Latest Comments by kit89
Warhammer 40,000: Dawn of War II and expansions look like they are coming to Linux & SteamOS
7 Mar 2016 at 4:38 pm UTC
7 Mar 2016 at 4:38 pm UTC
Praise the Omnissiah [External Link].
DiRT Rally also looks like it's coming to SteamOS & Linux
7 Mar 2016 at 4:34 pm UTC
7 Mar 2016 at 4:34 pm UTC
I am very happy with this news, if this is indeed the case.
Looks like Homefront: The Revolution might not have a day-1 Linux release
3 Mar 2016 at 10:58 am UTC
3 Mar 2016 at 10:58 am UTC
I look forward to its Linux release.
Any news on Rocket League, was it not meant to be released before the Xbox One version?
Any news on Rocket League, was it not meant to be released before the Xbox One version?
Nvidia talk Vulkan in a developer blog post, they say Vulkan supplements OpenGL
15 Jan 2016 at 5:55 pm UTC Likes: 2
15 Jan 2016 at 5:55 pm UTC Likes: 2
OpenGL has a fair amount of hurdles that make it fundamentally slow. The two major ones from my experience is the state baggage and it realtime processing of commands. When an OpenGL command is made the CPU instantly goes off and starts communicating with the GPU. It's like a postman being given a letter and going to the house straight away to deliver it.
Vulkan on the other hand batches, you issue and command and it waits, it waits till the buffer is full and only starts processing them when you've told it to. This is like giving the postman a large box of letters and telling them to go deliver them all.
The two processing styles have advantages and disadvantages. But for games that issue a lot of commands the round-trip approach of OpenGL starts to add up in relation to time. To make things worse OpenGL retains a lot of state, uploading new geometry will deny other commands from being processed until the upload is complete, this happens as it's likely that the next command will be impacted by the new geometry.
Vulkan gets round this by using Command Buffers. You can upload geometry in one buffer while issuing commands in another buffer. If a command is dependent on the geometry add it to the Command Buffer that is uploading the geometry. This approach allows the developer to inform the GPU what is dependent on what. Side Note: This part is usually when a driver vendor would step in and start taking shortcuts.
I look forward to hearing more. :)
Vulkan on the other hand batches, you issue and command and it waits, it waits till the buffer is full and only starts processing them when you've told it to. This is like giving the postman a large box of letters and telling them to go deliver them all.
The two processing styles have advantages and disadvantages. But for games that issue a lot of commands the round-trip approach of OpenGL starts to add up in relation to time. To make things worse OpenGL retains a lot of state, uploading new geometry will deny other commands from being processed until the upload is complete, this happens as it's likely that the next command will be impacted by the new geometry.
Vulkan gets round this by using Command Buffers. You can upload geometry in one buffer while issuing commands in another buffer. If a command is dependent on the geometry add it to the Command Buffer that is uploading the geometry. This approach allows the developer to inform the GPU what is dependent on what. Side Note: This part is usually when a driver vendor would step in and start taking shortcuts.
I look forward to hearing more. :)
Looks like Republique is no longer getting a Linux port
25 Dec 2015 at 9:11 am UTC
25 Dec 2015 at 9:11 am UTC
I think the 'Japanese Games Industry has disdain for Linux' is one massive generalisation that doesn't have any facts to back it up.
It's a shame the game wont have a Linux release. At least until CriWare provides a linux build. Hopefully the developers will learn from these mistakes in their next game. :)
It's a shame the game wont have a Linux release. At least until CriWare provides a linux build. Hopefully the developers will learn from these mistakes in their next game. :)
Feral Interactive are teasing yet another SteamOS & Linux game
19 Nov 2015 at 9:59 am UTC Likes: 3
19 Nov 2015 at 9:59 am UTC Likes: 3
Fallout 3...?
Sales Statistics From Super Win the Game, All Platforms Did Badly
29 Sep 2015 at 4:17 pm UTC
29 Sep 2015 at 4:17 pm UTC
The game appears to have low sales across the board. I'm curious whether total sales managed to cover the development of the entire game.
As time moves on this game may provide a respectable stream of sales on a yearly basis, perhaps not enough to live on, but maybe a nice bonus at christmas.
It appears this game didn't have the mass user appeal needed to make 10% Mac and Linux sales a respectable profit margin.
As time moves on this game may provide a respectable stream of sales on a yearly basis, perhaps not enough to live on, but maybe a nice bonus at christmas.
It appears this game didn't have the mass user appeal needed to make 10% Mac and Linux sales a respectable profit margin.
Valve Has No Plans To Bring Dota 2 Workshop Tools To Linux
10 Sep 2015 at 4:32 pm UTC
10 Sep 2015 at 4:32 pm UTC
Bare in mind that Valve development structure is based somewhat on popularity. I don't think any developer would want to work on porting Workshop Tools, particularly when they've got so many other cools things in the pipeline.
Nvidia Video From SIGGRAPH Talks About Vulkan
2 Sep 2015 at 7:01 pm UTC
Apple will have Metal, OpenGL and Vulkan support.
Linux will have OpenGL and Vulkan support.
Mobile will have OpenGL ES and Vulkan support.
Vulkan's success will be determined on how good the documentation, performance, ease-of-use, and fragmentation is.
If Vulkan can either create new features that developers want, or at least keep up with rivals new features that developers must have, then Vulkan has the potential of becoming the de-facto API.
Vulkan doesn't have the same consumer recognition compared to DirectX, but from what I've seen, developers are looking forward to trying it out.
2 Sep 2015 at 7:01 pm UTC
Quoting: EikeWindows will have DirectX, OpenGL and Vulkan support.Quoting: aristoriasWindows will go with DirectX, it always did.Quoting: EikeI fear Vulkan will primarily be seen as a mobile API.This fear is so far away from reality that it's even funny. :D
Apple can force whatever they like on their systems, and they already started to roll their own.
What big marktes are left - Linux or mobile?
Hmm...
Apple will have Metal, OpenGL and Vulkan support.
Linux will have OpenGL and Vulkan support.
Mobile will have OpenGL ES and Vulkan support.
Vulkan's success will be determined on how good the documentation, performance, ease-of-use, and fragmentation is.
If Vulkan can either create new features that developers want, or at least keep up with rivals new features that developers must have, then Vulkan has the potential of becoming the de-facto API.
Vulkan doesn't have the same consumer recognition compared to DirectX, but from what I've seen, developers are looking forward to trying it out.
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