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Berniyh

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    DCS World, X-Plane 12

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  1. You'll never know when a Vulkan will erupt. Can only estimate the chances. But if it does, it'll be a big event.
  2. but eating the remainders of the raw dough is part of the fun!
  3. Agreed, let's get back to Vulkan.
  4. Proton is designed for use with Steam, so that's definitely the easiest variant to run DCS on Linux. However, it is possible to use Proton outside of Steam, it's just a bit more effort. So in principle, it should be possible. And, since Proton is basically Wine with some special extensions and scripting magic, it should be doable with plain Wine (+ extensions like DXVK). As an alternative to Steam, there is the free and open source game manager Lutris, which also provides Lutris recipe for DCS Standalone: https://lutris.net/games/install/15006/view However, I haven't tried that, because I have always used DCS via Steam, so I cannot comment on whether that works or not.
  5. Sure, but in the past it was often the rendering that was problematic and those problems are the type that pretty much everybody can spot, if there are graphical glitches, textures missing etc. Thankfully that has massively improved over the last 5 years, so rendering these days is rarely an issue. And if there isn't a translation layer like DXVK in between anymore (when the Vulkan API will be used by DCS), it might have further a positive impact, we'll see. Libraries can be a problem, but usually there's relatively easy workarounds, like those described in the Steam Deck guide linked above, because for Wine/Proton, you can drop in native Windows dlls to be used. You can even install whole packages like the .Net stuff to be used by programs/games to achieve compatibility. The most problematic kind of stuff right now when running Games on Linux is kernel-level anti cheat systems. If you're game has one of those, it's likely that it'll be borked completely, because those dig so deep into Windows that it'll be next to impossible to run that on another kernel. Personally, I'd argue that you shouldn't touch anything that comes with those with a ten-foot pole, but I do get that some of those games are really popular and that cheating in online games can be a huge issue. Thankfully, afaik, DCS doesn't use stuff like that.
  6. It is already reasonably compatible. Reasonably as in "there are a few problems", but for the most part of it it runs very nicely. It's described here how to get it running. The guide is for the Steam Deck, but it'll work similarly for plain Linux, if you setup Steam etc.: https://www.digitalcombatsimulator.com/en/support/faq/SteamDeck/ If you want to have a look what problems people may have seen, have a look at Proton DB and the DCS issue on the proton issue tracker: https://www.protondb.com/app/223750 https://github.com/ValveSoftware/Proton/issues/1722 I'm not sure if there is a thread dedicated to DCS on Linux via Proton currently. iirc the old Linux thread was closed by a mod a couple of years ago.
  7. Maybe, yes. But DXVK is actually working quite well, so I'd expect about the same improvement as on Windows, performance-wise. Afaik, the only Linux-specific issues related to rendering is that the textures in some maps and cockpits don't work, but I doubt that that will be fixed by an API change. Unless they change the texture (format?) as well during that change. A Linux version I wouldn't expect in the near future, with the rendering API update and all the other major stuff they're changing, they've got enough work. The only thing we Linux users can hope for is that they look out for incompatibilities when running it with Proton/Wine, which seems to be more or less what they are doing now (as they're kind of supporting the SteamDeck).
  8. True, but it would make sense to have them run side-by-side at the consumer level as well, just like ST vs. MT. The hardware and software configuration variability is just so much larger at the consumer level, so surely a lot of additional bugs will appear. Better to have the old API for comparison purposes available as well as as a backup plan for those that experience severe problems with Vulkan.
  9. I thought that what you can see at the bottom, slightly left from the middle in the image in the post that I quoted is a part of the co-pilot collective. I also had a brief look at some cockpit photos from CH47 before, e.g.: https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fryf8r6kkvqp51.jpg I think I was confused a bit by those additional grips. I thought those were the collectives. I think when first looking at the images, I overlooked or misinterpreted the role of the actual collective. However that means there is a question remaining: what are those additional grips for?
  10. Thanks, but I was also referring to the layout of cyclic and collective. To me it seems that the left pilot is using the left hand for the cyclic and the right for the collective, which is pretty unusual for a helicopter? I know that they also do this in some of the newer Airbus airliners, but in a helicopter I'd say that switching between hands is much harder compared to an airliner?
  11. Do all CH47 have inverted control interfaces for pilot and co-pilot?
  12. I never said that Vulkan is going to drop tomorrow. Just that this can be seen as an indicator that we're nearing Vulkan.
  13. With stable being updated, I think we might be nearing the appearance of Vulkan in public beta.
  14. FSR should work on a 1080ti as well, iirc. Since they also said they'll implement FSR, that might be an option for you. Pretty sure that'll be very system- and settings-specific, just like multithreading. So I don't really think we can estimate numbers here.
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