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Ashes of The Singularity is a large scale real time strategy game from Stardock & Oxide Games that should see a Linux release.

See the video below:
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Oxide Games are part of the Khronos Group, so hopefully a Vulkan version of it for Linux will appear in future.

Their FAQ even mentions it directly:
QuoteWindows PC for now, but we are entirely confident that we’ll release Ashes on MacOS, SteamOS, and Linux. Oxide Games is part of the Khronos group, which is developing the next-gen Vulkan graphics API that should be the API of choice on those platforms. This gives us great confidence in getting Ashes and Nitrous running on those platforms in the not-too-distant future.


About the game
Ashes of the Singularity is a real-time strategy game set in humanity’s not-so-distant future. What it means to be human has changed with the coming of the singularity.

In the post-human economy, sentience is now the most valuable commodity in the universe. The only way to acquire more of that is through the control of computronium – programmable matter – which can extend consciousness to levels we can't even imagine. Worlds are being transformed into this substance and wars are now being fought across the galaxy for control of those worlds.

Each conflict takes place across an entire world. It isn't a skirmish. It's a war. Thousands of units are constantly constructed and sent across the planet with the player directing entire armies, in real time, to capture key resources in an effort to gain total control of the planet. Article taken from GamingOnLinux.com.
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11 comments
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Pangachat Mar 18, 2015
I saw this game in an AMD promo video and it's gorgeous, if it gets a decent single player campaign, and come to Linux, i'm on the boat (it also reminds me Total Annihillation which is one of my favourite rts title back i time).
pete910 Mar 18, 2015
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Was this that was used to show how well mantle run compared to dx11 iirc. Reminds me of supreme commander on that screen shot
amonobeax Mar 18, 2015
Quoting: PangachatI saw this game in an AMD promo video and it's gorgeous, if it gets a decent single player campaign, and come to Linux, i'm on the boat (it also reminds me Total Annihillation which is one of my favourite rts title back i time).

Same here man.

It seems that they're more successful dealing with huge amounts of units. Maybe PA was too ahead of its time.
badber Mar 18, 2015
Quoting: amonobeaxSame here man.

It seems that they're more successful dealing with huge amounts of units. Maybe PA was too ahead of its time.

What's the issue with PA and big unit numbers?
pete910 Mar 19, 2015
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Quoting: Guest
Quoting: pete910Was this that was used to show how well mantle run compared to dx11 iirc. Reminds me of supreme commander on that screen shot

Same people, same engine (mostly), different game. Star Swarm was the Mantle tech demo.

haha, ya right might of been for freesync thing on a vid I watched with a asus monitor then.
SXX Mar 19, 2015
Quoting: badberWhat's the issue with PA and big unit numbers?
Interesting what he meant too because main bottleneck is simulation and not GAPI.

In PA like in any RTS simulation going to lag after some point as physics for units and projectile simulation are costly. Also guys with slow internet may have "lags" because it's client-server so it's using abysmal about of bandwidth and server start throttling as some point.
amonobeax Mar 19, 2015
Quoting: SXX
Quoting: badberWhat's the issue with PA and big unit numbers?
Interesting what he meant too because main bottleneck is simulation and not GAPI.

In PA like in any RTS simulation going to lag after some point as physics for units and projectile simulation are costly. Also guys with slow internet may have "lags" because it's client-server so it's using abysmal about of bandwidth and server start throttling as some point.

I don't have any TEC background so it was a wrong simplification, yes.
Not the units per se, but the physics "attached" to it. Thanks for the explanation.
SXX Mar 20, 2015
Quoting: GuestThey shouldn't be sending that much data surely? I don't have PA (at least, not yet), but I would have thought they'd do the obvious: synch any required variables, so the same simulation runs on all machines - then you only need send client actions to everyone in a lock-step fashion.
PA is designed for start to be client-server game exactly because traditional model when simulation run on every machine has a serious issues:
1. Player with slowest CPU limit sim performance for everyone.
2. Players with high latency (e.g Australia + Europe + USA) cause issues for everyone.
Basically with traditional P2P networking/simulation it's impossible to have more than 12 players in game because it's will lag too much (if simulation is synchronous like in Supreme Commander) or heavy cheating will be possible if simulation is asynchronous (like in Total Annihilation and many old games).
PA can handle 40 players just fine if server is powerful enough.

Also without client-server model things like ChronoCam is almost impossible and there no way to protect game from cheaters (map hacks). So client-server is costly as state of each unit/projectile have to be transferred over network, but it's have own advantages.

Quoting: GuestProperly threaded (and there's the catch), simulation of everything won't be the bottleneck. I'll assume Oxide Games have put a bit more effort in there than the PA people.
Renderer multithreading have nothing to do with simulation threading. Amount of units they show in trailer nowhere near to what may be present in PA. Also PA renderer is threaded even if it's hacky with current OpenGL.
SXX Mar 20, 2015
*Accidental double post. Removed*
SXX Mar 22, 2015
Quoting: GuestI was referring to game logic simulation - that shouldn't be a bottleneck for anyone.
Problem is: main CPU load in RTS are from simulation, not from renderer. So basically when you have 2+ players in game there is always chance that one of them will have slower CPU and as result he'll bottleneck the game.

And the more players is there the higher is that chance.

Quoting: GuestOf course, such things are often tied to the renderer in some fashion or other, which can definitely slow a lock/step implementation down.
I doubt there is any RTS around where simulation tied to renderer.

Quoting: GuestWhich is all a bit of a sidetrack from the main topic, though Oxide are probably going to have similar issues to handle as well.
Like every other RTS developer, but this is usually solved on game design level via unit cap or limited size of maps or resources available. Their game also a lot more traditional because it's use height level maps and a lot simpler terrain so they have less problems than PA on sphere. Also if they abandon a lot of legacy hardware they may also use things like GPU compute for some tricks, but it's won't make a lot sense as it's still bottlenecked by slowest supported hardware.

So there is more questions than answers as there too few information about the game.
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