SigilFey;n9645891 said:
I doubt it. These are normally controlled by flags directly through the GPU drivers. Hence Nvidia Inspector or something similar will be needed. (It may not even work the same way or be caused by the same thing in TW3. It sure looks similar, though.)
...
Either way, that MLAA transparency filter you linked to sounds like it could be a lead.
MLAA is just an optional morphological anti-aliasing filter that Mesa Gallium 3D supports (so it can be used when running with radeonsi OpenGL driver). It's mostly useful for older games, that don't have good AA at all. More about MLAA see here:
http://www.cs.cmu.edu/afs/cs/academi...tov09_mlaa.pdf
http://www.iryoku.com/mlaa/
I doubt it's the issue here though. It's something that TW3 is already doing with antialiasing through DX11, that fails when translated to OpenGL by Wine.
SigilFey;n9645891 said:
But that's right...Linux doesn't use default drivers? Or does it?
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I know nothing about actually tweaking drivers, though. (Only how to follow instructions!
)
Not sure what you call standard. Linux drivers situation is a bit confusing for Windows users who usually don't have any choice and use closed driver shipped by the GPU manufacturer.
To clarify the drivers situation, it's good to understand their architecture a bit. Graphics stack on Linux is split into kernel and
userland parts. Kernel driver is what actually interfaces the OS with the hardware. It's low level hardware abstraction. Userland part of the graphics stack implements APIs like OpenGL, Vulkan and so on. That part itself uses the kernel driver.
On Linux there are 2 major approaches for graphics drivers delivery.
1. The standard approach. That means upstream and open source implementation of kernel driver, and open source implementation of the userland components (OpenGL / Vulkan).
2. Non standard approach. When driver is closed, and shipped separately from the system (that's common in the Windows world).
There is an open source project
Mesa 3D, which implements graphics APIs like OpenGL and Vulkan for major GPUs (Intel, AMD, Nvidia and some others). However only Intel and AMD seriously contribute to it. Nvidia doesn't. Same goes for the kernel part. Intel and AMD produce open source kernel drivers, which are included in the upstream Linux kernel. Nvidia doesn't.
So in practice, we have full open source stack that's backed by Intel and AMD, and we have closed blobs from Nvidia (open source driver for Nvidia is developed by the community, but because Nvidia is complicating things by not releasing needed documentation and encrypting their GPU firmware, community releases for Nvidia GPUs lack reclocking, so they aren't feasible for gaming, so those who have Nvidia use their closed blob).
To complicate things, AMD also have a "hybrid" release of their closed OpenGL implementation, that uses the open kernel driver. They do it primarily for legacy customers who rely on compat profile. Normal Linux users don't need to use that, and should use open Mesa 3D which is supported by AMD as well.
Considering Intel isn't really a good gaming option, what's left if you want a proper open driver is basically AMD. So, some key terms for AMD open graphics stack:
amdgpu - name of the kernel driver for modern AMD cards.
radeonsi - name of the OpenGL implementation for AMD in Mesa 3D (supported by AMD).
radv - name of the Vulkan implementation for AMD in Mesa 3D (not exactly supported by AMD, mostly developed by other contributors, including Valve, RedHat and others).
radv is a bit of a special case, because while AMD wanted to open source their Vulkan implementation, it takes them a long time to do it, so several developers started working on
radv without waiting for AMD, while AMD are still planning to open up theirs.
I'm using AMD RX 480 at present, so it's amdgpu / radeonsi / radv for me.
I hope that clarifies things a bit
For the reference, see also:
https://mesamatrix.net