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A lot of interesting stuff has happened in February starting with the most important one. NVIDIA contributes to Nouveau once more Despite the status update report being published which mentions not only some new features which Nouveau received, it also appears that less and less people work on it but then, out of nowhere NVIDIA has stepped in and provided the following contributions to this project NVIDIA Format Modifiers - Provide better performance in compressed layers. Will be available in the upcoming Linux kernel 5.7 Signed firmwares for GeForce 16 series (1600 and 1650 series) While this is surprising nice approach it still lacks a specific firmware to deal with poor performance from GTX 900 series to newer and we have yet to receive an open source Vulkan driver which Nouveau still lacks. Mesa 20.0 has been released + 20.1 work has begun As stated in the title, Mesa 20.0 has been released which provides the following new features: Owners of Intel's Broadwell line of CPUs or newer will use the new Gallium3D driver codenamed Iris by default, providing better performance and take advantage of Gallium3D features such as the GalliumHUD or even Gallium3D Nine for use with Wine for a native DIrect3D 9 support (Requires Wine Nine Config) compared to the old i965 driver which is still used for older Intel iGPUs. Additionally Mesa 20.0 now supports Intel's Jasper Lake line of CPUs as well. Owners of AMD graphics card based on GCN 1.0/1.1 architecture can take advantage of Valve's shader compiler made specifically for AMD called ACO, reducing the shader compiling time (which in turn minimizes stuttering) and provide more FPS as a bonus. Speaking of ACO, it supports even more shaders and some improvements leaving only Tesselation shaders and OpenGL support for last. AMD's Gallium3D driver, RadeonSI, now supports OpenGL 4.6 due to the NIR being enabled and used by default and now uses the "live shader cache" to reduce the stuttering when compiling shaders in OpenGL games. The recently added Next-Gen Geometry added by AMD for Navi GPUs has been re-enabled. Previously was disabled due to the issues popping up that were difficult to fix. As of this release, the work on 20.1 version has begun and it's expected to receive a stable release in May 2020. So far these are the new features that has been presented: Shader Disk Cache support for Nouveau, to improve loading times in games when using NVIDIA GPUs with the open source driver NIR support + OpenGL 4.6 support for R600 Gallium3D driver used by AMD HD 2000 series to HD 6000 series. Disabling (and perhaps removal) of SISched support, as Valve's ACO already beaten it. Used as a shader compiler for OpenGL and Vulkan games. Performance improvements by Valve for GCN 1.0/1.1 based graphics cards. AMD's GPU Profiler and SQ Thread Trace support for RadV (Open source Vulkan driver for AMDGPU) made possible by Valve. Normally these features were used by AMD in their own drivers, especially in their own open source Vulkan driver codenamed AMDVLK. Smaller size for RadeonSI, but even more performance improvements in combination with two compiling options which are LTO and PGO, as mentioned here. Speculation: OpenGL 3.0 support in Zink, an OpenGL To Vulkan driver. Some oopsies have happenned It seems that Windows games that ran through Proton started to count as Windows sale instead of the Linux one for some time until a game developer noticed this, luckily this has been reported to Valve and turns out that despite the system of it works, the filtering did not. But now time to mention some major issue that is going on. As of the release of Linux kernel 5.5, it turns out that it missed some of the critical patches for Intel Graphics Driver which led to system freezes and other serious issues. Hopefully the point releases included them. Other news: - Besides the release of Godot Engine 4.0 happening in mid 2020, the developers announced that it will include Wayland support along with EGL support, which for latter's case will greatly help for Raspberry Pi devices. - Wine has reached 5.3 release - Proton reached 5.0 release - DXVK received 1.5.5 release which only includes bugfixes. New major release will happen once all the regressions have been fixed.
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Ho! Ho! Ho! We have approached the end of 2019 and this month has left some interesting things going on around the Linux Gaming community. Mesa 19.3 release and new features in the upcoming 20.0 version As predicted, Mesa 19.3 has been released in early December which marks the 1st stable release to include Valve's shader compiler for AMD called ACO, however it is not enabled by default and users are required to run with RADV_PERFTEST=aco to take advantage of it, of course on Steam ya need to put RADV_PERFTEST=aco %command% into Launch options. As a reminder, this is meant for AMD only running on GCN architecture or newer which halves the compiling time making the game less suspectible to stuttering and increase the frame rate as a bonus. Besides that it provides a support for Navi 14 based GPUs (Such as RX 5500 XT), Intel Tiger Lake support, Zink driver (OpenGL To Vulkan driver, currently supports OpenGL 2.1) which is currently in experimental state and new Vulkan extensions for both Radeon RadV and Intel ANV. New features have been announced to appear in the upcoming Mesa 20.0 which will be released in February: - Intel GPUs under Mesa will use Iris by default, a Gallium3D driver made by Intel themselves. Allowing you to take advantage of Gallium3D features such as the HUD and perhaps even Gallium3D Nine to run Direct3D 9 games under Wine without any translation to OpenGL, causing a boost to the frame rate. - OpenGL 4.6 support for RadeonSI (Open source OpenGL driver for AMD) and replacing TGS route with NIR, which results in some slight frame rate boost. - OpenGL Tesselation Support in Gallium3D's Software Rasterizer - AMD R600 GPUs will receive NIR support Linux 5.5 performance regression and AMDGPU's experimental GCN 1.0 support may be dropped Currently we are receiving Release Candidates for the upcoming stable 5.5 Linux kernel and it seems that some performance regression has been found, according to the Phoronix article this is cause by the usage of AppArmor feature presented in the kernel and a second unknown issue. If you are using Debian or Ubuntu (including even flavours such as Xubuntu, Kubuntu etc.) then it must be disabled by adding apparmor=0 into the kernel parameter. Luckily other distros such as Fedora and perhaps even ArchLinux have their kernels compiled to not use it by default. Now here's the bad news for any owner of AMD's graphics card that uses GCN 1.0 architecture, AMD might drop the experimental support for it under AMDGPU kernel driver due to the UVD video driver not being included and some occasional bugs due to lack of testing and any output from AMD themselves. Enabling the usage of AMDGPU kernel driver for GCN 1.0 required a manual change in the kernel parameter with radeon.si_support=0 radeon.cik_support=0 amdgpu.si_support=1 amdgpu.cik_support=1 (Not required for GCN 3 and newer, as it's enabled by default) but it provided not only a frame rate boost but also a Vulkan support for GPUs which uses this architecture, the worst part is that they are unlikely to release a firmware which provides UVD video driver, but may also drop SI support from AMDGPU entirely. Valve may not like that as in their Future Work list for ACO, GFX6 lists Radeon HD 7000 series along with Radeon 200 series (Specifically 240 and 250) to have it's support added. Proton 4.11-11 release, D9VK merged with DXVK, Wine 5.0 reached into freeze mode Speaking of Valve, they have recently released a 10th and 11th revision of Proton 4.11 which not only includes some fixes but also: - Halo: Master Chief Collection is supported from the single player side, multiplayer mode uses Easy AntiCheat which Wine and Proton has yet to provide support for it (Unless EAC hasn't been updated). - Adds a Interger Scaling Mode which can be toggled by running the game with WINE_FULLSCREEN_INTEGER_SCALING=1 - Updated FAudio to 19.12 and DXVK to 1.5 Now the DXVK 1.5 is special one here, as D9VK which is a fork of DXVK that translated Direct3D 9 games to Vulkan has been merged with it, so by default DXVK currently supports D3D9, D3D10 and D3D11. From the Wine side, the Wine 5.0 development has reached into the freezing state, so for now we are getting release candidates (RC3 being the last release in this year!) which only includes bug fixes in order to be prepared for the stable release of it which may happen in February or March. This is rather important as Wine is used by Valve to create Proton, so once 5.0 gets a full stable release, then perhaps we will get Proton 5.0? Life Is Strange 2 Linux release, some NVIDIA updates, leading Vulkan dev at Feral Interactive leaves Folks at Feral Interactive has been busy this month and released the Linux port of Life Is Strange 2 which uses Vulkan by default, now for the bad news, their leading Vulkan dev Alex Smith has left the studio after 3 years and currently works at Sony with the PlayStation, luckily he mentioned that Feral still has some capable Vulkan devs ready to take over. Wonder if PlayStation 5 will use Vulkan? Now time for some NVIDIA news, they have released a new update for their legacy 340 driver series in order to make them work on recent distros for the upcoming 2020 and currently GNOME (one of the big desktop environments) will provide a much easier GPU switch in the 3.36 release, whereas KDE Plasma is soon to follow. The 2010s was a decade which showed some activity in terms of Linux gaming, starting from Valve providing Steam support for it in 2012 with other stores such as GOG, followed by a release of SteamOS and Steam Machine and later on this caused some companies who made only Mac ports to join in such as Feral Interactive, Aspyr Media, Virtual Programming etc. some of them made a huge progress and some of em didn't, but despite the failure of Steam Machines Valve still continues to this day to spend their time and money to make Linux more viable for gaming and even decided to use most of the open source middlewares such as SDL2, OpenAL, libavcodec, Vulkan and OpenGL in their newer games which most likely even reduced to cost of developing the game for specific platforms such as Windows, Mac, Linux, Android, iOS. Other contributions which Valve made for Linux are as follows: - Contributes their codes to SDL2, Vulkan, Mesa, Linux kernel - Working together with Codeweavers on Proton and upstream the codes to Wine - Open sourcing some of their projects such as OpenVR, GameNetworkingSockets, Proton, Fossilize - Giving contracts to specific developers such as DXVK, Feral GameMode etc. to continue their work Now let us remember that Linux Gaming wasn't born with Valve, but with Loki Software in late 90s and early 2000 which were responsible for using SDL and OpenAL which are still being used to this day, even in source ports of your favourite games. The biggest question here is, what will await in 2020? Previous Monthly Linux Gaming News November 2019
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Version 0.6.1rc-RTX
10,044 downloads
What is this? This updated release removes all dependency on the mtndew.dll file - fixing the RTX crashes, while allowing players to be fully updated to 0.6.1.0 How to Install Ensure that the ElDewrito Mod is fully updated to 0.6.1. If the player has used the previous version of this fix they must also download the original mtndew.dll file - which is also attached here. Go to the Game's Directory and replace the current binkw32.dll - and mtndew.dll if the player has used the previous version - with this one. File Checksum - binkw32.dll MD5: 0c694d9c792d2b3e8f8290e2355c0082 SHA1: 62a20a9ee939473d4a2cf6103a0b2c789a396c84 SHA256: 6f8fe740ac1da92598265c02b555063821aefe55d070b92bfbc7d708dede5cd6 VirusTotal Scan: Click Here File Checksum - mtndew.dll MD5: 496b9296239539c747347805e15d2540 SHA1: 866ed863df44734f3661bdfa61752177bf4b33dc SHA256: 315a443c26eed0eb229b365d7b8a6d613d061fb6ee0e806ebc7aeb5434237c71 VirusTotal Scan: Click Here-
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Could there be a section added under "Video settings" in game wikis for recommended dual gpu setup settings?
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Hi, I have a suggestion to make especially useful for NVIDIA users. You probably already know of Nvidia Inspector. It is a software that allows creating custom nvidia profiles or modifying existing ones. It is pretty useful, it allows the user to force anti-aliasing, anisotropic filtering, vsync, ambient occlusion etc. But the most useful things in my case are anti-aliasing, SLI and ambient occlusion. Sometimes predefined NVIDIA profiles are missing some important components. Most importantly compatibility bits. There are already some compatibility bits which you can find online that allows you to enable SLI support, force SGSSAA/MSAA anti-aliasing and that kind of stuff. My suggestion is it could be pretty useful to add these compatibility bits and other nvidia inspector tweaks to pages. What do you think? Some compatibility bits that you can find online: http://forums.guru3d.com/showthread.php?t=357956 (Anti-aliasing) http://www.forum-3dcenter.org/vbulletin/showthread.php?t=490867 (Anti-aliasing) http://www.forum-3dcenter.org/vbulletin/showthread.php?s=30d6dd5d089db6e2d573aed4ac7c76b8&t=509912 (SLI)
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Batman: Arkham Origins PC Features Detailed Nvidia has announced details on the PC version of Batman: Arkham Origins. The game, currently under development by Warner Bros. Games Montréal, is using Unreal Engine 3 just as Batman: Arkham City did. However, also like its predecessor, the engine will have a number of graphical additions, including: Direct X 11 Tessellation, allowing for Batman to alter the environment (eg. real footprints) Percentage Closer Soft Shadows, allowing for more realistic shadows Physx Turbulence, Cloth and Particles systems which react to Batman's actions Temporal Anti-Aliasing, an AA technique that has been criticised for resulting in low performance and blur A new, unknown, Depth of Field system A new, unknown, Horizon-Based Ambient Occlusion system It is important to note that it is unknown which of these additions will work on AMD cards. Of course, even for those with Nvidia cards, they still mean nothing if they heavily impact game performance, as seen with Batman: Arkham City which would sometimes stutter and fall to unplayably low frame rates with its graphical additions turned on. Hopefully Nvidia has sorted out the problems for the next game in the franchise. Batman: Arkham Origin is out worldwide on Microsoft Windows systems on October 25th 2013. [Source]
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- Batman: Arkham Origins
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