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:

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:
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.
See the video below:

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Direct Link
Direct Link
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.
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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).
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Indeed, this game does look interesting. It's of course just a technology showcase really, but I'm glad they're doing more than simply "see what performance we can get", and are using it to help with gameplay features instead.
I also noted when the guy said they were still "GPU bound" with a kaveri + r290 setup. Shows how much overhead is being stripped away by the newer APIs.
I also noted when the guy said they were still "GPU bound" with a kaveri + r290 setup. Shows how much overhead is being stripped away by the newer APIs.
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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
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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.
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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.
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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?
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Quoting: mirvQuoting: 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.
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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.
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Quoting: SXXQuoting: 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.
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Quoting: SXXQuoting: 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.
They 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.
Properly 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.
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