Tumgik
#gamescope
hayden-fluff · 4 months
Text
The Gamescope "Nothing to do" console messages is like an absolute vibe for me right now.
Tumblr media
1 note · View note
andmaybegayer · 5 months
Text
I was looking into how SteamOS goes together especially with regards to display technologies and one cute thing is gamescope. The base SteamOS image Desktop is X11, which is what you get if you use "desktop mode" (although KDE is changing that soon so we'll see) but games are played on a completely separate Wayland based microcompositor, gamescope.
This allows them to isolate the game graphics from the system, and is also how they manage to do some of the clever game modifications: the microcompositor can lie to the game about its resolution and refresh rate, and it has built in support for AMD's upscaler and limited ReShade support.
This is also how they manage to merge the interface of the deck and the desktop mode, which is that they don't. In Game Mode they just run gamescope directly as the only compositor, and it can do whatever it wants to the game's interface with the system. If you want some of these features on desktop, you can also use Desktop Nestability to run whatever else you want in there.
It's also how they've managed to get HDR up and running well ahead of e.g. RedHat's ongoing efforts to get HDR to the desktop. Gamescope implements a simpler implementation of HDR through DXVK that is absolutely not suitable for a desktop but works mostly fine for video games.
You could use this to run HDR on your PC, although HDR requires some third party kernel patches. You can patch those in if you want, and then you could run your own gamescope compositor on a separate session and bam! HDR games on Linux.
36 notes · View notes
kieuecaprie · 7 months
Text
I checked out the Preview update of SteamOS 3.5 now that it's free from the clutches of the Main channel (which is mostly just dev builds, I believe?).
So far, I have not run into any serious issues from the get-go, Decky Loader worked perfectly fine, even though VibrantDeck and the Steam Deck update's vibrancy functions made sure that my retinas are burned by the colors, so I turned the former off.
Tested out SD card mounting by playing an emulated game and it seems to work, guess they actually did add a symlink after all, which is great news for all of us.
I also got real puzzled by the inclusion of NIS before I was told, after searching, that it was Nvidia Image Sharpening. Apparently it upscales if you set the display lower than 720p? Sounds neat but apparently it doesn't net any extra frames over FSR.
Another cool thing is that they updated the Gamescope too, so now it shows Throttling which, for me, is showing as "Power". I have no idea what that means in the grand scheme of things but maybe it's a profile or something? I'll have to take a better look at it.
Maybe I should go back and test out a few games to ensure it works but so far the SteamOS update hasn't done anything bad to me SO FAR. I'll keep ya'll posted.
2 notes · View notes
haropla · 2 years
Text
Tumblr media
my gamescope came in! I was having a pretty terrible day, but just listening to the character voices refilled my hp gauge ᕙ(´▽`)ᕗ
16 notes · View notes
laserp · 9 months
Text
Hate how AAA games industry is focusing on pushing graphics fidelity but do NOTHING to improve anti-aliasing and visibility. In fact, with most games using shaders and deferred rendering pipelines, anti-aliasing has taken a step backwards since most games use post processing AA like TAA (blurry dogshit) and the only "real" "AA" in these games is if it allows you to increase the internal render resolution through super-sampling, which is the most resource intensive kind of AA, and the pipeline doesn't allow the user to force real AA like MSAA through something like nvidia inspector. Despite SMAA 2x and higher being *probably* the best post processing AA, almost no game uses it. Higher resolutions make jagged edges better, but 62% of users who participated in the Steam hardware survey use 1080p as their primary resolution, which ABSOLUTELY needs REAL AA to be able to get a clear image, especially for more modern games.
I love playing older games, as they allow me to crank my resolution using nvidia's DSR to double my native res and apply 8x MSAA to get a nice and clean image for the entirety of the game with a good framerate.
Nowadays, not only do games rely on upscalers like DLSS and FSR to maintain a "higher" framerate as a bandaid solution, which also apply its own kind of TAA and dynamic resolution, they don't even give you proper AA options.
I found a way to get a cleaner image on newer games by forcing the resolution higher using DSR and then enabling DLSS quality mode to smooth out the framerate, which looks better than if i only used one of those methods individually, as a higher res without DLSS would tank the framerate too much and DLSS does not increase the res on its own. I shouldn't have to do this to be able to see the game I'm playing clearly, though, I'm doing this in spite. This method doesn't work on linux, as DSR is not usable on linux, and when i tried doing something similar using Gamescope, i got a bunch of screen tearing, input latency, and the framerate was terrible in comparison to this method on windows, although Gamescope doesn't seem to work well on nvidia gpus, so it may work better on amd gpus, but i can't test that.
Fuck Unreal Engine 4 and 5 and any developers who do this to their work of art that they spent thousands of hours creating just to destroy it in such a stupid way.
1 note · View note
the-nabiha · 25 days
Text
Tumblr media
🎮 Dive into the ultimate gaming oasis! Need help troubleshooting your favorite games like Last Epoch, Helldivers 2, Valorant, Elden Ring, Tekken 8, and more? Look no further! Our website is your one-stop destination for expert guides, tips, and articles on the latest and greatest in gaming. Whether you're a seasoned pro or just starting out, we've got you covered. Don't let technical issues hold you back – unlock the full potential of your gaming experience at GameScopes.com with our comprehensive resources. Visit us today and level up your gaming journey!
0 notes
dkplayer · 6 months
Photo
Tumblr media
Работа по поддержке нативного Wine Wayland продолжается
На прошлой неделе на XDC 2023 в Испании было много интересных докладов, посвященных Rusticl, драйверу NVIDIA Vulkan с открытым исходным кодом, графическому драйверу Raspberry Pi, трассировке лучей RADV, управлению цветом AMD и HDR с помощью Steam Deck / Gamescope и др. Один из докладов, который наверняка заинтересует многих читателей, посвящен состоянию драйвера Wine Wayland.
https://www.gamebuntu.ru/news/rabota-po-podderzhke-nativnogo-wine-wayland-prodolzhaetsya/
0 notes
phone-bird · 2 years
Link
Tumblr media
2 notes · View notes
marvelgame2020 · 3 years
Link
Tumblr media
2 notes · View notes
jennifer2022 · 2 years
Link
Tumblr media
0 notes
1 note · View note
yellowslavo · 7 years
Text
Everyone is a hero of their own story
Two weeks ago at Game Scope 2017 in Aalborg expo I discovered a playable prototype of Arcadia Fallen, The legend of the spirit alchemist. At first glance the game looked intriguing because there was no apparent eye-candy stuff. After minutes of play, I found myself playing a story of an alchemist meeting various peculiar characters on her journey. I managed to talk to developers, so let’s hear about the game and the team.
Galdra studios
The team:
Daniel Svejstrup Christensen - CEO and Technical programmer
Mette Jakobsen - Art director and writer
Jesper Green - Sound and music designer
How is it to work as 3 friends?
Mette: Galdra studios is a three person indie team in Aalborg. We knew each other from the university, and we’ve been making games throughout studying. Now we want to create something completed. Everything becomes easier when you know each other’s interests, because we can ping-pong a lot of ideas.
We also play Overwatch together in the evenings, and it sometimes becomes an improvised company meeting. Often someone comes up with an idea or a solution. We write it down and look at it next day. Meet each other at informal settings makes the process easier.
What is Arcadia Fallen?
Daniel: The game is within a visual novel genre, which comes from Japan. But we are combining it with the western game style, where we are inspired with role play mechanics from Telltale and Bioware games. Applying them in the visual novel, so that we can deliver immersive and interactive narrative within indie environment. While not focusing on combat, we are using our resources to make story rich experience.
Why Arcadia Fallen?
Mette: We made the engine as part of our Master thesis, so we wanted to use it. We’ve been friends for long time and participated on many game jams together, therefore we had a lot of concepts. But Arcadia Fallen seemed like the one, we could actually finish together. It had a reasonable scope and interesting story, which we wanted to explore. We’ve been researching visual novels as part of our education, so it felt natural to use it as the next project.
Do you also play together traditional roleplaying games like Dungeons & Dragons?
Mette: Not much of that, but we played Vampire: The Masquerade together. Because we are located in different places, we mostly play online now. Overwatch has been the major game recently. It’s just lovely and competitive.
How do you approach sound and music design?
Jesper: In the beginning it was a bit of a challenge for me - I received only written description of the game - fantasy, magic, alchemy and a bit of steampunk. I realised this is not gonna be heavy metal (which I am used to). Then I started experimenting with more orchestral compositions, where I want to make more unique expression.
When working in the genre, where you don’t have experience, there is the challenge in writing music. But I got inspired and started to learn the compositions. The setting is fantasy and magic, so I am using whimsical approach. I’m still discovering the unique sound to this world.
Have you thought about including heavy metal into the game?
Jesper: Actually, recently I’ve made a song for the game, where I gravitated towards power metal. But that’s considered extra for now. So far I’d say maybe.
How do you approach your role as technical programmer in this game?
Daniel: Along being a director of the project, I take care of programming. What I provide is technical core of the game and a toolset for the team. Combining necessary mechanics for the game so the team can work around me and implement the assets (story, music, graphics). You can say it is creating a framework for my teammates.
Who is the game for?
Mette: We noticed, that lot of Japanese visual novels are being imported to steam, and there is interest in them. These games are traditional RPG and very focused on the story. It is mainly for people interested in playing the stories. Right now it has a female protagonist, but ultimately we aim for customisable player character.
Are you familiar with “Shandification”? (reference to a concept by youtuber MrBtongue about storytelling in literature and games - interesting stuff. Check video HERE )
Mette: No. Our main approach is - Everyone is a hero of their own story. Because everyone has a story. It should feel like that. We also write short stories about the world, because we want to make this universe alive. Because we have our super cool music composer and songwriter Jesper, we are aiming to have the songs about the adventures as part of the game.
The setting of Arcadia Fallen has roots in the traditional fantasy. It is meant as those hero tales, like the Bard’s Tale games - drinking beer and telling stories about great adventures.
Thanks for the answers!
Follow Arcadia Fallen on Facebook, twitter, Instagram and Tumblr.
2 notes · View notes
bendsen · 5 years
Photo
Tumblr media
Diecut gameboy stickers i did last year for our great local game festival @gamescopedk 🎮🕹 The sticker got printed with other color variants, so the gameboy label and Gamescope logo colors changes. 🏳️‍🌈 #gamescope #gamescopedk #stickers #stickerartist #gameboy #cartridges #nintendo #vector #vectorart #oldschool #dkgame #festival #conference #aalborg #aalborgkongresogkulturcenter #akkc #sticker #diecut #diecutstickers #bendsen #artistsoninstagram #igers #art #instagood #fun #love #denmark #illustrator (her: Game Scope) https://www.instagram.com/p/Bwtu7K9FHtZ/?igshid=1h71p6sayluel
0 notes
journeyofjohn-blog · 7 years
Text
Showcasing at GameScope Festival
David and I (oh yeah, David is an old friend of mine, who is now programming the game) were at the Game Scope Festival in Aalborg, Denmark. We were showcasing a pre-alpha preview of the game. We got a lot of great feedback from some lovely players! Now we are back at the office working on the game! Below you can check out some pictures from the event! Also, I would like to note, that we will be posting smaller updates on the Twitter page here: https://twitter.com/WrinkledArt
Tumblr media Tumblr media Tumblr media
1 note · View note
dailytechnologynews · 2 years
Photo
Tumblr media
Phoronix: "Valve's Gamescope Compositor Adds AMD FidelityFX Super Resolution Support" https://ift.tt/0OR8CVDXb
4 notes · View notes
vbartilucci · 4 years
Photo
Tumblr media
Another awesome box for a Kamen Rider toy, this one the GameScope from Ex-Aid, which I can’t believe I actually went and bought.
3 notes · View notes