VRAM limit, Game framerate just dropped to like 15FPS and it was unplayable from that point on, until i restarted the game.
But at some point end of last year or beginning of this year something changed either on nvidia drivers or DXVK/VKD3D that when i hit VRAM limit i just had frametime spikes but no huge FPS drop. Cyberpunk 2077 with loads of mods and Path tracing was hitting 10GB that my GPU has and Icarus and Sons of the Forest as well when playing long sessions. But the games played still mostly fine apart from few frametime spikes (when it was swaping the memory around i guess?).
Never seen game or system crash because of that though.
But, good to see even more improvements on that.
But at some point end of last year or beginning of this year something changed either on nvidia drivers or DXVK/VKD3D that when i hit VRAM limit i just had frametime spikes but no huge FPS drop. Cyberpunk 2077 with loads of mods and Path tracing was hitting 10GB that my GPU has and Icarus and Sons of the Forest as well when playing long sessions. But the games played still mostly fine apart from few frametime spikes (when it was swaping the memory around i guess?).
Never seen game or system crash because of that though.
But, good to see even more improvements on that.
NVIDIA detail upcoming Linux driver features for Wayland and explain current support
11 November 2024 at 6:00 pm UTC Likes: 1
11 November 2024 at 6:00 pm UTC Likes: 1
The ones that will not be supported don't work on AMD/Intel either afaik. Firstly there is no nvidia-settings equivalent on AMD or Intel to my knowledge. Theres no Stereo and Mosaic thing either to my knowledge unless i just haven't heard of it.
NVIDIA 565.57.01 Beta has Wayland and HDR improvements, plus DXVK and VKD3D optimizations
24 October 2024 at 8:05 am UTC Likes: 1
24 October 2024 at 8:05 am UTC Likes: 1
So far the driver has been as good as the previous one. No issues to report. No regressions noticed yet.
but since i didn't have any issues with 560.xx drivers, i don't really have anything to try to see what got fixed for my usecases or games. will see about vkd3d performance i guess, but i don't play many modern games and the ones with dx12 i played seemed to run with no perf issues on 560 already, but will keep an eye on this.
edit: ok tested gamescope and yeah the cursor rendering seems to be fixed now. That was the final issue with gamescope for me. Though i don't really like gamescope, cause i have to force cursor grab in Warhammer Online, otherwise every mouse move just points me to look at the floor. With forced curosr grab thats fine, but i cant escape to second monitor easily without switching workspace.
but since i didn't have any issues with 560.xx drivers, i don't really have anything to try to see what got fixed for my usecases or games. will see about vkd3d performance i guess, but i don't play many modern games and the ones with dx12 i played seemed to run with no perf issues on 560 already, but will keep an eye on this.
edit: ok tested gamescope and yeah the cursor rendering seems to be fixed now. That was the final issue with gamescope for me. Though i don't really like gamescope, cause i have to force cursor grab in Warhammer Online, otherwise every mouse move just points me to look at the floor. With forced curosr grab thats fine, but i cant escape to second monitor easily without switching workspace.
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