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Valve have just published a new post to their Linux blog talking about their experiences with increasing the performance of Left 4 Dead 2 on Linux.

QuoteWhen we started with Linux, the initial version we got up and running was at 6 FPS. This is typical of an initial successful port to a new platform.
Performance improvements fall into several categories:
  • Modifying our game to work better with the kernel
  • Modifying our game to work better with OpenGL
  • Optimizing the graphics driver



QuoteAfter this work, Left 4 Dead 2 is running at 315 FPS on Linux. That the Linux version runs faster than the Windows version (270.6) seems a little counter-intuitive, given the greater amount of time we have spent on the Windows version. However, it does speak to the underlying efficiency of the kernel and OpenGL. Interestingly, in the process of working with hardware vendors we also sped up the OpenGL implementation on Windows. Left 4 Dead 2 is now running at 303.4 FPS with that configuration.


This is pretty interesting stuff, as OpenGL often seems under appreciated on Windows. So far as I'm aware, Windows users aren't given an option to run the game in OpenGL, and it'll be interesting to see if Valve consider providing this to them (and us Wine users) in the future.

There's mention of their interaction with Nvidia, AMD and Intel regarding graphics drivers, and some mention of the benefits of open collaboration with those parties, but no direct talk about whether this will benefit the open source drivers as well as the proprietary ones.

Exciting stuff! Article taken from GamingOnLinux.com.
Tags: Misc
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10 comments

Cheeseness Aug 2, 2012
It's probably worth noting that their test system specs are pretty extreme. I don't know anybody running 32GB of RAM ^_^

Also, this is 32 bit Linux vs 64 but Windows.
Hamish Aug 2, 2012
Quoting: "Cheeseness, post: 5125, member: 122"It's probably worth noting that their test system specs are pretty extreme. I don't know anybody running 32GB of RAM ^_^


For a modern large game developer that is pretty much par the course though.

Quoting: "Cheeseness, post: 5125, member: 122"Also, this is 32 bit Linux vs 64 but Windows.


Now that sounds to be counterintuitive.
Cheeseness Aug 2, 2012
Quoting: "Hamish, post: 5127, member: 6"For a modern large game developer that is pretty much par the course though.

Definitely. There's potential for people to think that the 300fps+ figure is achievable for normal systems though, so it's worth noting that the specs are above average.

Quoting: "Hamish, post: 5127, member: 6"Now that sounds to be counterintuitive.

It sounds like they're getting stuff bedded down in a 32 bit environment before delving into 64 bit (like the way they're using Ubuntu during development and then expanding to support other distros once they're through most of the iterative part of development).
MyGameCompany Aug 2, 2012
Quoting: "Cheeseness, post: 5124, member: 122"This is pretty interesting stuff, as OpenGL often seems under appreciated on Windows. So far as I'm aware, Windows users aren't given an option to run the game in OpenGL, and it'll be interesting to see if Valve consider providing this to them (and us Wine users) in the future.


Considering Microsoft has announced that Windows 8/Metro will not support OpenGL, I rather suspect that Valve won't bother investing time in that option.
Cheeseness Aug 2, 2012
Quoting: "MyGameCompany, post: 5131, member: 68"Considering Microsoft has announced that Windows 8/Metro will not support OpenGL, I rather suspect that Valve won't bother investing time in that option.

I don't think that will really make much of a difference. Windows 8 looks like it'll be another Vista/ME and the majority of users won't bother upgrading from WinXP/Win 7 since that's functional and what they're comfortable with, and that's where the bulk of Steam's user base is at the moment. I don't see that changing until Win 7 moves out of its support cycle (Windows 7 currently accounts for 70% of Steam users. I can see that dropping, but not enough for another platform to become dominant in a hurry unless something more significant than Windows 8 happens).
Kame Aug 2, 2012
Quoting: "MyGameCompany, post: 5131, member: 68"Considering Microsoft has announced that Windows 8/Metro will not support OpenGL, I rather suspect that Valve won't bother investing time in that option.


That's a bit misleading. Currently METRO STYLE apps can't do opengl. Normal apps, which is probably all valve will ever release considering you have to go through the windows store to sell metro apps, will still be able to do OpenGL.
MyGameCompany Aug 2, 2012
Quoting: "Kame, post: 5145, member: 102"That's a bit misleading. Currently METRO STYLE apps can't do opengl. Normal apps, which is probably all valve will ever release considering you have to go through the windows store to sell metro apps, will still be able to do OpenGL.

That's good to know. Last I heard, Windows 8 didn't support OpenGL. But then that was earlier in the year.
Bestia Aug 3, 2012
Microsoft dropped support for OpenGL with the release of Windows Vista. There were articles about it all over tech sites.

Hovewer it didn't meant that hardware vendors (nVidia, AMD) ripped OpenGL from their drivers. RAGE from id Software still uses OpenGL as graphic API and DirectX for input and sound.
Cheeseness Aug 6, 2012
As a follow up, I thought I'd highlight some of the comment replies from Valve that may shed some extra light on what's going on. Enjoy!


In regards to graphics quality/feature comparison between the Windows and Linux benchmarks:
QuoteThe Linux version of Left 4 Dead 2 has all graphical features enabled. Obviously, there are still some bugs we are working on but overall, the stability and quality of the rendering is on par with the Windows version.

QuoteImage quality for L4D2 on Linux with OpenGL is on par with L4D2 on Windows with Direct3D.

QuoteThis test used OpenGL version 3.x.



In regards to graphics drivers:
QuoteNVIDIA, AMD, and Intel have all worked with us on site and we expect further collaborative benefits from all vendors going forward. The work we did with NVIDIA and AMD concerned their proprietary drivers while the work with Intel concerned their open source drivers.

QuoteWe have had nothing but success working with the driver folks. It has been a great experience and we hope to continue collaborating in the future.



In regards to the Linux enhancements making their way to the MacOS Source engine ports:
QuoteAs a matter of fact, we did. Initially, we applied that work Left 4 Dead 2 over to Linux. Since then, it has been modified to meet the needs of Left 4 Dead 2.



In regards to Linux porting in general:
QuoteWe expect to apply the majority of what we have learned from the L4D2 port to future ports of games using the Source engine.

QuoteCurrently, this work only benefits the L4D2 porting effort but we are expecting that this effort can be easily applied to future porting efforts. More on that part later. ;-)



In regards to sourcing Linux titles for publishing via Steam:
QuoteWe are already in contact with other game developers and building a list of those with interest in porting existing games in their current catalog to Linux. Some of these companies already have Linux versions available.

QuoteGame developers who are interested in porting an existing Steam game from their catalog to Linux should send us an email at [email protected].



In regards to end user beta testing (this was a reply to one of my comments, yay):
QuoteAt this time, we are collecting interested persons for possible inclusion in an external beta in the future. If you have expressed interest in a comment or email, you’re on that list; nothing more is needed.
Cheeseness Aug 10, 2012
I spotted [URL='http://www.forceflow.be/2012/08/09/valve-left-4-dead-2-on-linux-talk-at-siggraph-opengl-anniversary/']this summary[/URL] of Rich Geldreich's talk at the SIGGRAPH OpenGL BOF. Apparently more detailed stuff will make its way up to the Linux blog soon :)

QuoteValve started out with little OpenGL experience, and gradually learned along the way. The original Linux port of the game was done before the in-house Linux team was formed. After that, they invited hardware vendors to the office to discuss the possibilities and limitations of an eventual port. Rich stressed that it was really a team effort and that they couldn’t have done it without the support from software/hardware partners.
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