Edge Of Eternity [Official Site, Kickstarter] is a really fantastic looking indie tribute to the J-RPG classics and the developers have confirmed Linux will not see a release until Vulkan is stable in Unity.
That's not all, they are also waiting on a plugin they use to support Vulkan, see this comment:
The game was funded on Kickstarter with a total of $161,246. The Linux version was a stretch goal at 44K, so they have way more than they requested to get it done.
They recently shared some new images and it definitely sits near the top of my wishlist:
So hopefully with Unity 5.6 this will make it possible, which is when Vulkan is due to be ready in Unity.
I'm excited to watch this one progress, it could be amazing. This is a genre we have such little choice in on Linux.
Thanks for pointing it out frostwork.
That's not all, they are also waiting on a plugin they use to support Vulkan, see this comment:
Quoteno, the alpha will be windows only for the moment, we are waiting for Unity Vulkan (https://blogs.unity3d.com/2016/09/29/introducing-the-vulkan-renderer-preview/) since we rely on DX11+ technologies like tessellation, compute shaders, hardware instancing and a lot of drawcalls for the fully dynamic world, we will also have to wait for the plugin that we use for vfx (http://www.popcornfx.com/) to add compatibility for Vulkan. It's the same for OSX with Metal support.
The game was funded on Kickstarter with a total of $161,246. The Linux version was a stretch goal at 44K, so they have way more than they requested to get it done.
They recently shared some new images and it definitely sits near the top of my wishlist:
So hopefully with Unity 5.6 this will make it possible, which is when Vulkan is due to be ready in Unity.
I'm excited to watch this one progress, it could be amazing. This is a genre we have such little choice in on Linux.
Thanks for pointing it out frostwork.
Some you may have missed, popular articles from the last month:
Quoting: AryvandaarDoes it have turn based combat?
It has turn based combat. From what I can remember it is the real deal like in FF X, and not the semi turnbased system like it's in FF VIII / FF IX (atleast I think fans refer to those as turnbased games).
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Gosh, this does look beautiful. Hoping it's not going to end up in limbo. Wait, turn-based combat? Sigh.
Last edited by Anjune on 3 December 2016 at 3:40 pm UTC
Last edited by Anjune on 3 December 2016 at 3:40 pm UTC
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Shame about the turn based combat. I really don't like RPG with turn based combat.
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Divinity: Original Sin was a similar story about delay Linux release. It would be nice to have a big open-world jrpg on linux without having to use wine or emulating a console. Hopefully it will be moddable as well.
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I like this approach, transparency for the fans, "this is why there's a delay" and what the circumstances are. Concrete language. I can be patient for a game like this with devs who are straightforward, no stringing along the support base. :D
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Quoting: corqI like this approach, transparency for the fans, "this is why there's a delay" and what the circumstances are. Concrete language. I can be patient for a game like this with devs who are straightforward, no stringing along the support base. :DTotally agree. Of course as long as they do not come up with other reason why not to port the game when the initial condition is met.
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My guess is that they think everyone will be just happy hearing the port will come as a Vulkan port.
Fact is, it's a reason just to have an excuse to delay the ports. But I understand that nobody would polish towards OpenGL now and go for Vulkan later.
For me, it would have been more straight if they said that. "We're not going to do an OpenGL port because we want to do a Vulkan and Metal port at a later time". That's straight forward and nobody would get the pitchforks for that. Rather the opposite.
But we have to say that Unity (especially in earlier versions) and in general OpenGL has performance issues when it comes to a lot of draw calls. Pushing forward three features as reasons which are definitely there is a bit ... strange.
Fact is, it's a reason just to have an excuse to delay the ports. But I understand that nobody would polish towards OpenGL now and go for Vulkan later.
For me, it would have been more straight if they said that. "We're not going to do an OpenGL port because we want to do a Vulkan and Metal port at a later time". That's straight forward and nobody would get the pitchforks for that. Rather the opposite.
But we have to say that Unity (especially in earlier versions) and in general OpenGL has performance issues when it comes to a lot of draw calls. Pushing forward three features as reasons which are definitely there is a bit ... strange.
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They're not the first or the last developer to have misconceptions about OpenGL.
As I wrote earlier, what worries me here is that in addition to Unity, PopcornFX also needs to support Vulkan for this port to happen. Would be nice to know if this particular shader middleware is even working towards a SPIR-V backend, or if this dev is just silently hoping for it to materialise.
Although the shaders could end up being a non-issue if Unity provides the tools for compiling the resulting shaders from HLSL to SPIR-V as part of their main Vulkan support. This should happen anyway. I doubt Unity will dump HLSL as their internal shader format any time soon and these internal shaders need to work with Vulkan as well.
As I wrote earlier, what worries me here is that in addition to Unity, PopcornFX also needs to support Vulkan for this port to happen. Would be nice to know if this particular shader middleware is even working towards a SPIR-V backend, or if this dev is just silently hoping for it to materialise.
Although the shaders could end up being a non-issue if Unity provides the tools for compiling the resulting shaders from HLSL to SPIR-V as part of their main Vulkan support. This should happen anyway. I doubt Unity will dump HLSL as their internal shader format any time soon and these internal shaders need to work with Vulkan as well.
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