I dunno how to pronounce that acronym, so I’m going with “You’ll Wiggle.”
Those star trek spin-offs are getting ridiculous.
Thanks? I hate it lol
Lol when it was first announced, everyone said that people would fork it just to change the name for this reason. I prefer to keep it this way.
I love it! 😄
Fucking stoked to see all these extremely talented devs work together.
I’m actually kind of surprised that they’re all working together at all. Normally they all wanna have it done their own way and it ends up just being another random project, that everybody loves until the next person creates another project because they want it done another way.
Thats good news for the Steamdeck.
Probably a good news for Linux gaming in general, too.
Yeah good for everything.
Finally linux developers started to understand a bit of “make an app great and keep it like that”.
Usually linux has parcour in terms of apps.
Yes and no. I could hop on to a 50 year old Unix machine and operate it pretty much the way I use my contemporary Linux computer, thanks to the standard Unix tools being both great and ancient.
Usually linux has parcour in terms of apps.
parcours
nm
(=trajet) journey (=itinéraire) route (SPORT) (=terrain) course
parcours du combattant assault course
(=tour) [+golf] round
[+ski] run
[+circuit] lap vb
I don’t know much about linux but as far as I understand it says linux get more compatibility?! Monkey sees monkey upvotes and shares
There’s a lot of projects to help get Windows games working better on Linux, and this effort is basically all those projects coming together to work on making the ‘ultimate’ project that will make it easier than ever to game on Linux! :D
There is a ton of typos and some misunderstandings but ir’s awesome that this is geyting some press in more mainstream gaming websites
ironic
Duh, I ain’t writing an article for a magazine online. I am writing replies on a forum on my phone. I would at least double check if I was the author
Still funny, though.
Can it pre-load shader cache like steam games does? Because that’s a big plus to running games on the higher half of the graphics demand side. Otherwise you’ll still need games to be steam in order to get the best performance.
Yeah. Good point. The problem I see with that is that SOMEONE has to store the shader caches that you download. With some games, it’s megabytes and some games it’s gigabytes. Also, the shaders are different for different hardware configurations. Who is going to not only store, but share all of this data when only a small portion of people donate to FOSS? Steam, gets a portion of the sale, and moving people to Linux is a far sight goal that they are monetarily incentivized to help towards.
In theory this problem is already “solved” with torrents.
True, but complex and probably a tad unrealistic. My old days of using torrents taught me that people don’t typically seed.
Ignoring that, if you automatically download torrents and start seeding them many people wouldn’t understand them and will have their internet overwhelmed and blame Linux, or Google it and come to the conclusion to “turn off the seeding feature”.
Also, Shader Caches get changed/updated CONSTANTLY. When I first got my Steam Deck, I was getting Shader Caches updates every time I turned it on for nearly every game. That has slowed down a lot but torrents specifically wouldn’t be the best solution for something that changes frequently. You can re-check so that you can just only download new caches with the latest torrent. But the re-check can be computationally expensive as well.
Idk the answer and I love the idea of P2P. But, we’d have to be careful to implement it well.
I wonder if a program could be built that would do it.
A program will not fix it. The problem is shader caches need to be stored. Storage costs money. Who is going to pay to store all of them?
Maybe it could be like a P2P system but that would add a whole lot of complexity!
I was thinking a program that would pull, create, and store all the shader cache of a game locally on the system.
Pull from where?
Magicland, I suppose. I guess it would need to spoof that it’s a steam os installed game in order to download the cache from valves server and then move the cache over to the appropriate folder for the game. I guess it would be a lot of work for each game, since the cache folder isn’t going to be named the same and in the same spot.
Even then, the shaders for steam deck wouldn’t work on other devices with different GPU architecture. I think it might require the same CPU architure as well. But, I’m not confident on the second part.
I only just heard about ULWGL from a nice Threadiverser a couple of days ago, and now TIL!
So all the codebases won’t be merged into one, but a new codebase is made to launch games through existing launchers?
Well the interesting part of this is that they will collaborate on the engine but the frontend will still be independent.
I think this is a sound strategy (if I understood it well) as the key differentiators remain but the hard parts (running the damn things) become collaborative.
This also IMO helps a lot user experience, as dealing with broken scripts, mysterious wine settings and keeping up with version changes makes playing a game a big ordeal compared with other platforms (In some cases like old games, it can be worse).
If you are correct, this is indeed a great stride in the right direction! Thank you for the input.