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- Unofficial PC port of Zelda: Majora's Mask, 2 Ship 2 Harkinian has a big new release out
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I also hope that you don't get discouraged by these types of commentaries and you'll continue to do your outstanding work.
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That's the kind of answer I want: Technical and specific. ^_^
What are the technical impediments for to bring Vulkan support for this game (at least, as an experiment)?
That's is what I want: Optimizations for those areas...
I don't care if I have to wait another year; I prefer a delayed port with a sustained 60 fps rate using the same hardware of the windows version, than a day 1 port with huge performance drops... (Remember the Linux DEMO of the new System shock?)
For that, We need a (timed)Linux exclusive AAA game... But there aren't developer teams with the balls and/or skills for that... The money problem can be solved through Crowdfunding (but if you want money, you must have a playable DEMO.)
We only need just one AAA timed Linux exclusive for to make the difference.
So... If feral is the publisher, I guess that Feral has the legal power to publish the Linux and mac version of this game on other stores, like GOG.. Maybe not this year, but in 2017.
Now, two Off topic technical questions:
Instead of use Direct3D-»OpenGL API translation layers (thing that eats a lot of CPU resourses, like Wine), why not implement Direct3d directly on Linux? What are the technical impediments for that?
Why Nvidia Physx by GPU for Linux wasn't implemented yet?
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And I guarantee that without the extra feedback from its release the game would have languished for a long time unnecessarily. At the end of the day we'd like to be able to play the games, and Feral would like to release them and get paid.
Also I'm sure the basic API calls aren't the overhead issue so much as the difference in how GL and D3D handle draw calls. In GL everything has to be batched because you only get a single context to draw things in. Additionally the way D3D games expect to load shaders causes a stall in GL because for GL it's all compiled at run-time (the first time it's used) and for D3D it's all pre-compiled. That's what edddeduck_feral was talking about. There's not much way around it past a certain point without gutting large enough portions of the engine to not be cost effective. I'm sure in the case of XCOM2 (for example) they were there early enough in the process to work with the original developer and keep it from being as much of an issue. But that's not always going to be the case.
I'm sure something that doesn't help as well is the translation of HLSL shaders to GLSL. Assuming you aren't (maybe you are) rewriting every shader from scratch you're going to miss out on a ton of optimizations. But again the time involved would make it not cost effective.
You have to remember it's a studio of something like 70 people currently working on something like 6 or 7 major titles (and usually for two platforms), in addition to providing support and patches for titles already released. They can't just throw people and time at every game.
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And who is going to pay wages for the whole team during that year? Will the port be still profitable if you attach another $$$$ bill to it?
We're not talking about amateur enthusiasts here but employees with families and mortgages.
There's no common back-end to write the interface on. There is Gallium Nine, which has DX9 implemented onto Gallium. But this only works for (some?) open source drivers. For proprietary this can only be done by the driver developers. Which means that you can now choose to make a faster implementation on slower drivers or a slower implementation on faster drivers.
@edddeduck_feral, thanks for the interesting read. That answers some of a very long list of questions. :P
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Offtopic: Why no D3D on Linux? Because lack of source availability of D3D on M$'s side, and M$ is not interested in porting D3D to their biggest competitor. There is also no need for it. OpenGL (and Vulkan) is there for everyone to use royalty free. Game Developers just need to use OpenGL instead of D3D, even for Windows.
As far as I know this game doesn't use hardware accelerated PhysX on any platform. It just uses standard software mode.
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Great description! I really don't understand why people even compare the game performance over different platforms so much. It is nice to have a reference, but if the game runs at 250fps on dx9 and half of that on openGL I don't really mind that because it is still playable and every game that I'd tried have worked pretty well (I do have gtx970 though). It is not a secret that game that is written for dx9 or dx11 will not run the same on openGL but we cannot expect it to and we should be happy for every game that we do receive for a marketshare so small, and not complain about having worse performance than some other OS, however it might be frustrating for people with lower-end hardware. We all have choice of choosing our daily drivers after all, I personally would rather pay more for hardware part and actually own a computer and OS rather than having Windows 10 installed :) It is really great what feral and similar companies are doing for our community and I cannot thank enogh for providing enough games so that I could ditch Windows once and for all :D Hopefully we will be getting just as many titles and even more constantly and hopefully we will see Vulkan API used in future games!
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That was an offtopic question about the current status of physx on Linux...
I was about to make the experiment of Tomb Raider with wine-staging and gallium9, just for to see what happen... but it seems that only Radeons are supported by Gallium9... and Manero already did the job withTomb Raider and Life is Strange
About Gallium, the idea of to teach Linux how to speak Direct3D instead of using a D3D--» GL layer is revolutionary.
Anyway, all this was about scientific curiousity....
My Win7 gaming machine is almost ready... My gaming life is this close the get more rich... You know, the windows games catalog is SO big... Instead of waiting years, soon I will be able to play games on day 1 release (or in the first 50% off sale)... ^_^
My point exactly...
In countries like Argentina, the hardware costs the double than in USA... Most people barely can afford a low-end or mid-range GPU's and CPU's... and that people will want the best FPS performance per the few dolars they can spend... and that just can not be achieved on Linux yet.
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