Hey, I was just thinking… You should get the Ublue guys to try tour project. I think IT aligns greatly with their goals. Bazzite has scripts that install sunshine and everything they do is containerized. Maybe they could ship a script to install GOW.
You don’t use DirectX on Linux, as it is a windows API.
Instead, you use DXVK or VKD3D which provide DirectX functionality, but while translating the actual GPU calls to Vulkan.
If you have installed the Linux version of Steam (not the windows version inside wine) Steam will handle everything for you after you enable steam play for all titles in settings.
In steam, you can choose a default proton/wine version to use, and also set one for each game in the game properties.
For Heroic, it should install these things automatically, but this may be broken. It wasn’t working for me last I needed it.
Instead, you can use protonUP-QT to download additional versions of wine, which can then be used in Heroic. GE versions should come with DXVK and VKD3D already.
If you need a particular dependency (like vcrun), this can be installed using winetricks/protontricks.
When using protontricks, select the game, then select installing dependencies to the default prefix.
For Heroic, open the settings for a game. There should be a button to access winetricks, from there select default prefix, then install dependencies.
You don’t use DirectX on Linux, as it is a windows API.
But we are talking about wine, so we are using directx and there is even native implementation of directx 9 in mesa called gallium9.
Instead, you use DXVK
Not necessarily. Wine has its own implementation already built in, but it translates to opengl not vulcan (yet). You can even partially use the native directx, but it won’t be very efficient, because wine has to translate more staff.
I literally just found out yesterday you can utilize a virtual second monitor with (some) split screen multiplayer games to stream the “second screen” to a friend, giving you a multiplayer experience that you could previously only have with online connections, having totally separate screens with streaming which blows my mind, and this comes out today rather than having to try to figure out how to set it all up myself. Sick.
Kubuntu is fine. But for gaming, having old packages is very good for stability, but bad for gaming. In the latter use case, having access to the latest drivers and compositors, will grant you a better gaming experience.
A humble question: have you considered switching to another distro with newer packages?
Yeah I’ve looked into other distributions. So far Kubuntu fits the bill just fine for me.
I don’t have enough spare time to mess around with troubleshooting issues, so stability is what I’m looking for and the Ubuntu flavors provide just that without being too outdated. And they provide 3rd party drivers out of the box.
I hear Fedora might be a good alternative, but I heard it’s a bit more difficult to find 3rd party support for hardware.
Adjacently, Nobara is based on Fedora for gaming, uses KDE, and has a lot of packages pre-installed for a nicer end user experience. I used to use Kubuntu as my first foray into Linux desktop but I ran into a few issues. Nobara has been overall more stable and more reliable for my daily use.
Oh yeah! I haven’t tried it out yet. I’ve been testing some distros on VMs (I know, not the best way to test but that’s the best I can do.) It has a patched kernel for gaming and everything. That’s nice.
I’ve given it some thought and I think I’ll stay with Kubuntu. I think it’s best if I stick to a standard generic distro and simply report any problems I can come by to help developers know what challenges users face and how they can improve their software for general distribution. Nobara seems to do a lot of customizations which I think might lead to specific cases for that distro alone.
A lot of what you list is built into the emulation cores and are not just UI features.
For games that don’t use their emulation cores:
They would need to come up with a steam-like injected overlay approach
CRT shaders are probably a no go without engine injection (similar to reshade)
Bezels could maybe work with stacked borderless windows, but again it would be an entirely new approach compared to what they have now
Netplay would also need something new and Hamachi-like and would only work with games that already have LAN support, patching support for online service based multiplayer would likely need per-game implementations
The customisable interface would probably not need any changes at least
Basically they would be building all the tough bits from scratch to do everything you’re suggesting
Wasn’t the Glorious Eggroll guy supposed to stop developing GE Proton in favor of a different, better way of doing it? I forget the specifics but I remember seeing that posted several months ago.
EDIT: found it, it’s ULGWL, since renamed to “umu”. Anybody know if that’s still happening? I was under the impression that the guy was going to eventually drop Proton GE completely for umu. But maybe I misunderstood.
yea and no. Proton GE will continue umu was to be able to run proton outsidr of steam so wine ge wouldn’t have to be devoloped further. UMU is out and integrated to lutris for example which means you can run proton and proton ge on lutris
DirectX 8.0 as a reminder was introduced in late 2000 and went on to power games like Serious Sam: The FIrst Encounter, Max Payne, Star Wars: Starfighter, Grand Theft Auto III, Tom Clancy’s Splinter Cell, and many other titles now hitting around the 20+ year mark
More than one year after the merge request was opened for adding a Direct3D 8 front-end to DXVK via the D8VK code, the merge request landed today by Valve’s Joshua Ashton.
front-end
I don’t think that’s the proper terminology to use? I’m actually a front-end developer… I think they mean adapter layer? Compatibility layer? Something like that.
Sadly front end, like “High Level” is a very relative term. For example, in compiler design, the bit that parses code is called the “front end” since the “back end” is what emits machine code. I think that’s what they mean here, the “front end” that understands D3D8 code has been added, presumably there is also a “back end” that converts the parsed/analyzed D3D8 code into valid opcodes for consumption by GPU/CPUs.
In the other direction, a UI/UX is sometimes called a “back end” when it is part of a more complex embedded project where physical controls are the “front end”.
You’re right. They’re terms far older than web development. In general the front is the abstraction while the back is the logic/processing. It started as a term for old, large (room-sized) systems where there were front-end machines such as plugboards or terminals, with back-end machines being the CPUs, memory, etc.
No, the terminology sounds right to me. The term front-end and back-end are used in other contexts than building websites.
For example, the term is used in compilers, where the front-end takes code in a programming language and translates it to an intermediate representation (IR), and the back-end takes the IR and translates that into machine code for a specific architecture. A compiler like LLVM has many front-ends and back-ends to support different languages and architectures.
The term applies to many things where there is a multi-layered architecture.
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