I don't understand how anyone can enjoy watching most #livestreams. Don't get me wrong, I loved #twitch/justin.tv back in the day and still enjoy watching the edited down recordings of speedruns (mostly ZSR for the zelda2 rando runs), but everything else in every category, especially gaming, is on the level of the tv from idiocracy. there's so much crap going on on-stream, constant notifications, audio alerts, super chats, ad-breaks, sponsorships, etc, it's just so repetitive and irritating.
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So to sum up the steam awards.
Labor of Love: a recently released game with one mediocre DLC
Best game on steam deck award: a game that barely can run on steam deck, poorly, and is hard to play on it.
Outstanding visual style award: a 2024 remake of a 2001 game that somehow looks worse than the old version
Most Innovative gameplay award: a classic card game, but you play russian roulette every time you lose...(i guess at least the combination is innovative)
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So annoying that #wayland breaks all of the soft-kvm solutions, its' so easy with my x11 virtuals, even freebsd, to just seamlessly use my input across multiple machines, but any of the wayland virtuals just break completely.... (apparently it's possible to get it to somewhat work but like most things with wayland it's stupidly complicated, requires unsupported patches, disabling security, and only works on specific compositors and specific versions...and only gnome...)
[#]linux #kvm
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testbed setup complete! took WAYYY longer than planned (mostly thanks to #popOS and #freebsd deciding to be a pain). Now I can just shunt a build over to any of them to make sure I didn't break anything. (they're all as close to default setup as possible)
[#]gamedev #indiedev #linux #bsd #kvm #qemu
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lol, I'm pretty sure that's exactly what's going on, wrote a custom xorg.conf to force it to use the ati card and now it only sees the ati card and not the basic one, but that's fine, i don't need the other one really, it's just for the spice window. (and it works until login)
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I wonder if the problem is their graphics switcher....apparently if you're on a hybrid system it's supposed to show in the upper right under the laptop battery indicator but I don't have that (as this is a virtual on a desktop) so I think in the background that has me locked on the basic QXL device and won't allow me to switch to the amd....but the menu doesn't show up for me so I can't interact with it
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rebuilding my test setups, decided to add #popOS to the #linux distros available....I have to say even as someone who's used linux for over 25 years I find this massively confusing. It's the only distro out of 10 installed on this test setup that refuses to use my amd card, disables it in favor of the non-accelerated vga....but only AFTER logging in! (the accelerated card works until after user login...), it's configuration is a bit non-standard too so fixing this is causing a headache...
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Just found a single slot radeon rx550, exactly what i'd been looking for to complete my workstation, as much as I love this computer and the amd processor blows my old intel out of the water the last year has been rough not having the build in second video card.
It's freaking hard to find a decent single slot card with decent enough performance though, even the cheap budget cards now are either 2 or 2.5 slot!
Also means I can drive 4 more monitors, hmmm...
[#]gamedev #indiedev #kvm #qemu
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So in the end, to summarize, the best overall was the gles2 backend, it was always either fastest or a close second in any operation, Opengl was always fairly close, and basic surface drawing was always right up with gles2 (though you lose some of that speed if you have to do any blending/scaling to display to screen). Software was blazing fast so long as you don't deal with SDL_Textures, that bottlenecks it bad, GPU was fast if you ONLY need to blit a single texture, and vulkan was just broken.
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Third chart, using the accelerated rendering api again but NOT using any of the rendering functions, only using update texture to manually copy across bitmap data after writing it manually. This was the overall most efficient at drawing pixels for all but the software driver, which surprised me somewhat as it shouldn't be different from the basic surface drawing. GLES2 was in general faster again.
[#]SDL #SDL3 #benchmark #gamedev #indiedev
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Second chart, it gets a little more interesting when looking at the time of execution of the SDL_Renderer accelerated drawing functions, there's a MASSIVE skew between drivers with this one. the SDL_Gpu based driver (the default one) took an order of magnitude longer per call, and the vulkan driver has a memory bug and won't complete at all with larger numbers of calls, and was also noticeably slower. GL,GLES2, and Software were all very similar.
[#]gamedev #indiedev #sdl3 #benchmark #sdl
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First chart is basic drawing with SDL_Surface, disabling all other functionality. (the basic_surface on the graph has acceleration disabled via hint, the others specify driver)
Not too much spread on this one but unaccelerated and software were reliably fastest (as expected) though gles2 was very close.
[#]SDL #SDL3 #benchmark #gamedev #indiedev
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Tier list of my findings on the functionality and speed of all the #SDL3 backends for the use of pixel pushing/raw operations from my recent benchmark tests (I have actual data but...it's a lot, haven't made a decent graph yet but this sums it up nicely)
Vulkan is actually considerably faster than GPU (gpu is an order of magnitude slower than the others, and it's the default setting), but slower than the others and breaks where the others don't, so it just flat out fails to be useful.
[#]gamedev
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the other backends seem to handle it just fine, or when they do run into an issue where there's not enough memory the actual call fails instead of segfaulting, i might debug this more later (not really what I was intending to do, just stumbled on the weird issue while torturing it in other ways.)
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Huh...just found a weird bug in #sdl3, it's nothing anyone sane would ever likely run into but I ran into it when trying to do some stress testing/benchmarks with some functions to compare the drivers. On the vulkan backend and ONLY the vulkan backend a large number of pending draw calls using the accelerated renderer interface causes SDL_RenderPresent to throw VK_ERROR_OUT_OF_DEVICE_MEMORY without tripping any other checks before that (it's uncatchable without raw vulkan code)
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It's still lacking in constraints and boolean functionality that doesn't suck though...seriously why are those so easy in 25+year old tools and every cad program but every graphics artist program struggles with them...
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So apparently as of blender 4.1 there's all sorts of add-ons that give it a more cad-like interface...I turned them all on and finally I have a version of blender I can understand and use...after years of struggling and failing to even make a simple 3d model in it I was able to make a simple house in like 15 minutes...
The parts library functionality and prefab functionality is still kinda...meh...but it's a million times more useful to me now than it was.
[#]cad #blender #gamedev #indiedev
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ran out of room, additional requirements, needs to run on linux (wine is ok as a last resort if needed), don't want anything web based/subscription/server based/etc. Basically want to create smaller components to make larger mechanical models out of, freecad does this great but then i need to pull each piece into blender to texture and re-export to a more usable format still so it ends up being a huge pain.
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Looking for a #gamedev recommendation. Is there any #3d editor that's simple and allows creating/mixing prefabs? I've tried blender but it's absurdly overcomplicated for the type of editing I want to do, everything else seems to be more based around sculpting/etc. I would love to find something a bit more like oldschool unrealed (unreal engine 2 era, where you could draw primitives, lock, save as brush, etc) or freecad (which is usable but kinda a pain)
[#]3dmodeling #gamedev #indiedev
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Since everyone else is sharing them.
https://store.steampowered.com/steamawards/nominations/76561197971072147?k=17636417462470714995
Honestly for this year the biggest standout to me was Animal Well, though early in the year I did spend a lot of time with pacific drive and palworld. Fallen Aces was pretty high up there for me too, the best FPS I've played in ages.
[#]steam #steamawards #goty
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