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Valve Shares Performance Numbers On Port of Left4Dead

New submitter nschubach writes in with an update on Valve's progress porting one of their games to GNU/Linux. From the article: "One factor in creating a good gaming experience is throughput. This post discusses some of what we've learned about the performance of our games running on Linux. ... After this work, Left 4 Dead 2 is running at 315 FPS on Linux. That the Linux version runs faster than the Windows version (270.6) seems a little counter-intuitive, given the greater amount of time we have spent on the Windows version. However, it does speak to the underlying efficiency of the kernel and OpenGL. Interestingly, in the process of working with hardware vendors we also sped up the OpenGL implementation on Windows. Left 4 Dead 2 is now running at 303.4 FPS with that configuration." nschubach adds "It seems there are good things coming out of this for both Operating Systems!"

20 of 274 comments (clear)

  1. Year of... by Anonymous Coward · · Score: 5, Funny

    LINUX DESKTOP

    1. Re:Year of... by Deorus · · Score: 5, Interesting

      Linux Desktop? Nope. Desktops are dying anyway, almost everyone has moved to laptops.

      This is unfortunate. Ever since I became a nomad (and switched to Apple) that I miss actually shopping for desktop hardware. Every time I enter a retail store and look at the high-end video cards I really really want to build a desktop, but it can't fit my luggage... The desktop PC is far from being dead and I am already missing it, I think it's gonna be one of those things that I will remember from early 21st century just like I miss tinkering with analog electronics in the 80s (no, I'm not old, I was born in that decade).

      Year of the Linux game console, perhaps?

      Rumor has it that Valve is building a console with PC hardware, so I wouldn't rule out that possibility. They feel that the Windows and Mac App Stores represent a threat to Steam as a third party, so this may be part of their strategy to build a platform of their own. Blizzard has expressed similar feelings, which makes sense if we consider the rumor that they had and probably still have a third party service like Steam planned for battle.net (at least according to the leaked schedules which have been quite accurate, though battle.net third parties is overdue at this point).

    2. Re:Year of... by Ratchet · · Score: 5, Interesting

      I think they aren't so much building a game console as they are building a spec for a Linux based gaming PC for everyone to get behind. That makes more sense to me. I, quite literally, only use Windows to play games. Every thing else I either do on my phone, tablet, or already just as easily could do under Linux. If they can make it easy for us hardcore gamers to transition to Linux, then I doubt any of us would bother with Windows again.

      The only issue is support for all this cutting edge hardware I have. Linux is always a problem there, but if gamers start to flock, I hope so too will the companies that make our gaming hardware.

    3. Re:Year of... by _Shad0w_ · · Score: 5, Informative

      Valve projects run on the basis of "work on what you think brings value to our customers and to the company", so someone would have to have decided "I think a Linux port is a good idea, so I will start working on one" and encouraged other people to join the project. All of their desks are on wheels, so people working on stuff can move their desks together - they just unplug from where they are and plug in where they go.

      Valve has a flattened hierarchy, there are no managers. Team leaders aren't appointed, they just happen because the naturally turn out to be the team leader. Remuneration is based on perceived worth by your peers. Their employee handbook is an interesting read - the PDF of it was publicly available, last time I checked.

      --

      Yeah, I had a sig once; I got bored of it.

    4. Re:Year of... by hairyfeet · · Score: 5, Interesting

      Yeah ya know, every time I hear someone say "Oh Gabe is doing this because the Windows appstore is a threat" I just have to ask...has Gabe never TRIED GFWL? Its fucking horrible! The damned thing can't even show you WINDOWS games when you are on Games for WINDOWS Live, nope those are at the bottom of the page under a dozen Xbox games! Its crash prone, slow as hell to log in, matchmaking sucks hairy balls, its a total POS!

      The only "threat" the MS Appstore holds to Valve is the Cut The Rope, Angry Birds type of "gamers" that frankly wouldn't know WTF Steam was or that they even HAD those popcap style games in the first place! Mark my words, a year and a half from now old Gabe will still be laughing all the way to the bank while the MS Appstore will be added to Zune Market and GFWL in the "WTF were they thinking?" list.

      If ya ask me I'd say its pretty fricking obvious what old Gabe is doing...he is thinking "Steambox" with COTS parts similar to XBox 1 and a stripped down Linux with Steam for all the apps. Makes sense, have a combo game/media center where the console devs can sell to PC and console users with a single port, the only catch I see is getting the blood sucking publishers like EA and Activision to go along. Lets face it, those corps never met a customer they didn't want to assrape and the second they see its for the living room they are gonna be rubbing their hands together and thinking about how hard they are gonna hit that wallet. One of the big selling points of Steam is how many good games you can buy there cheap, its literally "push button to get game" with prices lower than going out for pizza.

      Personally I hope he pulls it off, I'd love a console where I can play my Steam games and just log into my account to have all my PC games right there to play with the boys, but i bet other than valve games the other publishers will screw the whole thing with their greed. Hey Valve, if you wanna do the whole Steambox, know what would be a GREAT launch title? How about Episode 3 huh? Just make sure we PC gamers can have it too okay?

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      ACs don't waste your time replying, your posts are never seen by me.
    5. Re:Year of... by KhabaLox · · Score: 5, Funny

      My Debian brings all the beards to the yard
      And they're like, it's better than yours
      Damn right it's better than yours
      I could fork it and I wouldn't even charge

      --
      Ceci n'est pas un sig.
  2. Re:What does it tell you? by FTWinston · · Score: 5, Interesting

    To be fair, it was their porting to to Open GL that improved the windows Open GL performance. What I find more interesting, to be honest, is that Open GL is (slightly) outperforming Direct 3D on a windows/nvidia box.

  3. Interesting bit from the article by gman003 · · Score: 5, Informative

    What I found interesting was how much an improvement this is from their initial port.

    Their very first version ran at a full six frames per second (167ms/frame). They've now gotten it up to 315 fps (3.17ms/frame).

    That's some pretty impressive work. Pity the article is so light on the details of how they did it (I'll spare you reading the article: they found places where it ran slow due to the kernel, they found places where it ran slow making OpenGL calls, and they found places in the driver itself that ran slowly - that's about as much detail as the actual article gives you).

    1. Re:Interesting bit from the article by kav2k · · Score: 5, Interesting

      What I find really interesting is the fact that this port spurred impovements in proprietary OpenGL drivers, in close collaboration with manufacturers.

      This push by Valve may benefit everyone, even people who never will use Steam.

    2. Re:Interesting bit from the article by poetmatt · · Score: 5, Informative

      Let's be careful with statements, please. They didn't say it ran slow due to the kernel or OpenGL, that is BS. They are acknowledging their own errors, not OpenGL's and not the kernels. They also did say exactly what they did to fix the situation.

      I'll spare you on your details with the reality of what they said:

      Their goals:
      Performance improvements fall into several categories:
      Modifying our game to work better with the kernel
      Modifying our game to work better with OpenGL
      Optimizing the graphics driver

      The results:
      An example of the first category would be changing our memory allocator to use more appropriate Linux functions. This was achieved by implementing the Source engine small block heap to work under Linux. The second category would include reducing overhead in calling OpenGL, and extending our renderer with new interfaces for better encapsulation of OpenGL and Direct3D.
      The third category is especially interesting because it involves working with hardware manufacturers to identify issues in their drivers and, as a result, improving the public driver which benefits all games. Identifying driver stalls and adding multithreading support in the driver are two examples of changes that were the result of this teamwork. That's not a valve benefit, that's "all linux games" benefit.

    3. Re:Interesting bit from the article by adisakp · · Score: 5, Informative

      What I found interesting was how much an improvement this is from their initial port.

      Their very first version ran at a full six frames per second (167ms/frame). They've now gotten it up to 315 fps (3.17ms/frame).

      That's some pretty impressive work.

      That happens on nearly every Engine port. For example - Mortal Kombat on the Playstation VITA Handheld Console.

      I worked on the team porting Unreal from PS3 / XBOX 360 to PS Vita at Netherrealm Studios (which we did in house separate from Epic's efforts). We ported over a NULL driver and then got the basic graphics up and running. Our initial port ran at 6 FPS. The shipped game ran at 60FPS with frame syncing and 80-90FPS at Speed-of-Light (frame syncing off).

      You write a lot of code quickly to just get things working and once they are, you figure out the bottle necks and optimize code and assets from there.

  4. Re:Efficiency by gman003 · · Score: 5, Insightful

    They weren't expecting it to run more efficiently *given the level of work they invested*. They've sunk years of work into making the Windows version run quickly. Getting a Linux port to run faster, only months after getting their initial port running (the first running Linux version ran at 6 fps under the same test), is impressive.

  5. Re:What about quality? by defender.tx · · Score: 5, Interesting

    See for yourself. Download the Heaven DX11 Benchmark. Run it in DX11 API mode and then OpenGL mode and see the difference. There is a difference, but it's fairly minor. Usually DX11 or OpenGL will be the first to support a new feature, then the other supports it in the next release. The end result is that they normally produce a similar graphics quality.

  6. Re:What does it tell you? by Anonymous Coward · · Score: 5, Informative

    OpenGL sits over the top of DirectX on Windows

    No, it doesn't. That was the plan when they developed Vista, but it was scrapped after an outcry from half the industry. The OpenGL driver is just as low level as the DirectX driver on Windows.

  7. Re:What does it tell you? by gman003 · · Score: 5, Insightful

    Er, no, it actually doesn't.

    Microsoft had planned to do so in Vista (they actually wanted to run old versions of DirectX on top of DX10, then the newest), but they scrapped that plan well before release after half the game industry, most of the professional graphics industry, and the graphics card companies themselves rose up in arms (Nvidia was actually planning on circumventing it, offering direct OpenGL).

    So on any actually-released version of Windows, OpenGL is as low-level as DirectX.

  8. We developers knew this for a long time.. by goruka · · Score: 5, Informative

    One of the advantages of OpenGL vs DirectX is that it doesn't force the underlying hardware to comply as strictly in areas such as memory management, command batching, shader assembly, etc. This allows implementers more freedom to optimize and usually results in much higher performance. Even if a full backwards compatible OpenGL context is huge.

    This approach was proven again very succesful with mobile hardware, where vendors such as Qualcomm, PowerVR or Tegra or ARM (Mali) produce graphics chips that comply with OpenGL but at the same time use the higher level abstaction of the API to their advantage, by supplying very different backends each (Immediate Rendering, Deferred and Tile Based Deferred) as means to improve performance (per watt and silicon space) to levels much higher than the desktop counterparts.

    Added to that, programming games under Linux is a joy for those used to it, as the tools are fantastic (command line scripting, gdb with hardware watchpoints, valgrind, strace, etc) and the fact the OS manages the heavy load of games much better. Many companies I worked with, and even big ones such as Naughty Dog (makers of Uncharted) develop their games primarily under Linux, even if the final versions are released for Windows, Mac and Consoles.

  9. Re:Efficiency by gman003 · · Score: 5, Informative

    Much of the engine design dates back to the Quake 2 engine, but none of the code does.

    History time!

    First came Quake, which was coded completely from scratch. Then came Quake ][, which was a significant overhaul and massive rewrite. Some of the code was saved, but the engine design itself was changed quite a bit. Both of those engines were written by id Software.

    Valve licensed the Quake ][ engine, and improved on it, adding a new renderer (a DirectX one, IIRC, but they kept the OpenGL and software renderers) and several other nice features. They used this for Half-Life, Team Fortress Classic, Counter-Strike 1.6, etc., and also offered it for relicensing under the name GoldSrc.

    Over the years and years it took to make Half-Life 2, they rewrote literally the entire engine. Not a single line of code remains from Quake ][. They rewrote the renderer (several times), added all kinds of animation goodies, integrated Havok physics, and so on. But they kept the same basic client/local server/server design, the same general layout. It's much like how GNU made the basic Linux toolset - they copied the design of UNIX, but did not use any code from it.

    Valve has continued to use and upgrade this engine, calling it Source to confuse everyone. They've offered it for license, and at one point were seen as a decent competitor, but they've really fallen behind in the post-UnrealEngine 3 world. I half-suspect they'll be either doing a total engine redesign, or giving up and licensing someone else's engine.

  10. Re:Whats the point of 300+ FPS by gman003 · · Score: 5, Insightful

    This was 300fps on an *extremely* powerful system. The GeForce 680 is the most powerful single-GPU card on the market, and the 3930K is one of Intel's top consumer chips. I myself have a 660 and a 3610, weaker versions of the ones they used, and I can max out every game I have.

    Getting 300fps on that means that, on a system a tenth as powerful, you get 30fps without dropping the graphics settings. Valve just doesn't chase the extreme high-end hardware - they don't bother adding more particles and such that make it look better only on a fraction of a percent of systems. Valve has perhaps the best knowledge of what real-world users are gaming on, thanks to the Steam Hardware Survey. So they can make an informed decision as to whether it is worth it to have the artists come in and add yet another layer of detail that will only be seen on the newest and most expensive computers.

    That said, 120hz monitors seem to be rising in popularity, making rendering at 120fps a worthwhile goal. And it's often good to have a buffer of 10-20fps or so, because the amount of stuff you have to render isn't constant. In combat (with all the particle effects, explosions, flying debris, etc.), it often drops by 10%-20%, which can put you below 60fps if you're running at 70-80 normally.

  11. Re:Great by Ignacio · · Score: 5, Interesting

    Windows loves developers, OS X hates developers, Linux IS developers.

  12. Irony by oneandoneis2 · · Score: 5, Funny

    It'd be highly amusing to me if, in a few years time, Windows users are keeping a copy of Linux around because "I need it for the games" :)

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    So.. it has come to this