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Looks Like Feral Interactive's Linux Ports Will See More AMD Love

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Feral Interactive are awesome, that's not exactly news, but they did send out an interesting tweet earlier showing off some new kit.

Do you like bits of things? Yes? Us too! We’re putting them together into Linux machines, most of them with AMD CPUs. pic.twitter.com/dq5A8egcQE

— Feral Interactive (@feralgames) August 24, 2015



It's great to see them get more AMD units in, while they already had some of course, this will hopefully help them get even more testing and performance fixes for AMD chips in their ports.

Top stuff Feral, pleasing to see. I am very much looking forward to Company of Heroes on Thursday! Article taken from GamingOnLinux.com.
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26 comments
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lucifertdark Aug 25, 2015
AMD needs help, the upcoming Steam Machines are almost all AMD based & the current piss-poor driver support from AMD will kill them if something isn't done bloody fast.
tuubi Aug 25, 2015
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Quoting: MaelraneI fear that then it will not happen at all. Nvidia has far more resources to spend on optimizing their binary blob. So it's a classic chicken/egg-problem.
Vulkan drivers won't do as much to abstract the hardware as OpenGL drivers do, which means there will be less room for optimization and workarounds on the driver side. However, games and engines can still be optimized for different hardware architectures, and thus give an edge to one hardware vendor over another.

I'm sure we'll get a lot of badly optimized Vulkan code though, and that's where Nvidia might still employ their heuristics or game specific fixes to increase performance. It would be better for us gamers if they directed that money and effort towards helping developers produce better code, by providing freely available documentation and code snippets instead. Even if said documentation would be biased towards Nvidia's hardware strengths and quirks.

PS: Sorry if this is a tad off topic, I know this thread isn't about Vulkan.
Maelrane Aug 25, 2015
Quoting: tuubi
Quoting: MaelraneI fear that then it will not happen at all. Nvidia has far more resources to spend on optimizing their binary blob. So it's a classic chicken/egg-problem.
Vulkan drivers won't do as much to abstract the hardware as OpenGL drivers do, which means there will be less room for optimization and workarounds on the driver side. However, games and engines can still be optimized for different hardware architectures, and thus give an edge to one hardware vendor over another.

Nvidia is currently working on Batman: Arkham Knight alongside Rocksteady devs. It may be just because it's a promotion-title for nvidia, but I'm not so sure.

They would have the resources to "support" AAA-companies in optimizing their Vulkan-code to nvidia as well. And that's what I "fear".

So I agree with what you said
Quoting: tuubiI'm sure we'll get a lot of badly optimized Vulkan code though, and that's where Nvidia might still employ their heuristics or game specific fixes to increase performance. It would be better for us gamers if they directed that money and effort towards helping developers produce better code, by providing freely available documentation and code snippets instead. Even if said documentation would be biased towards Nvidia's hardware strengths and quirks.

PS: Sorry if this is a tad off topic, I know this thread isn't about Vulkan.
Beamboom Aug 25, 2015
Quoting: MaelraneI fear that then it will not happen at all. Nvidia has far more resources to spend on optimizing their binary blob. So it's a classic chicken/egg-problem.

Well I guess the crowd will never start "spreading nonsense" in the first place, then? ;)
Maelrane Aug 25, 2015
Quoting: Beamboom
Quoting: MaelraneI fear that then it will not happen at all. Nvidia has far more resources to spend on optimizing their binary blob. So it's a classic chicken/egg-problem.

Well I guess the crowd will never start "spreading nonsense" in the first place, then? ;)

I'm not sure I understood you correctly, well actually I'm pretty sure I don't.

Anyway: Of course it is nonsense to compare an optimized driver for heavily unoptimized games, but that is another story and complete and utter bullshit to begin with.

Who would ever think that instead of optimizing your product (e.g. a car) you want the vendor of a product that your product is dependent on (gpu, or streets ;)) to optimize that?

The current situation is like: the creators of a car with square wheels demand help and optimization by the roadworks-authority.

Instead of learning how to program, the devs just hack together some opengl code and let the gpu-vendors create optimized driver-versions for their particular game.

That is the real problem and I'm curious if Vulkan will be able to solve it, or if devs will just not accept Vulkan and stick with DX11/OpenGL.
lvlark Aug 26, 2015
Good to see this indeed. I wonder if any performance updates will affect my hardware, as I'm using an old HD 7850.
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