Clodo = tramp
HN user
libcg
Sounds like these issues are caused by the nvidia driver, which I thankfully never had to deal with, and the Steam Deck won't use that either.
I've been running Arch on multiple machines for 10 years at this point. Been through the systemd transition. In my experience there is very little breakage, and it's easier to deal with than a huge upgrade every 6 months or more.
I'm guessing Valve will not deploy Arch packages directly to the Deck, but instead do weekly/monthly releases that are properly QA'd. It should be very smooth while giving them flexibility to deploy the patches they didn't upstream yet.
There's so much FUD in this article I don't know where to start.
For getting Destiny ready google had to deploy 2 of their engineers in Bungie's offices for 6 months to make sure that the game could release on time.
There's no mention of a possible delay in the article. I sounds like the Google engineers were there so they could optimize their own stack.
And even after doing that, the game still runs at 1080p and is upscaled to 4k.
Stadia uses custom Vega 56 GPUs. It's not exactly known to run games at 4K. Sounds like a hardware limitation more than anything.
Recently there have been reports of Game developers running into problems with the Linux scheduler and with Linux Torvalds proclaiming that the scheduler isn't the issue, these issues won't be going away soon.
Yes, as Torvalds explained, this spinlock "issue" was totally overblown.
[With Windows, ] game developers wouldn't have to make any efforts to port a game to a completely new platform.
That's not true, there still would be some porting effort required, and all the QA that goes with it.
Had stadia used Windows, they would have been able to tap into the already existing [multiplayer] player base.
There's nothing technically stopping Linux users from playing online with Windows users.
Had stadia used windows, people would have been able to easily download their purchased games in the event of Stadia shutting down.
Yeah, I don't think so.
Now all of these [network-optimizing] aspects are custom built and don't have anything to do with the operating system and hence would have been applicable even if google launched on Windows.
Really? Using Linux gives them a lot more freedom of movement because they can customize the network stack for their own requirements. That would be much harder to do on Windows.
To summarize, Google Stadia would have been a much better service had they used Windows.
No. It's mostly an issue of lack of focus and wrong pricing model, where you pay a subscription and still have to pay full price for games you don't really own. Not to mention the unbearable lag if your connection isn't stable.
He's using "i3 with a heavily customized userspace" which isn't exactly what most people would use. Gnome on X11 lets you (integer) scale monitors through a GUI at the very least.
This article makes it seem like these steps are necessary for most Linux setups, when in reality you can do per monitor fractional scaling from a GUI as long as you're using GNOME on Wayland. No need to fiddle with per app settings, it works transparently.
dxvk is a Direct3D11 implementation on top of Vulkan, not the other way around.
Conversion from/to float and double, multiplication, division and reciprocation are implemented and should be working properly.
The next big TODOs are addition, substraction and rounding. Then advanced operations like sqrt, fma, etc. As part of the posit spec.
I've been working alone on that project, this being my first time working with floating point representation. I'm happy I could even get to that stage, and I hope someone can pick up my work and start contributing.
Dev here, I'm planning to transition to a C library with fixed size posit implementations. I need all the help I can get :)
FastSigmoids uses float and double types which would be problematic in embedded environments.