Edge Of Eternity [Official Site] is an upcoming RPG that looks quite amazing, however, they're still waiting on Unity supporting stuff they need before having a Linux version.
To jog your memory, it was funded on Kickstarter way back in 2015 with $161,246 pledged from 4,045 backers. Linux was not a stretch goal and they even had a demo for us as well.
However, back in December of 2016 they claimed they were waiting on Vulkan support in Unity before getting an alpha out of the Linux version. After speaking to them on their Steam forum recently they said they are in fact still working on the Linux version, although it seems they're going with OpenGL now and they gave a list of what they need from Unity3D here. They also said in that post, that they actually dropped some plugins that were blocking them from bringing it to Linux, so that's nice to know.
You can also see an older trailer of it on their YouTube, as they don't seem to have any up to date gameplay videos on it. They will be at Gamescom next month, so we should see fresh gameplay from that. Some shots they gave out at the end of last year looked quite nice though:
Hopefully they will manage to get the Linux version out, it sounds like it's still a while away from releasing.
Not exactly small things to implement, and if the Unity devs didn't bother to do so for Linux, I doubt they'll change their mind.
QuoteThey also said in that post, that they actually dropped some plugins that were blocking them from bringing it to Linux, so that's nice to know.
Sounds like they're serious about it...
Quoting: TheSHEEEPThat list honestly doesn't look like it will come true any time soon.They just replied again with this when asking if they've tried the most up to date Unity build:
Not exactly small things to implement, and if the Unity devs didn't bother to do so for Linux, I doubt they'll change their mind.
QuoteYeah even the beta version and like i said we are in touch with them concerning those issues
Quoting: EikeQuoteThey also said in that post, that they actually dropped some plugins that were blocking them from bringing it to Linux, so that's nice to know.
Sounds like they're serious about it...
If they were serious, why did they initially include those plugins at one point at all? If they were serious, why didn't they fully evaluate the engine they were using and it's ease of port for all platforms they intended to target for. If they were serious, why not just apologize that they screwed up (if Linux was their intent) instead of putting the blame on the engine? If Linux wasn't official or only an experiment, why tease us with a demo? That's like taking a kid down to Orlando Florida, driving past Disney, then mumbling "the car's out gas".
I really don't want to sound like one of "those Linux people" developers are always scared of, but let's face facts here. Linux will not be taken seriously as a game platform if we don't freaking grumble about developers pussyfooting around as they are. Linux as a stretch goal, Linux a little while after the Windows release, all of it excuses by developers who are too scared (whether financially or developmentally) or ignorant. People don't play games on Linux because most anything that looks good (almost) ALWAYS puts us second... and not just second in terms of a few days or weeks, but more often then not, months to YEARS. Who, other than an already converted Linux user, would ever want to consider a platform where the developers are that sketchy?
Personally, I think we should stop with the "at least they're trying" bullshiz and tell them the truth.
You know WHY you see such low sales in your Linux port (that came out months to years later because you didn't know what you were doing)? It's because, if we had any interest in your game at all, we've probably already WATCHED your game on Twitch or YouTube for that entire time. By the time you actually DO release on Linux, most have probably FORGOTTEN you even exist!
I'm not a fool. I know Windows has the biggest market share, but if the developer truly wants to support all three platforms (Win, Mac, Linux), then the hardest part is up front. Pick the tools and libraries/engines that work for all those platforms and develop them AT THE SAME TIME. Sure, it might extend the development time by a few months, so the developer needs to budget for that. If they can't, then they need to just admit that and quit with the "maybe" or "stretch goal" crap because... really... they don't care enough for those extras to begin with and they'll just piss the platform users off.
That's my two cents.
-> https://www.gamingonlinux.com/articles/unity-56-is-now-available-with-full-vulkan-support.9430
In May the Vulkan support for the Linux-Unity editor was even released in a beta version:
-> https://www.phoronix.com/scan.php?page=news_item&px=Unity-2018.2-Beta
What are they waiting for??
Quoting: KuJoWhat are they waiting for??
If you would actually read the linked post, you'd already know what they are waiting for.
Quoting: EhvisI've read and these are the OpenGL requirements because they are now panning to OpenGL.Quoting: KuJoWhat are they waiting for??
If you would actually read the linked post, you'd already know what they are waiting for.
My question is, what kind of Vulkan support are they waiting for? Vulkan is already supported since V5.6 and therefore March 2017(!)!
-> https://www.gamingonlinux.com/articles/unity-56-is-now-available-with-full-vulkan-support.9430
Did you read the links in my posting?
Last edited by KuJo on 9 July 2018 at 2:50 pm UTC
Quoting: KuJoThe time they said about Vulkan was in 2016...Quoting: EhvisI've read and these are the OpenGL requirements because they are now panning to OpenGL.Quoting: KuJoWhat are they waiting for??
If you would actually read the linked post, you'd already know what they are waiting for.
My question is, what kind of Vulkan support are they waiting for? Vulkan is already supported since V5.6 and therefore March 2017(!)!
-> https://www.gamingonlinux.com/articles/unity-56-is-now-available-with-full-vulkan-support.9430
Did you read the links in my posting?
Quoting: liamdaweThat makes it even worse. What they demanded in 2016 was realized in 2017. And in 2018 they switch to something else, which theoretically would have already been possible in 2016... *insane*!Quoting: KuJoThe time they said about Vulkan was in 2016...Quoting: EhvisI've read and these are the OpenGL requirements because they are now panning to OpenGL.Quoting: KuJoWhat are they waiting for??
If you would actually read the linked post, you'd already know what they are waiting for.
My question is, what kind of Vulkan support are they waiting for? Vulkan is already supported since V5.6 and therefore March 2017(!)!
-> https://www.gamingonlinux.com/articles/unity-56-is-now-available-with-full-vulkan-support.9430
Did you read the links in my posting?
EDIT
I've written the same thing in the steam thread now:
-> https://steamcommunity.com/app/269190/discussions/0/1727575977582091197/#c1727575977594909789
Last edited by KuJo on 9 July 2018 at 9:09 pm UTC
Quote- Sparse texture for terrain partial height streaming:And ARB_sparse_texture (the OpenGL extension) is not even in progress in mesa: https://mesamatrix.net/
https://docs.unity3d.com/Manual/SparseTextures.html
Edit: Well... it means that AMD customers won't be able to play this game :(
Last edited by Creak on 9 July 2018 at 11:43 pm UTC
To roll back game code to no use certain features is more hassle than it's worth so I can understand their, wait until its added mentality.
- Sparse textures: Already supported on OpenGL+Linux, and explicitly listed in the Unity doc they linked as being supported on OpenGL
- Async GPU Readback: Already supported on OpenGL+Linux, covered by automated tests
- GPU Fence API: Only used on PS4 today, not sure why this would be a blocker for Linux and not other desktop platforms
- Streaming mipmaps: Already supported on OpenGL+Linux
Quoting: TakI'm skeptical about the accuracy of the developer's post. These have all been working on OpenGL+Linux since their inception, except the one that just doesn't make sense.
- Sparse textures: Already supported on OpenGL+Linux, and explicitly listed in the Unity doc they linked as being supported on OpenGL
- Async GPU Readback: Already supported on OpenGL+Linux, covered by automated tests
- GPU Fence API: Only used on PS4 today, not sure why this would be a blocker for Linux and not other desktop platforms
- Streaming mipmaps: Already supported on OpenGL+Linux
Also on Vulkan?
Congrats on the 4 year cake by the way! :D
Quoting: TakI'm skeptical about the accuracy of the developer's post. These have all been working on OpenGL+Linux since their inception, except the one that just doesn't make sense.
- Sparse textures: Already supported on OpenGL+Linux, and explicitly listed in the Unity doc they linked as being supported on OpenGL
- Async GPU Readback: Already supported on OpenGL+Linux, covered by automated tests
- GPU Fence API: Only used on PS4 today, not sure why this would be a blocker for Linux and not other desktop platforms
- Streaming mipmaps: Already supported on OpenGL+Linux
Now I'm confused...
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