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Ashes of The Singularity is a large scale real time strategy game from Stardock & Oxide Games that should see a Linux release.

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Oxide Games are part of the Khronos Group, so hopefully a Vulkan version of it for Linux will appear in future.

Their FAQ even mentions it directly:
QuoteWindows PC for now, but we are entirely confident that we’ll release Ashes on MacOS, SteamOS, and Linux. Oxide Games is part of the Khronos group, which is developing the next-gen Vulkan graphics API that should be the API of choice on those platforms. This gives us great confidence in getting Ashes and Nitrous running on those platforms in the not-too-distant future.


About the game
Ashes of the Singularity is a real-time strategy game set in humanity’s not-so-distant future. What it means to be human has changed with the coming of the singularity.

In the post-human economy, sentience is now the most valuable commodity in the universe. The only way to acquire more of that is through the control of computronium – programmable matter – which can extend consciousness to levels we can't even imagine. Worlds are being transformed into this substance and wars are now being fought across the galaxy for control of those worlds.

Each conflict takes place across an entire world. It isn't a skirmish. It's a war. Thousands of units are constantly constructed and sent across the planet with the player directing entire armies, in real time, to capture key resources in an effort to gain total control of the planet. Article taken from GamingOnLinux.com.
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SXX Mar 24, 2015
Quoting: GuestGames don't run as fast as the CPU can possibly go - at least not these days.
No matter what Intel marketing say even high-end CPUs are extremely slow and compared to GPUs their performance increase really slow too. When you have 1000 units on map any mediocre CPU can handle it, but when there is 10000-20000 units it's hard for any CPU.

Quoting: GuestThey're given a time based tick, and I do doubt that any RTS will be slowed down by game logic taking longer than that tick (poor programming aside).
All RTS games are CPU bottlenecked no matter if they old or new and if you have 20,000 units in game it's will be bottlenecked on any CPU no matter how powerful it is. And in PA each projectile is a unit that need collision detection with everything else on same planet.

Multi Threading optimizations is possible, but they require a lot of workarounds as passing data between CPU cores is extremely slow and you can't just access gamestate from within multiple cores. Workaround is to split one huge "world state" in multiple smaller "worlds" like areas where each area simulated on different core, but then you have to fake a lot of things and for example AI won't able to efficiently access all data needed.

There also some things that are extremely taxing even if you have just 1000 units. For example "flocking" in pathfinding is extremely expensive and even if you have group of 1000 units and you can't have RTS with huge units crowds without it. It's can be accelerated on GPU, but it's won't help as not all GPUs have same compute abilities.

Quoting: GuestSo yes, slow graphics can slow down gameplay logic - and that's where next gen APIs can help (by removing a lot of driver overhead, reducing CPU load of the renderer).
Graphics can't slow down simulation likely in any RTS released in last 10 years.
All RTS run simulation in separate threads.
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