Latest Comments by STiAT
Steam Hardware Survey For February 2015
8 March 2015 at 11:57 pm UTC
8 March 2015 at 11:57 pm UTC
I'm with Metallinatus here, Sataya may not give as much about DX as the CEOs before, and comparing DX12 and Vulkan, Vulkan clearly can have a huge benefit over DX12, considering mobile space.
We also have to take in account that DX12 and Vulkan work much more similar than other DX-Versions and OpenGL do, so porting won't be that huge anymore. If we don't have a huge downside on Vulkan, we may very well see a decline of DX in favour of Vulkan. That will very much be up to Microsoft and the driver developers (who basically crippled OpenGL in Windows), and very well will depend on the pressure of the industry.
We also have to take in account that DX12 and Vulkan work much more similar than other DX-Versions and OpenGL do, so porting won't be that huge anymore. If we don't have a huge downside on Vulkan, we may very well see a decline of DX in favour of Vulkan. That will very much be up to Microsoft and the driver developers (who basically crippled OpenGL in Windows), and very well will depend on the pressure of the industry.
Tell Blizzard You Want Linux Support In Their Games
8 March 2015 at 5:25 pm UTC
They do have a OpenGL port of their engine too, still they didn't bother supporting Linux. Vulkan won't make any difference there. It is even confirmed that they have their engine running in linux natively for internal tests, still they didn't bother bringing the games.
Vulkan is not only for SteamOS or those having intentions for SteamOS, could be that they just look for an easy way to support their games on Windows and MacOSX without needing to do the DX/OGL port. But that wouldn't bring us just one step closer to their games on Linux than we are now.
Certainly, I'd like to play SC2, but as I said, I don't see a chance any time soon.
8 March 2015 at 5:25 pm UTC
Quoting: subQuoting: STiATAs much as I'd like to see especially games like SC2 on Linux, I'm unsure this is to happen anytime soon. There is a petitition, there is this forum post - and I may even post there, but I don't think Blizzard will ever give us Linux support. I'd say the chance at the moment is 1 %.
It's up to them to prove me wrong.
Well, Newell said (see the GDC interview) Blizzard is a Vulkan supporter.
Why should they support it, if they're not aiming for SteamOS?
If they stick to Windows, they could just stay with Direct3D 12.
Sure, that's not a prove - but a very strong hint if you ask me.
Maybe we see SC2 - Legacy of the Void for SteamOS?
Beta starts in March and Blizzard betas usually take very long until the final release happens.
This could perfectly match the official SteamMachines/SteamOS launch in autumn
and sounds like a good time scale for the GPU vendors to get their first drivers out.
They do have a OpenGL port of their engine too, still they didn't bother supporting Linux. Vulkan won't make any difference there. It is even confirmed that they have their engine running in linux natively for internal tests, still they didn't bother bringing the games.
Vulkan is not only for SteamOS or those having intentions for SteamOS, could be that they just look for an easy way to support their games on Windows and MacOSX without needing to do the DX/OGL port. But that wouldn't bring us just one step closer to their games on Linux than we are now.
Certainly, I'd like to play SC2, but as I said, I don't see a chance any time soon.
Tell Blizzard You Want Linux Support In Their Games
8 March 2015 at 12:26 pm UTC
8 March 2015 at 12:26 pm UTC
As much as I'd like to see especially games like SC2 on Linux, I'm unsure this is to happen anytime soon. There is a petitition, there is this forum post - and I may even post there, but I don't think Blizzard will ever give us Linux support. I'd say the chance at the moment is 1 %.
It's up to them to prove me wrong.
It's up to them to prove me wrong.
Source 2 Will Be Completely Free To Use
8 March 2015 at 12:12 pm UTC
Sorry to get you out there, it has DirectX support, but will fully support Vulkan.
8 March 2015 at 12:12 pm UTC
Quoting: BomyneQuoting: XeekeiDoes this mean that there won't be any DirectX support in Source 2? Or did you just exclude that since Linux users wouldn't really care about that?
Hopefully no DirectX support.
If they focus their attention on OpenGL support, it'll work across all platforms, and not just Windows.
Sorry to get you out there, it has DirectX support, but will fully support Vulkan.
Lots Of Big Games Confirmed For SteamOS, Torchlight II Now Out, Payday 2, Mordor And More Coming Too
6 March 2015 at 2:29 pm UTC
This really doesn't look like a fake anymore....
6 March 2015 at 2:29 pm UTC
This really doesn't look like a fake anymore....
Torchlight II Now On Linux, Old News By A Day, But Here’s My Report
6 March 2015 at 9:36 am UTC
6 March 2015 at 9:36 am UTC
On my NV card after playing a while, the game sometimes stops responding for like 1-2 secs. Except for that it runs smooth.
Vulkan Really Is The Official Name Of The Next Generation OpenGL Initiative
6 March 2015 at 8:37 am UTC
6 March 2015 at 8:37 am UTC
From the GDC15 Vulkan API-Talk:
"Device" is a logical representation of a GPU. It's how you talk to it. Each has a number of queues, you control which ones you want plus what extensions. You opt-in to extensions. Plus, what layers should be enabled (layers used for things like validation, debugging, logging, etc.)
and
Queues are things like compute queue, graphics queue. GPUs will have various numbers of each kind of queue. All queues scheduled independently and run async.
and
Batch up commands in command buffers. Each is thread local. You tell Vulkan what kind of queue each buffer will be sent to.
basically suggests a Mantle-Like design, in which case I'd have been wrong (oops! :D). Didn't watch the full video yet (I'm at work), but if you have time before I do:
https://www.youtube.com/watch?v=EUNMrU8uU5M
"Device" is a logical representation of a GPU. It's how you talk to it. Each has a number of queues, you control which ones you want plus what extensions. You opt-in to extensions. Plus, what layers should be enabled (layers used for things like validation, debugging, logging, etc.)
and
Queues are things like compute queue, graphics queue. GPUs will have various numbers of each kind of queue. All queues scheduled independently and run async.
and
Batch up commands in command buffers. Each is thread local. You tell Vulkan what kind of queue each buffer will be sent to.
basically suggests a Mantle-Like design, in which case I'd have been wrong (oops! :D). Didn't watch the full video yet (I'm at work), but if you have time before I do:
https://www.youtube.com/watch?v=EUNMrU8uU5M
Valve Developed Own Vulkan Driver For Intel, They Demo Dota 2 On Source 2
6 March 2015 at 8:23 am UTC
Both, NVidia and ATI told like half a year ago that they're implementing the Vulkan-API (back then OGL-Next) while it's designed in their drivers already. NVidia even went a step further, saying that they'll have a "day-1" release as soon as the API is stable for "all supported platforms", which I'd guess includes Linux.
6 March 2015 at 8:23 am UTC
Quoting: blackout24Quoting: sarmadThe slide says "Vulcan supported ACROSS THE BOARD on Steam Machines". I assume this means both AMD and nVidia have Vulcan drivers for Linux in development.
They demoed NVIDIA drivers during the talk and the later Vulkan sessions on Windows. Since the only thing different between NVIDIA drivers across platforms is a small shim to abstract the OS it would probably work in a few weeks. The Imagination Technology guys (two of them) wrote their Vulkan driver for PowerVR in just two months.
Both, NVidia and ATI told like half a year ago that they're implementing the Vulkan-API (back then OGL-Next) while it's designed in their drivers already. NVidia even went a step further, saying that they'll have a "day-1" release as soon as the API is stable for "all supported platforms", which I'd guess includes Linux.
Vulkan Really Is The Official Name Of The Next Generation OpenGL Initiative
5 March 2015 at 8:29 pm UTC
5 March 2015 at 8:29 pm UTC
@Shmerl you're mistaken by that one. The important part is, that the command buffers (objects/materials) are done in seperate threads. Mantle we don't know - they never told us for sure, but I guess they did it the same way as Vulcan now (Vulcan is highly inspired by Mantle), but I'm sure that DX12 has a command queue as well, out of msdn blogs:
The only serial process necessary is the final submission of command lists to the GPU via the command queue, which is a highly efficient process.
The only serial process necessary is the final submission of command lists to the GPU via the command queue, which is a highly efficient process.
Lots Of Big Games Confirmed For SteamOS, Torchlight II Now Out, Payday 2, Mordor And More Coming Too
5 March 2015 at 4:56 pm UTC
5 March 2015 at 4:56 pm UTC
For TW3 port I could think on CDPR moving their Engine (maybe next-gen) to Vulkan, and within that TW3 could come as port.
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