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Cake day: June 12th, 2023

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  • Sure, you get an A for answering the question, but my point was that the hate they get today on Linux is misguided because people only have vague or non-specific complaints.

    Not learning from the past means repeating the same mistakes. I see little evidence that NVidia’s overall approach changed. It’s always that everyone has to adapt to their way of doing things and rarely that NVidia seek collaboration first. That’s why it has taken years and three entirely different memory management technologies.

    With NVidia it’s always “This is the last piece of technology and then everything will be perfect.” ExplicitSync is only the latest episode. Now that ExplicitSync is there, compatibility on Linux is still a crapshoot with NVidia.

    When Nvidia announced that they were going to move the proprietary parts of their driver into the GPU firmware, and open source the kernel module, there was a lot of hate about how they’re being assholes for not releasing the whole thing as open source, relying on proprietary blobs, etc. Yet that’s stupid, because it’s literally the exact same thing AMD and Intel do for their much beloved drivers.

    Where is the closed source user space of Intel and AMD drivers? It doesn’t exist because they use Mesa for the best possible compatibility. NVidia don’t. I’ve read comments by people bashing the recent Baldur’s Gate 3 Linux release and being full of graphics glitches. Then they list their hardware as proof how great it is and they all have NVidia GPUs.












  • woelkchen@lemmy.worldtolinuxmemes@lemmy.worldSteamed
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    16 days ago

    Early Valve was totally pro Windows tech. Back when HL1 launched, it was the first idTech-derived game with a Direct3D renderer out of the box (yes, Doom95 existed but that wasn’t the default, DOS was). OpenGL was still a massive force on Windows and yet Valve decided that what their fork of GLQuake needed was a Direct3D renderer.

    Valve’s stance only changed after Microsoft’s attempt to force Windows Store on everyone and Valve’s subsequent “Faster zombies” experiment (because DirectX was stagnant as well).