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With The International 2021 tournament fast approaching Valve has given an update on the future of Dota 2 with some major underlying tech changes planned to come in.

For most players you won't see many issues, since the vast majority of machines are already 64bit and support Vulkan. Valve say they're making changes to " keep the game and the Source 2 engine fresh". For Linux it means Vulkan by default, no 32bit and they're also swapping from XAudio over to SDL Audio. Windows will also be bumped up to DirectX 11.

There's no date set on when other than in the coming months.

As for the upcoming TI 2021, tickets will go on sale on September 22 and will require attendees to by fully vaccinated against COVID-19 and you will need to bring a mask too. There's more outlined in the FAQ. When open, tickets will be available from this link.

The International Dota 2 Championships at National Arena begin with Group Stage October 7 - 10, with the Main Event at National Arena October 12 -17.

Some other in-game changes are coming too with free access as of now to the The International 2021 Compendium, allowing everyone to collect Player Cards and check out the Talent roster, with more of it unlocking as the event gets closer plus there will be some special event items too. On top of that Valve also updated the Spectator HUD, the Camera, some improvements were also made to Graphs as well.

Article taken from GamingOnLinux.com.
Tags: Event, MOBA, Upcoming, Update, Valve | Apps: Dota 2
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Naib 17 Sep, 2021
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Interesting,
That might explain why the vulkan cache feature has been broken for the last 3weeks... Something is in the works

It's a bit annoying having to play with cache disabled at the moment as it takes a good few minutes for the interface and game to smooth out, but this is all completed before stuff really happens
mphuZ 17 Sep, 2021
SDLAudio? Not FAudio?
t3g 17 Sep, 2021
If they are going through the effort with Vulkan on Linux and upgrading Windows to DirectX 11, why not just use use Vulkan on Windows too? Figured having to target one renderer would make things easier.
WildCoder 17 Sep, 2021
@t3g you took the words right out of my keyboard! Why not Vulkan use everywhere and maintain one renderer going forward...
Skipperio 17 Sep, 2021
Quoting: t3gIf they are going through the effort with Vulkan on Linux and upgrading Windows to DirectX 11, why not just use use Vulkan on Windows too? Figured having to target one renderer would make things easier.
well for one there are more GPUs supporting officially DX11 than Vulkan. It would be stupid to loose player base/income stream just because you feel like it. On Linux it makes sense because GPUs that can run DotA with proper framerate usually have already vulkan support(plus they can experiment more with us )


Last edited by Skipperio on 17 September 2021 at 3:16 pm UTC
hagabaka 17 Sep, 2021
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I hope it will make the download size smaller!
Phlebiac 18 Sep, 2021
Quoting: t3gIf they are going through the effort with Vulkan on Linux and upgrading Windows to DirectX 11, why not just use use Vulkan on Windows too? Figured having to target one renderer would make things easier.

I suspect they are using DXVK for the Vulkan support (like the previous version used ToGL rather than native OpenGL support).
omer666 19 Sep, 2021
Quoting: GuestEven now the mentality of Mesa devs is problematic because well they care only about academical tests and surprise surprise nobody in the gaming industry gives a coin on their engine following academical papers...
And you start to wonder what is the purpose of Mesa when almost nothing follows the academical papers...

From a pure engineering point of view, they are right: implementing quirks inside graphics drivers is not convenient and complicates maintenance, which is even more of a problem for an open source project. You take the example of Windows but even in that case, there are many workarounds in games depending on your GPU type, so you are looking at two moving targets

That's where Zink and DXVK enter the scene.
My understanding is that you can't make a non-standard implementation of Vulkan, so it has no workarounds in-driver. The translation layer, on the other end, can maintain all those quirks. To me, this is the best solution from a technical point of view: Mesa takes care of implementing the latest standards, and Zink and DXVK take care of maintaining compatibility.
pskosinski 19 Sep, 2021
I am using Manjaro and proprietary driver for NVIDIA GTX 1660Ti. On OpenGL I have 140+ fps (not really sure how many because I limit fps to 144). On Vulkan I have 15-30 fps. The difference is huge and Dota 2 on Vulkan is unplayable for me.

When comes to shader caching: it's not broken for last 3 weeks. It's broken for a year and it was being reported multiple times to Valve on GitHub, they didn't change anything in a year to fix shader caching process leaking memory until the operating system gets unresponsive. And now they want to force people to use it.

Edit. Okay… I just tried Vulkan again and it seems to work much better than 2 months ago, last time when I was trying it out.


Last edited by pskosinski on 20 September 2021 at 12:05 am UTC
omer666 20 Sep, 2021
Quoting: GuestYou are assuming here again that the game was developed when Mesa was at some sort of use. Back in fglrx times Mesa was not usabled.
You are assuming that games developed during those times still have the people that worked at those engines alive. Sorry to inform you that some of them are dead.
I am not assuming anything. Of course it comes with a lot of inconvence for the end-user, what I am saying is that whether it's Mesa devs who are wrong is debatable.

About DXVK, it is now used in native Linux gaming, with great results. Also, Zink is used for native software as far as I know. This is not only about Wine gaming anymore, even if it is still DXVK's main use-case by far.


Last edited by omer666 on 20 September 2021 at 6:31 am UTC
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