Shocked at the amount of HNers still playing video games!
Regardless I disagree.
241–250 of 320 posts
Shocked at the amount of HNers still playing video games!
Regardless I disagree.
Shocked at the amount of HNers still playing video games!
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> As rjn said, it is also a way to lure players to Linux. It has the opposite effect (on me at least). > I've personally switched three weeks ago, and I'm not looking back: every game I want to play works, ranging from almost flawlessly to just perfect. "Works for me" logic. Every game you want to play works. The games I wanna play don't, or they do so with resorting to tonnes of hacks. In the end I just say sod it a…
I don't understand your logic: you'd rather there be no games on Linux at all instead of some working well, some with hacks, and some not working? There is a hypothetical reality where all game developers target Linux natively, but in our flawed reality where economics exist, Proton is a godsend Edit: regarding the "works for me", I see your point but what else would I do? Stay on Windows because some games, not the…
Other than the false dichotomy. Yes. I would rather not have the game on Linux, than have to rely on proton.
> Edit: regarding the "works for me", I see your point but what else would I do? Stay on Windows because some games, not the ones I play, don't work on Linux? Of course I'm switching.
Dual boot. It takes seconds to boot to reboot into another OS, drives are dirt cheap. There is also GPU passthrough (which I am going to try with a Geforce 1030 or similar card).
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Most Android games could be easily ported to GNU/Linux, that just doesn't happen because studios don't see any commercial value in doing so, versus the development costs of supporting yet another platform.
I'm doubtful about this. Even though Android uses the Linux kernel, its userspace is completely different; There isn't much overlap in the APIs you can use on Android vs ones you can use on desktop Linux, besides a few things like openGL and syscalls.
ISO C, ISO C++, OpenGL/Vulkan, OpenMAX and OpenSL ES are certainly available on GNU/Linux.
https://developer.android.com/ndk/guides/stable_apis
Just as Cocos-2dx, Unreal and Unity are, the main engines used on Android games.
However, having 2% of users responsible for 50% of support requests + extra development effort, is what puts GNU/Linux off their plans.
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because you would need multiple runtime versions and games would need to target a specific runtime version. because if you don't keep your game up to date, it would not run. in windows you basically can run games for way longer because libraries are way more binary compatible. for running webservers/cloud whatever a breakage doesn't hurt and removes old crud, but sometimes the old crud is used in xyz in a way that no…
Hollywood sees it otherwise with the VFX standard. https://vfxplatform.com/
Games stand alone and don't need this integration.
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I don't get why. Aren't you and CDPR using Vulkan rather than DirectX by now ? If a small studio like Wube can afford to develop for Windows, Linux and even Mac, why can't you??
Anything I say to this is speculation, but making an engine like Snowdrop is a very-many year effort and usually quite tailored. PS4 (OpenGL) is possible because there are shims provided by Sony which make OpenGL have similar behaviours to DX11. Smaller studios don't have a legacy, usually they're highly targeted or they're using an engine provided by someone who can produce builds on multiple platforms. Engines are…
By the way, are the new consoles Vulkan-native?
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Really like GFN, unfortunately the developer backlash renders it pretty useless since I can't play most of the games I want to on it - pretty much only Ubisoft games in my Steam library show up these days. Wanted to play Borderlands 3 - nope, not on GFN. Conveniently on Stadia, though...... I have a new (2020 model) Philips Android TV, and unfortunately GFN has an experience-breaking audio bug on it, and I hazard tha…
> unfortunately the developer backlash renders it pretty useless since Counter backlash then. You don't have to support people that don't support GeForce Now over Stadia. GeForce Now is no different than renting some server and streaming to another device. > - Shadow: Good quality, good virtual PC specs From what I've heard people are able to play Cyberpunk 2077 with RTX on using GFN (GeForce Now). > Moonlight That's…
Can't really backlash considering I already own the games of those publishers who initially supported GFN and then pulled their games from it :P I already paid for the Mafia trilogy, Fallout & Elder Scrolls, GTA, Red Dead Redemption series, DOOM, Wolfenstein, Borderlands series, .....
FWIW I paid for Stadia for a month but I wouldn't sink much money into it, either. The games I want to play are mostly missing on Stadia too. Wouldn't pay for either GFN or Stadia at this point.
> From what I've heard people are able to play Cyberpunk 2077 with RTX on using GFN (GeForce Now).
Yup, CD Projekt Red are one of the publishers of AAA games that seem to have no beef with GFN.
> That's interesting, I'm surprised you can't use Steam to stream games. But interesting nonetheless.
Oh, I forgot about Steam Link actually. I've used that too. It was... okay, but I experienced more bugs and couldn't get the same quality I got with Moonlight. Moonlight has higher framerates available (90fps, 120fps) and is more actively maintained than the Steam Link app (the Android TV version, anyway). Moonlight does depend on you having an NVIDIA GPU though.
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Hollywood sees it otherwise with the VFX standard. https://vfxplatform.com/
What you linked is more about programs relying on the same computer graphics libraries that then need to rely on the same system libraries. Games stand alone and don't need this integration.
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> EULAs are not contracts. Literally the first sentence on wikipedia: >An end-user license agreement (EULA, /ˈjuːlə/) is a legal contract entered into between a software developer or vendor and the user of the software https://en.wikipedia.org/wiki/End-user_license_agreement
Contracts have negotiated terms. You can't redline an EULA.
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The libs in the steam-runtime are often times very old. The newest compiler for building inside the runtime seems to be gcc 5. I understand the need for stability, but why isn't this stuff updated from time to time?
because you would need multiple runtime versions and games would need to target a specific runtime version. because if you don't keep your game up to date, it would not run. in windows you basically can run games for way longer because libraries are way more binary compatible. for running webservers/cloud whatever a breakage doesn't hurt and removes old crud, but sometimes the old crud is used in xyz in a way that no…
Yes. Steam already supports multiple Proton runtimes, why not multiple Steam runtimes as well? With the latter, native Linux games could say in their metadata which one they need and the user wouldn't even notice.