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Is It Time For an OpenGL Gaming Revolution?

MrSeb writes "In a twist that reinforces Valve's distaste for Windows 8, it turns out that the Source engine — the 3D engine that powers Half Life 2, Left 4 Dead, and Dota 2 — runs faster on Ubuntu 12.04 and OpenGL (315 fps) than Windows 7 and DirectX/Direct3D (270.6 fps); almost a 20% speed-up. These figures are remarkable, considering Valve has been refining the Source engine's performance under Windows for almost 10 years, while the Valve Linux team has only been working on the Linux port of Source for a few months. Valve attributes the speed-up to the 'underlying efficiency of the [Linux] kernel and OpenGL.' But here's the best bit: Using these new OpenGL optimizations to the Source engine, the OpenGL version of L4D2 on Windows is now faster than the DirectX version (303.4 fps vs. 270.6 fps). If OpenGL is faster, and it has a comparable feature set, and hardware support is excellent... why is Direct3D still the de facto API? With Windows losing its gaming crown and smartphones (OpenGL ES!) gaining in popularity, is it time for an OpenGL revolution?"

496 comments

  1. No.. by Anonymous Coward · · Score: 0, Insightful

    Move on, nothing to see here!!!

    1. Re:No.. by jellomizer · · Score: 0, Offtopic

      Yes because one gaming company decides it doesn't like windows and makes a Linux port. It must mean that it is an industry change.
      Windows 8 other then a few UI changes isn't that different then 7. So while games may not be ported to metro. They will still run well as full screen apps in desktop mode in windows 8.

      I expect the death of windows will be the death of the desktop. Linux will not rise to a new Desktop golden age. But a withered desktop age with Linux. Major software companies will put more effort in the tablet and more portable touch displays.

      And all of us big desktop fans will be relegated to the mainframe fossils

      --
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    2. Re:No.. by Anonymous Coward · · Score: 5, Interesting

      Major software companies will put more effort in the tablet and more portable touch displays.

      That's already starting to happen. Tablet sales are 24% of the market in 2012, but are increasing 100% year over year. If that continues for 18 more months, tablets will be outselling "traditional form factor" PCs, including laptops and desktops, within a few years. Of course, the installed base of traditional PCs is still larger so it will be several years after that before the tablet form factor has a larger install base, but the writing is on the wall.

    3. Re:No.. by sl4shd0rk · · Score: 1

      Yes because one gaming company decides it doesn't like windows and makes a Linux port. It must mean that it is an industry change.

      Meh.. either that or they are no longer afraid of angering the 800 gorilla.

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    4. Re:No.. by Anonymous Coward · · Score: 0

      Of course, the installed base of traditional PCs is still larger so it will be several years after that before the tablet form factor has a larger install base, but the writing is on the wall.

      Didn't the same people say this about netbooks?

    5. Re:No.. by Anonymous Coward · · Score: 5, Insightful

      Tablet sales really don't mean much because people are not replacing desktops with tablets. They are using tablets in addition to desktops. Now, tablets COULD affect laptop sales, as they are much similar to each other as to what they can do, in some respects anyway.

      As for a linux port, so what? Xbox/PS games have been ported to PC and vice versus for years. Doesnt mean much that Valve is porting to Linux. All it means is they see a new area to make money, from sole linux users, which are a SMALL % of desktops.

    6. Re:No.. by ifiwereasculptor · · Score: 4, Funny

      the 800 gorilla.

      Wow, that's a lot of gorillum.

    7. Re:No.. by Anonymous Coward · · Score: 3, Insightful

      Exactly.

      Valve has bean counters too, and it's quite apparent that the cost of porting their steam platform to Linux will give them some profit. Valve knows that the majority of desktop gamers are Windows based. That will not change ever. What _might_ change is the fact that the tablet gaming market will become even larger, but so far all evidence is that people who play tablet games aren't doing so in lieu of playing games on their desktop.

      I would bet that people who game, aren't going to be swapping platforms for a new mobile game. The games just are not the same.

    8. Re:No.. by lister+king+of+smeg · · Score: 1

      Yes because one gaming company decides it doesn't like windows and makes a Linux port. It must mean that it is an industry change.

      well EA has some games in the ubuntu software center, blizzard has said window 8 sucks and is considering porting, and valve is porting, those are the big movers in gaming it is not just one company it is the whole industry.

      --
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    9. Re:No.. by Anonymous Coward · · Score: 0

      major software like what? office? you think people are going to be touch screening anything more then quick emails and text messages? graphics editing like photoshop? Games other then app crap like angry birds or farmville?

      Major software companies are going to try and target those markets if they have an app that fits and some are probably going to try and force it anyways and lose a lot of money. The rest are going to see Microsoft try and pull what apple has and shave 30% of their sales revenue for the priveledge to be locked into their "app" store.

      So actually I think we'll probably see more desktop killer apps, even closed source, porting to linux and Microsoft will probably learn the hard way that they haven't been "the OS" for any other reason than "that's where I could get photoshop/games/etc to run" for a long time and when they screw the developers of those programs that aren't Microsoft they'll lose that.

      Hell if I had the graphics card driver/mouse/audio driver support and games of windows on linux now, there wouldn't be a windows machine or partition in the house and that's been the case for going on 14 years.

    10. Re:No.. by Dracos · · Score: 2

      You really want to try playing any of the games mentioned in TFA on a touchscreen? Touchscreens are a horribly limited input device compared to keyboard+mouse, and this is why big games will stay on some combination of desktop and console. Dedicated (read: simplified controls) FPS/RPG/MMO games will rise for touch devices, but few of them will be ported elsewhere because of totally different input paradigms. As an example, I cite the dumbing down of Oblivion and Skyrim controls because of their XBox ports. Going to touchscreens requires an order of magnitude more simplification.

      Furthermore, the desktop will not wither or die. Production of applications, games, graphics, video and audio has to be done somewhere, and it won't be on touch devices, which are almost purely for consumption. Simple things can be produced on touch, like email and IMs, but not much more, certanly nothing that requires UI precision or extended periods of typing.

      Tablets are a fad that will go the way of the netbook, and faster. Once people see beyond the hype of "shiny! sleek! new!" they'll begin to wonder why they bought the thing. They make little sense for the average person, but in certain vertical markets where they act as a digital clipboard (ie, hospital patient charts) they have a future.

    11. Re:No.. by jellomizer · · Score: 1

      I heard similar arguments about the mouse. Once software adjusts to the new medium. You will find that it came in handy

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    12. Re:No.. by Anonymous Coward · · Score: 0

      Again, they are porting not because Windows sucks or not, but because they see an area they can make some more money.

    13. Re:No.. by Hellmark · · Score: 1

      But considering that it is one of the largest PC gaming companies, and controls the largest PC gaming download service, it will have some effect. Plus there are plenty of games currently sold via Steam that do have native Linux versions. I see it as a big thing for Indie gaming, if nothing else.

    14. Re:No.. by JDG1980 · · Score: 1

      Yes because one gaming company decides it doesn't like windows and makes a Linux port. It must mean that it is an industry change.

      It's a shot across Microsoft's bow. Valve is saying: "You may think we have no choice but to go along with whatever crap you decide to put out next, but the truth is that you're only there because of legacy compatibility, and if you try to junk that by chasing Apple's tail, we'll work on moving away from you."

    15. Re:No.. by Anonymous Coward · · Score: 0

      The error in your logic is that touchscreen devices are exclusively touchscreen. Eventually the 'workstation' will be whittled down to a dockable pocket computer and Big Iron in the server closet. Sure you'll be able to touch up photos locally, with KB/mouse etc, but for workstation class jobs you would just interface the server.

    16. Re:No.. by Hellmark · · Score: 1

      Right now it is a small percentage of desktops (~1.6% according to recent studies), there is a relatively sizable portion of people who would migrate away from Windows if there was more gaming support (Now, when I say relatively, it wouldn't be any earth shattering numbers, but potentially enough for Linux to crack the 2% mark)

    17. Re:No.. by dev.null.matt · · Score: 3, Funny
    18. Re:No.. by chilvence · · Score: 5, Funny

      People don't change the game they play, that much I have gathered. I have always been more concerned about the games I wont be able to play anymore than the games that are about to come out net week. So to me, windows has always been an unstable platform that barely looks after its own. In my mind, if someone finally bursts their bubble, at least they wont be able to fuck anything else up by forever changing the rules of the game in the name of selling new versions. Did we ever need direct X? Any reason why direct X couldnt be an open standard? Were they too self centred to just work on opengl? No, of course like any other company, microsoft is the best at anything ever, the only way...

      I have never ever given a flying fuck about the difference between opengl and directx apart from one thing: one was open, and one was not. In the process of cynically trying to control the game market, microsoft have forgotten that it needs to also be preserved for posterity... but fuck all that, as long as we have angry birds, who cares about all that other shit... //end drunken rant. more beer needed.

    19. Re:No.. by Jeng · · Score: 5, Insightful

      My mouse moves in a space that is less than a square foot and it allows me to have absolute precision.

      My displays at work cover close to three square feet and has horrible precision if I was to use it as a touch compatible surface.

      Mouse wins.

      Go wave your arms in front of you for 8 hours and then tell me touch input is the future.

      Also, having a keyboard is non-replaceable as an input device when actually doing anything more than looking at information.

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    20. Re:No.. by Anonymous Coward · · Score: 1

      you think people are going to be touch screening anything more then quick emails and text messages?

      No. But then again, 90% of the population aren't using their computer for anything more than that. And media consumption of course, in which tablets excel.
      Sadly, the vast majority of people could replace their home computer with a tablet, which is why everyone is betting on tablets.
      In the workplace or for people who have something nontrivial to do at home (nerds, non-casual gamers, designers, ...), desktops and laptops will still be around, but those are overkill in general and only used because tablets haven't been any good up until recently.
      There are way more "content consumers" than people who really need a mouse.

      I know a journalist who has switched to iPad + external keyboard (that one you can fit the tablet in) for heavy writing and claims that this is way superior to his old desktop at home, and he doesn't need a laptop because he's got the pad.

    21. Re:No.. by amicusNYCL · · Score: 4, Funny

      How do we nominate a Slashdot post for a Pulitzer?

      --
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    22. Re:No.. by BlackSnake112 · · Score: 1

      And all of us big desktop fans will be relegated to the mainframe fossils

      So cloud computing here we come!

      I remember liking the look and feel of openGL over directX in games back when you could switch between the two in the video settings. That was over 10 years ago before directX became the 'standard'.

      I still think there will be a need for desktops. Most business do not want the average Joe to walk away with the companies laptop/tablet. I would bet that many a computer programmer/graphic artist/video person would still want a desktop over a laptop or tablet. Unless things really change you are not going to get 16GB, or 32GB+G of RAM in a tablet. Some laptops you can get 32GB of RAM (some dell precision models) most stop at 16GB due to having only 2 RAM slots. Since you can get 8GB DDR3 RAM modules now, laptops with 16GB are popping up. For the average person's home computer? A laptop is fine. I am still not sold on a tablet replacing a laptop yet. Too many people I know would rather type on a keyboard. They do not want to carry around a separate bluetooth keyboard with them for the tablet. A laptop is easier.

    23. Re:No.. by SolitaryMan · · Score: 4, Funny

      Tablet sales are 24% of the market in 2012, but are increasing 100% year over year. If that continues for 18 more months, ...

      ... they will have 174% of the market?

      --
      May Peace Prevail On Earth
    24. Re:No.. by silanea · · Score: 3, Insightful

      Tablets are a fad that will go the way of the netbook, and faster.

      I strongly disagree:

      • A netbook is a laptop whose display is too small and of too low a resolution to do anything but the simplest tasks on, whose keyboard is too compact and cramped to comfortably type more than a few paragraphs on and whose hardware is so lacking in performance that few applications run sufficiently fast on it. Gaming is pretty much impossible due to the low graphics performance. There are only two advantages over a full-blown laptop: portability (smaller size, lighter weight) and battery time.
      • A tablet on the other hand is not a crappy underpowered shrunk laptop. It is a wholly different category of devices, with its own paradigms, goals, compromises. Clam-shell docks and keyboard folios notwithstanding, tablets are meant to be used for two things: communicating and consuming. They may well extinguish the netbook market and capture those would-be laptop owners in the low-end market who never needed a full-blown laptop in the first place for a bit of web surfing and e-mail usage, but they are no laptops. And, by extension, no desktop replacements, either. The laptop and desktop market will in all likelihood shrink considerably, losing a good part of its lower end. But it will be a cold day in Hell when it goes away entirely, and it will certainly not be replaced by anything that resembles today's tablets.

      I am just waiting for the Transformer Infinity's price to come down a bit, then I will order one, with the keyboard dock. Not as a replacement for but as a complement to my desktop and laptop. I will use it for taking notes during lectures, as a portable media player on standby duties, and - if I can get over my aversion to not having a physical book in front of my eyes - maybe for reading during commute. I will still write my thesis papers on my desktop, I will still code on my desktop, I will still game predominantly on my desktop - that is what it is designed for, after all. But that does not devalue the additional options a tablet offers me.

      --
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    25. Re:No.. by Ziggitz · · Score: 1

      This reminds me of all the douche bag prophets telling us that free to play games like farmville and angry birds were the future and that AAA gaming would be dead in 5 years. It's not the same market at all. It is only growing so quickly in comparison because AAA desktop gaming is a saturated market and social networking gaming, phone and table gaming are still emerging markets. If you think mobile gaming is going to displace high performance desktop gaming you're a moron. That's like saying mini golf is going to put country clubs in administration.

      --
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    26. Re:No.. by drsmithy · · Score: 2

      If that continues for 18 more months, tablets will be outselling "traditional form factor" PCs, including laptops and desktops, within a few years.

      "Past performance is not an indication of future returns."
      Or, another good one: "house prices double every 7-10 years".

    27. Re:No.. by Anonymous Coward · · Score: 0

      Sorry, but the laws of thermodynamics say that we're going to have desktops for a long time.
      There is far too much to be gained when you can trivially feed your system hundreds of watts of power and dissipate it's heat just as easily.
      Desktops are not just "a little" faster than portable devices like tablets and smartphones (I don't' consider notebook computers portable anymore, sorry. Anything that requires a firm surface, a carrying case, a proprietary power supply, and has just a scant few hours of battery time, is just a luggable desktop in a tiny clamshell case) desktops are orders of magnitude faster that portable systems.
      Desktops are a tried and true form factor for productive work. Nothing is produced on a tiny touch screen, only consumed.
      New technologies are incubated in the desktop, then trickle down to portable devices. Not the other way around

    28. Re:No.. by thetoadwarrior · · Score: 2

      No, it shows the myths that DirectX is vastly superior are false and since you can use OpenGL on any platform except maybe WP7 that is the reason you should use it.

    29. Re:No.. by Nadaka · · Score: 2

      My Transformer Infinity tablet can use a keyboard and trackpad/mouse, it also has a full HD display and HDMI out.

      Right now it is technically feasible to play traditional games only a few years behind the state of the art on high end tablets without having to dumb the games down for a touch interface.

      A few years down the line, steam for android/iOS could be not only practical, but very profitable.

    30. Re:No.. by almitydave · · Score: 4, Informative

      Did we ever need direct X? Any reason why direct X couldnt be an open standard? Were they too self centred to just work on opengl?

      Don't forget the origin of DirectX: Microsoft wanted to encourage game developers to embrace Windows 95 at a time when Win 3.11 had been seen as a business-application-only platform, with DOS preferred for games. DirectX was developed as a collection of APIs for games running in Windows 95 that handled input, graphics, music, sound, networking, etc. Only Direct3D, which initially shipped with DirectX 2.0, is directly competing with OpenGL.

      I don't think there was a similar comprehensive API available for the PC market at the time DirectX was released. My copy of Need for Speed SE actually runs on either DOS 6.22 or Win95 w/ DirectX.

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    31. Re:No.. by AvitarX · · Score: 3

      Have you tried to install an xp era game on linux?

      much easier to pirate the windows version and use wine.

      --
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    32. Re:No.. by IntlHarvester · · Score: 1

      "High performance desktop" gamers are a pretty self-selected group now days. If you're sitting in front of a ATX case with a discreet video card, you've gone out your way to avoid every computing trend over the last 10 years. Which is fine, but its not exactly a growth market.

      I think strategy games could work really well on a tablet (e.g. Civilization), however the publishers have to get away from the mindset that everything needs to be 'casual'.

      --
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    33. Re:No.. by Nadaka · · Score: 2

      My tablet has a keyboard dock with trackpad, I can even use a usb mouse. It can also last for over a week without charging with light usage, or up to 24 hours of hd video. And its not an Apple iPoop either.

    34. Re:No.. by Bert64 · · Score: 1

      The desktop won't die, but it looks likely to become a niche used by people with specific needs. Depending how small that niche becomes, MS may not bother to cater to it at all whereas there will always be niche open source software.

      Back to topic tho, OpenGL only makes sense, it's a cross platform API which is supported by virtually everything, even if you have no intention of producing a non windows version of your game now you can't be sure of what the future will hold, so if you use OGL then your game will still run just fine on windows, while also make porting to other platforms considerably easier.
      You have potential benefits, and no downsides. If you get better performance under windows then it really is a no brainer.

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    35. Re:No.. by mikael · · Score: 1

      Seen the new HP Z-1 workstations? The motherboard and hard disk drive are built into a clam-shell monitor design.

      I'm not too sure if that is going to take off, especially if the screen goes bust, you now have to send the whole system back, rather than just the monitor. But there isn't going to be any need for big iron in the closet. HP used to make workstations that were more deskstations rather than desktop, as one whole cupboard was essentially the PC chassis.

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    36. Re:No.. by mikkelm · · Score: 4, Insightful

      "High performance desktop" gamers are a pretty self-selected group now days. If you're sitting in front of a ATX case with a discreet video card, you've gone out your way to avoid every computing trend over the last 10 years. Which is fine, but its not exactly a growth market.

      That's a pretty loaded statement. If you use a tool for a specific tasks, and forgo newer tools that come out in favour of revisions of the tool that you have been using because it remains the best tool for the job, then you haven't "gone out of your way to avoid every computing trend," rather, you've continued to use the best tool for the job. There are no devices more suitable for the kind of stuff these people do than desktop computers with discrete video cards.

    37. Re:No.. by Jeng · · Score: 1

      Nice.

      Can you do any work on it, or is it a toy?

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    38. Re:No.. by Bert64 · · Score: 2

      Aren't there some games companies who published stats on how many players use Wine to run their games?
      I doubt anyone would use wine if there were native versions available, and the number of people using wine is relatively easy to count.

      What's much harder to quantify, is the number if people who dual boot and would choose a linux version if it were available, especially if it was faster.

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    39. Re:No.. by Bert64 · · Score: 1

      They are porting because currently their entire business depends on MS... That's not a good situation to be in, where a single third party effectively has a gun to your head.

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    40. Re:No.. by thePowerOfGrayskull · · Score: 5, Insightful

      A netbook is a laptop whose display is too small and of too low a resolution to do anything but the simplest tasks on, whose keyboard is too compact and cramped to comfortably type more than a few paragraphs on and whose hardware is so lacking in performance that few applications run sufficiently fast on it. Gaming is pretty much impossible due to the low graphics performance. There are only two advantages over a full-blown laptop: portability (smaller size, lighter weight) and battery time.

      netbooks are great for playing nethack.

      Coincidence? I think not.

    41. Re:No.. by AmazingRuss · · Score: 1

      " I have always been more concerned about the games I wont be able to play anymore than the games that are about to come out net week. "

      That's the saddest thing I've read today :(

    42. Re:No.. by KingSkippus · · Score: 1

      It took me a minute, but yeah, I literally laughed out loud. A little awkward since I'm at work, but it was worth it.

    43. Re:No.. by Nadaka · · Score: 1

      It IS a toy.

      But a lot of people would confuse some of my play for other peoples work.

      There are android document editors, remote terminals, compilers, IDE's, and web servers.

      The range of options for productive software available is somewhat limited compared to windows or linux, but it is expanding all the time and most of the bases are covered.

    44. Re:No.. by IntlHarvester · · Score: 2

      "I need this $300 video card for .... Photoshop. That's the ticket" ;)

      I'm not intending to be judgmental, only pointing out that desktops aren't the default choice anymore. It's a pretty narrow audience that plays Valve-type PC games, and has little to do with Angry Birds or whatever. (I'd also bet the Valve audience is also a good deal more 'techie' than the general public, which means they're more likely to try Linux.)

      --
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    45. Re:No.. by sumdumass · · Score: 1

      I think the interesting parts is that this is not a closed discussion. Companies are finding advantages to using other technology and publicly stating it which might find other companies doing much the same.

      The effect or impact in this could be either linux consoles or even "gaming" desktops or it could be a ploy to gain support in forcing Microsoft into acting a certain way.

    46. Re:No.. by Bert64 · · Score: 1

      It really depends on the nature of the company and of the job... But a full blown desktop is really not the best choice in most situations.

      Most companies would be content for users to have a dumb terminal, its easily replaceable, contains no data if stolen, makes hotdesking and centralised control much easier.
      For employees who need a portable device anyway, a dockable tablet or phone would be great in the majority of cases. The risk of data theft already exists, but if you have a dockable portable device then you remove the need for multiple devices but can provide a bigger screen and comfortable keyboard when in the office.

      For use on the go, a laptop is often quite inconvenient, you can't really hold it in one hand and operate it with the other while you commute on the train for instance. A tablet on the other hand can be quite usable in this scenario, and let you catch up on some work or read something in a situation where you would otherwise just be unproductive.

      Those who need huge amounts of memory and processing power are a small niche, even smaller are those who need that in a portable (or luggable) form factor.

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    47. Re:No.. by kiddygrinder · · Score: 1

      where exactly are you pulling these bullshit numbers from?

      --
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    48. Re:No.. by Anonymous Coward · · Score: 0

      Meh.. either that or they are no longer afraid of angering the 800 gorilla.

      Contrary to the beliefs of conspiracy theorists Microsoft doesn't rule the world, Valve has never needed to worry about what MS thinks of them.

    49. Re:No.. by DMJC · · Score: 1, Informative

      Uh.... considering Glide was the first and only 3D api for quite a while and it was later followed by DirectX/OpenGL. That's quite wrong. Also, Microsoft went into a deal with SGI to create a 3d API based on OpenGL which Microsoft Cynically shitcanned/backstabbed SGI on.

    50. Re:No.. by sumdumass · · Score: 2

      Never underestimate the stupidity of the pointy headed boss. I just had to migrate a law firm from a office messaging suite they have used for over 10 years (mainly because of the billing integration) to outlook 2010 and exchange because one of their partners worked with another lawyer from another company and had outlook. Seriously, they gauged their abilities on what they think makes other companies productive.

      After buying all the add ins and so on to replicate the functionality they previously had, I was told the real reason was so they could connect their ipads and look important in court when they sent and checked their emails and adjusted their scheduling. Of course they already had this ability if they would have asked for it to be set up on their devices or just talked with other team members already using it.

      The point is, Microsoft will always have a sale and be relevant on the desktop when decisions about purchasing for large companies are made out of envy and conformation more then economics or utilitarian functions. I've already had to deal with other vendors only supporting MS products like office and outlook which is mostly easy to get around when you can trap and view the mapi calls and data associated with them (interestingly, mapi was supposed to make inter program communication vendor agnostic). But vendor lock in and favoring Microsoft in this has been something that has been around for years and years which does not follow logic in the least. Your projected demise of MS and these other companies will probably defy it too. Well at least from a business aspect which somewhat ensures a home personal aspect too. Most apple users I know also have MS computers specifically because they need it to do work at home at times.

    51. Re:No.. by R3d+M3rcury · · Score: 1

      Tablet sales really don't mean much because people are not replacing desktops with tablets. They are using tablets in addition to desktops.

      How would we know this?

      I'm not disagreeing with you, but is there some study that shows tablet sales increasing and more desktop systems in landfills/recycling centers?

      I mean, most people assumed that laptops replaced desktops because (a) laptop sales went up while desktop sales went down and (b) people said they were replacing their desktops with laptops. So at the moment we have tablet sales going up while desktop sales are slowly going down. Are we just waiting for people to proclaim, "I have replaced my desktop with a tablet"?

    52. Re:No.. by mikkelm · · Score: 2

      I'm having trouble understanding your reply. The people who play games don't buy $300 video cards to run Photoshop. They buy them to run very demanding 3D applications. You can't run those applications on other platforms, so it isn't a matter of going out of one's way to avoid alternatives.

    53. Re:No.. by danlock4 · · Score: 1

      But a withered desktop age with Linux.

      That is what I was imagining, but I couldn't find the words to express that as well as you did.

      --
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    54. Re:No.. by pkinetics · · Score: 1

      OOhhhh... an iHP... err... hPMac... err...

      Oh look, its an hpDDVVDDBVD

    55. Re:No.. by Mal-2 · · Score: 1

      Early on, netbooks were defined to fit a design Microsoft found non-threatening (one core, 2 GB of RAM or less) so that MS would let them ship with XP even though Vista was already out. Later netbooks had Vista, even on the same hardware. Also, my Aspire One came with the smaller (doesn't stick out the back and look retarded) battery even though I could have gotten the larger battery at the same price. In this form factor, battery life is only 2.5 to 3 hours of light usage, and under two hours if doing anything taxing (like watching a movie). It even gets as hot as a standard laptop in use. However, it is NOT useless for gaming. I have participated in UT2003 tournaments using the Aspire One and had no problems with the machine itself. It won't run NEW games very well, but to say you can't run games on it is simply not true. I also played 1NSANE over a network, and it did just fine for that too. If you treat it like what it is (a miniature 2005 laptop), it will pretty much perform exactly as expected. As for the keyboard size, I really haven't had a problem with it at all. The trackpad is less than ideal, and that's definitely related to the size. Also it would have been nice if they Acer could have crammed in a tiny bit bigger display rather than having the thick bezel all the way around. I know there is a webcam and a microphone to contend with at the top, and WiFi antennas up the sides, but it still seems like an excessive amount of space wasted.

      The main problem is the display, or rather, the lack of real estate of the display. Larger units had 1366x768 displays which are serviceable (though not great) for "real work", but the larger units seem to defeat the whole purpose of having a netbook in the first place. At that point, it makes more sense to spend an extra $100 and get a low-end E350 laptop that will take 8 GB of RAM, have full 3D hardware, and run just about everything. However, I can fit the Aspire One in the front pocket of cargo pants and walk around with it. There's no way I'm going to do that with a "real" laptop. Then, if I can get hold of a monitor at my destination, I have a fully functional machine (if a bit slow) to drive it. Shame there's no DVI or HDMI out, but for short-term use VGA is acceptable.

      --
      How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
    56. Re:No.. by SoftwareArtist · · Score: 1

      Tablet sales really don't mean much because people are not replacing desktops with tablets.

      I think that remains to be seen. There's no question that tablet sales are booming while desktop/laptop sales are flat or even decreasing slightly.

      It's very plausible that within a couple of years, many people will just be buying a single device that serves as everything. On its own, it's a tablet. Attach a keyboard and it becomes a netbook/laptop. Add an external monitor and mouse and it becomes a desktop. There are already devices that do this (like the Asus Transformer series), and more on their way (like the MS Surface). And what OS will those devices run? There's a lot of money riding on that question, but Windows, Android, iOS, ChromeOS, and (non-Android) Linux are all competing.

      --
      "I'm too busy to research this and form an educated opinion, but I do have time to tell everyone my uninformed opinion."
    57. Re:No.. by LordLucless · · Score: 3, Insightful

      So your tablet is usable (for input) when you turn it into a laptop. That's not really much of a defence of the tablet form-factor.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    58. Re:No.. by demonbug · · Score: 4, Informative

      Uh.... considering Glide was the first and only 3D api for quite a while and it was later followed by DirectX/OpenGL. That's quite wrong. Also, Microsoft went into a deal with SGI to create a 3d API based on OpenGL which Microsoft Cynically shitcanned/backstabbed SGI on.

      Glide was based on a subset of OpenGL features specifically chosen by 3DFX for gaming. So I guess it may have been the first 3D API designed specifically for gaming (though I think Direct3D began around the same time, it just sucked), but it certainly wasn't the first 3D API.

    59. Re:No.. by MikeBabcock · · Score: 1

      I use my Transformer Prime for actual work all the time; granted a lot of it is via SSH sessions to real machines elsewhere, but it makes a great note-taking and connection device.

      --
      - Michael T. Babcock (Yes, I blog)
    60. Re:No.. by The+Snowman · · Score: 4, Insightful

      Microsoft wanted to encourage game developers to embrace Windows 95 at a time when Win 3.11 had been seen as a business-application-only platform, with DOS preferred for games. DirectX was developed as a collection of APIs for games running in Windows 95 that handled input, graphics, music, sound, networking, etc.

      DOS was preferred for games because it allowed low-level hardware access. Windows 3.x required everyone to use dog-slow GDI for graphics, which was only good for stuff like solitaire and minesweeper.

      With DOS mostly invisible in Windows 95, Microsoft knew they would be completing against their own legacy OS so they had to change it. They had to create a way to play games in Windows but still allow low-level hardware access. DirectX was born.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    61. Re:No.. by Omestes · · Score: 3, Interesting

      Sometimes I wonder, since most public sales rankings don't include digital downloads (what a redundant term), and right now the aging current generation of consoles can't hold a candle to PCs for size of selection or quality of graphics. I have pretty old, moderately priced, video card, and my hardware is hardly new or exciting (AMD Phenom II x4 965 Black, ATI/AMD 5770, 6GB of DDR2), and pretty much every game I play looks better than it would on a console, with better FPS, textures, shading, FOV, etc... If I was a console gamer (I have a forgotten, forlorn, Wii) I'd probably be thinking of trying PC gaming. Especially since the barrier to entry is pretty low right now (you have a moderate computer from the last 2-3 years? Have $100-200 to throw at a video card? Poof, new console that you can also use for more than a paperweight when your not gaming).

      Sadly the sales figures won't tell us if this is happening, since they only count retail. I have a feeling that the majority of PC games are now bought through digital distributors like Steam, GOG, or Desura.

      I wonder what would happen to sales figures if they suddenly added Steam's statistics to them...

      Also, Valve isn't anything special, they aren't terribly "techie". I don't see what would make them so either, you download a client, you hand them your credit card, and games automagically appear on your computer, with no (ideally) setup, mucking with registries, or anything else of a technical nature. Using Steam is about as simple as using a console, sans the time to download the game. Click a button, you're playing. Nothing remotely technical. If you were talking about GOG, then sure... you might have a point... but not Steam.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    62. Re:No.. by IntlHarvester · · Score: 2

      If you're arguing that people buy systems specifically to play high-end PC games, then we are in total agreement.

      --
      Business. Numbers. Money. People. Computer World.
    63. Re:No.. by IntlHarvester · · Score: 2

      Well, no, if consumers sales are being dominated by laptops, then people can't just throw in a video card ... that's 1999 style thinking. A self-selected group of "high end gamers" buys hardware designed for the "enthusiast' market.

      However, there's tons of PC gaming going on in the laptop world, things like Spore or WoW and so on, and I'm sure Steam gets a piece of that. Even L4D might be old enough that its playable on basic Intel kit. That's the market that's more likely to be 'disrupted' by tablets

      --
      Business. Numbers. Money. People. Computer World.
    64. Re:No.. by R3d+M3rcury · · Score: 1

      Production of applications, games, graphics, video and audio has to be done somewhere, and it won't be on touch devices, which are almost purely for consumption.

      Well, somewhat true. And here's where the universe starts to get tricky.

      First, what's to say that production has to be done on a personal computer. Terminal Services and Virtualization could give you a desktop interface on your tablet. Heck, there's no reason that I couldn't just have my tools "in the cloud" and write code on my tablet. When I hit the "compile" button, the code gets compiled "in the cloud" and I get back a binary suitable for testing on my device. Heck, Xcode has something similar to this, where I can farm out compiles to different machines, so this is certainly not impossible. Same with graphics, video, and audio.

      Second, your arguments are basically, "I need the kind of precision I can only get from a mouse." But that's really a UI issue. If I need to move something two pixels to the left, I zoom in and get the higher precision that I need. Heck, I do that now with my mouse. As long as I can quickly zoom in and out, I'm not sure I see the problem.

      Third, while I agree with you regarding keyboards, it might also be because I am used to a keyboard. I've been amazed by Blackberry Addicts, for example, who can type as fast as I can on a "tiny" keyboard. If I spent a month or two with just an on-screen keyboard, I imagine that I would probably get pretty good with it. Sort of like the Dvorak fans who love their Dvorak keyboards, once they get used to it.

      Tablets are a fad that will go the way of the netbook, and faster.

      I'm not so sure.

      The Netbook wasn't really a different paradigm. The Netbook was a small and low-powered laptop running a "smaller" OS (Windows XP, Linux). Now, as a software developer, the theory is that I don't have to change my software to work on a Netbook, no matter how many they sell.

      But if I want to port my software to an Android or iOS tablet, I have to rewrite stuff. With that rewrite may come so new ideas about how I do these things--is it worthwhile to include a cloud-type component to perform tasks? How do I fit my complex UI into a simple tablet interface?

    65. Re:No.. by Anonymous Coward · · Score: 0

      And that third party has indicated they want to start an app store for their new OS. The fear of Microsoft suddenly demanding 20-30% of all PC game revenue is probably at least a tiny part of the decision to entertain moving to Linux.

    66. Re:No.. by symbolset · · Score: 1

      They are porting because Microsofts new app store model deals them completely out of the marketing channel. They would like to regain control of their destiny.

      --
      Help stamp out iliturcy.
    67. Re:No.. by Anonymous Coward · · Score: 0

      I fail to see how the controls for Oblivion and Skyrim are "dumber" than Morrowind. If anything, it's the console players that got screwed in Skyrim with only 2 hotkeys.

      Now, the UI is another matter entirely... thank the Nine for DarnUI and SkyUI.

    68. Re:No.. by Anonymous Coward · · Score: 0

      It was pretty clear to me that "increasing 100% year over year" was referring to the second derivative, not the first.

    69. Re:No.. by SolitaryMan · · Score: 3

      But apparently wasn't clear that my comment was intended as a joke. Well, you can't have it all.

      --
      May Peace Prevail On Earth
    70. Re:No.. by it_ain't_my_fault · · Score: 1

      Laptops is already replacing the desktop. I see more of a combination of laptop as it fits most people's hardcore computing needs and supplementing with a tablet.

    71. Re:No.. by apcullen · · Score: 1

      Valve isn't "just one gaming company". They're a pretty big player.

    72. Re:No.. by nine-times · · Score: 2

      Doesnt mean much that Valve is porting to Linux. All it means is they see a new area to make money, from sole linux users, which are a SMALL % of desktops.

      I don't agree. Valve is porting their games to Linux, but they're also encouraging other developers to port to Linux and opening up the Steam platform to Linux. The way Steam works, if you buy a game on 1 platform and it's available on other platforms, you can play it on the other platform for free. This means that it's not only from sole Linux users, and Linux users don't need to be a large percentage of desktops to start out. If suddenly all my Steam games are available for Linux, I could switch to playing them on Linux instead of Windows. If the performance was superior, I would switch in a second.

      So this means you could buy a game once, and choose to play it on Mac, Windows, and/or Linux, freeing us from having to buy games for a particular platform. This is even more noteworthy because of rumors that Valve is working on a Steam-based game console. Gaming is often cited as one of the things that keeps people running Windows. Many people (including myself) have a Windows desktop computer that is used solely for playing games. I think if gaming were to become truly platform independent, you might see a noticeable drop in Windows market share in the home market.

    73. Re:No.. by Anonymous Coward · · Score: 1

      All it means is they see a new area to make money, from sole linux users, which are a SMALL % of desktops.

      Except for Android, which is blowing every other smart phone OS out of the market (Apple too), and Android is a Linux distro. Android uses OpenGL, and Valve is looking at the 600,000 new Linux using, OpenGL using, Android users every month, (month after month). In 2012, Android has a piddling 65% of the US smartphone market (and growing, in 2010 Android had 42%, in 2011 Android had 53%). There is nothing SMALL about the Android market. Valve is just looking at the crossover effect. Now your gamers can press for Linux boxen and ditch that yukky old legacy windows junk. (FTFY)

    74. Re:No.. by Anonymous Coward · · Score: 0

      The mouse has not replaced the keyboard at all. Heck, even people who use nothing but Photoshop, still use a keyboard.

      It's not adding a new input option that people say won't happen, it's getting rid of the one that works.

    75. Re:No.. by luvirini · · Score: 2
    76. Re:No.. by r_a_trip · · Score: 1

      Sadly, the vast majority of people could replace their home computer with a tablet, which is why everyone is betting on tablets.

      True, but no one has had the guts to admit the shadow side of that. That mythical majority of computing dolts now buy desktops/laptops and buy full (price) applications to go with them (office, (some) games, antivirus, etc.). Not because they need them, but because it is what you do when you get a desktop/laptop.

      When these people switch to tablets, they will buy some low priced crap from an app store and that will be it. They'll use that tablet and the built in browser/e-mail client for as long as it works. No additional sales anywhere. The only way to keep that meagre treadmill going is planned obsolescence by limiting the functioning of the app stores to specific OS versions.

      OS and hardware manufacturers better think where they want to go with this. A tablet only play will cost them dearly. Not everybody has the luxury of "fans" buying every "iThing" by virtue of a higher version number.

      --
      # touch universe # chmod +rwx universe # ./universe
    77. Re:No.. by gl4ss · · Score: 2

      Uh.... considering Glide was the first and only 3D api for quite a while and it was later followed by DirectX/OpenGL. That's quite wrong. Also, Microsoft went into a deal with SGI to create a 3d API based on OpenGL which Microsoft Cynically shitcanned/backstabbed SGI on.

      Glide was based on a subset of OpenGL features specifically chosen by 3DFX for gaming. So I guess it may have been the first 3D API designed specifically for gaming (though I think Direct3D began around the same time, it just sucked), but it certainly wasn't the first 3D API.

      glide doesn't do all that much.

      Glide was based on what 3dfx cards could do and couple of conviniency functions. pretty much all those cards did was blit(and interpolarate texture coords and lighting) zbuffered horizontal lines really fast(and for some 3d engines that made it pretty easy to support glide).

      now the opengl 3dfx miniport created for quake is sort of a subset chosen specificially for gaming, namely one game called quake.

      but glide really wasn't much of a d3d competitor since d3d aims to do so much more, which is both good and bad, but you get more acceleration without work with modern cards with it for free.

      also it's not that much of a news that some things run faster on linux, even some wine'd stuff does that from time to time.

      --
      world was created 5 seconds before this post as it is.
    78. Re:No.. by Ziggitz · · Score: 1

      Consumer hardware sales do not equate to the hardware that gamers use. People who aren't gamers buy laptops and tablets too. Fact. The number of gamers has only grown over the last decade, especially enthusiasts as the hardware became much cheaper and accessible shortly after the turn of the century. Just because accessibility of devices has exploded and people who originally did not need a smart phone or a tablet or a low end graphics card now have one doesn't mean that people are moving away from AAA gaming on the PC just because the relative market size has shrunk by your arbitrary measurements. Nothing has changed.

      --
      There is no memory shortage. yes I have heard of XFCE. Go away.
    79. Re:No.. by Daniel+Phillips · · Score: 1

      Tablet sales really don't mean much because people are not replacing desktops with tablets.

      True. Instead, people don't bother to upgrade their desktops and spend the money saved on flashy new tablets.

      --
      Have you got your LWN subscription yet?
    80. Re:No.. by Daniel+Phillips · · Score: 1

      Valve is looking at the 600,000 new Linux using, OpenGL using, Android users every month

      No, every day.

      --
      Have you got your LWN subscription yet?
    81. Re:No.. by Anonymous Coward · · Score: 0

      The Humble Indie Bundle games have been made available on Linux, Mac, and Windows simultaneously for some time.

    82. Re:No.. by gerddie · · Score: 1

      Actually, there was also WinG for drawing.

    83. Re:No.. by gerddie · · Score: 1

      Actually, I bought my tablet mainly for work: manual segmentation in medical images, annotating papers , and note taking. Since the tablet comes with a true stylus, it is really great for the task.

    84. Re:No.. by almitydave · · Score: 1

      Yes, exactly. Thanks for clarifying. I should also have been more clear that I meant that Direct3D is the only part of DirectX that competes with OpenGL directly.

      I remember when MS announced the whole DirectX concept, and I never thought it would work - I had thought the overhead of the Windows OS was too much of a resource hog compared to DOS to get reliable performance in games. But the ease of writing to one API, versus having to code your game to support all the different hardware on the market, won out among developers.

      --
      my, your, his/her/its, our, your, their
      I'm, you're, he's/she's/it's, we're, you're, they're
    85. Re:No.. by humanrev · · Score: 1

      netbooks are great for playing nethack.

      Coincidence? I think not.

      I don't see the reason for netbook bashing to be honest.

      Early this year I spent 5 weeks travelling in Europe. I bought and hence an Asus Aspire One netbook specifically for this trip, and I did so for several reasons:

      (1) It's a really, really cheap netbook (the cheapest available at the time), which was importance since there was a chance of the thing being stolen or broken - at such a small outlay, the pain of it being unavailable for whatever reason would be far less than an iPad.

      (2) It's very portable and has a great battery life. Of course tablets do so as well, but most don't satisfy condition (1).

      (3) Typing on it, even with a cramped keyboard is somewhat easier and nicer than a tablet due to physical keys being pressed.

      (4) Since it runs a traditional computer operating system (Windows 7 in this case - Linux didn't support everything as well and still doesn't, how unsurprising), I could use my favorite programs such as uTorrent to leech the fuck out of things in Switzerland.

      So yeah, as underpowered as the bloody thing is, it's been very, very useful.

      --
      Most people on Slashdot are fucking idiots.
    86. Re:No.. by The+Snowman · · Score: 1

      I should also have been more clear that I meant that Direct3D is the only part of DirectX that competes with OpenGL directly.

      True, but anymore, the distinction matters only on a technical level. Who plays games without sound or high-precision input? Without its other sub-components, DirectX is meaningless to an end user. Without the likes of OpenAL, OpenGL is meaningless to an end user.

      I remember when MS announced the whole DirectX concept, and I never thought it would work - I had thought the overhead of the Windows OS was too much of a resource hog compared to DOS to get reliable performance in games. But the ease of writing to one API, versus having to code your game to support all the different hardware on the market, won out among developers.

      Early Windows was a resource hog, even Windows 95. Back when you had tiny amounts of memory and the responsibilities of the OS was growing beyond "display a flashing underscore and let programs do whatever they want (DOS)" every megabyte counted. But I also knew it was a hassle switching between DOS and Windows 3.x just to run different programs. When I heard that DirectX was coming, I was very hopeful. Being able to stay in Windows (95) all the time and not need to switch out to DOS for games was huge. I think the first big title I played that was written for DirectX was Diablo. Despite being hopeful about DirectX I was still skeptical. That removed all doubt that it was a good thing, and I've never looked back.

      Now I'm running Windows 7 and Kubuntu 12.04 on two desktops and thinking back to the "good" old days I wonder how I ever got by.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    87. Re:No.. by espiesp · · Score: 1

      That design concept is NEW? And you seem impressed also. It's just a standard fare all in one computer I have a couple because I like the simplicity, but they are generally powered by laptop class hardware, and are no replacement for a high power desktop.

    88. Re:No.. by Anonymous Coward · · Score: 1

      Because the last time I saw an HP workstation, it
      was built into an office desk - where one set of
      drawers would have been, was the whole chassis.

      Other workstations haven't changed that much - large rectangular boxes.

      My assumption had been that it was a full-sized workstation. But if it were just an overgrown laptop, I would be disappointed.

    89. Re:No.. by almitydave · · Score: 1

      Ah yes, the "good old days" of using memmaker and trying to figure out how in the heck I'm going configure my boot disk to get X-Wing CD to run when it required 585KB of base memory and my CD-ROM drive's manufacturer driver took 40KB. Thank God for that Oak Technology driver I found somewhere that only used 18KB and seemed to work with every drive!

      Kids these days, they don't know how easy they've got it!

      --
      my, your, his/her/its, our, your, their
      I'm, you're, he's/she's/it's, we're, you're, they're
    90. Re:No.. by Anonymous Coward · · Score: 0

      It IS a toy.

      But a lot of people would confuse some of my play for other peoples work.

      There are android document editors, remote terminals, compilers, IDE's, and web servers.

      The range of options for productive software available is somewhat limited compared to windows or linux, but it is expanding all the time and most of the bases are covered.

      I have a little Chinese android laptop with a 7" screen. It's an 800mhz ARM chip.

      It's modest as hell but can do 720p mpeg-4 video no problem. It will skip frames and lose audio sync if the resolution is greater than that. Especially fucking Matroska .mkv container files. Anyway. It runs Android. I don't expect much and I don't demand much from it. What it does it does very well. I mostly use it for ebook reading and casual Web browsing (it has wifi). But even with several marketplaces which all have lots of free apps, it's no replacement for a real Linux installation.

      Android is too "consumer" or "appliance" for my liking. It's much more cumbersome to look "under the hood" and customize things. There is less variety. I want a proper package manager, I want root access when desirable/necessary to be normal, and most of all I want to have any *nix/POSIX source code to compile and run on my OS. I want full-blown Linux and all the great tools it comes with, standard. It's not that Android falls short. It doesn't. It does what it does very well. It's that Android is for a different purpose than my own.

      So when I got a recent Intel Atom-based netbook, a regular general-purpose netbook, I was delighted. I'm get to install my favorite distro of Linux on it. I'm satisfied. Up to the capabilities of the device, I can do whatever I want. That's all I want.

  2. Direct3D can do better by aaron44126 · · Score: 5, Informative

    Not necessarily better than OpenGL, but better than 270.6 fps.

    Valve's blog post, near the bottom, indicates that they plan on fixing the hang-up with Direct3D, now that they know that the hardware can do better than 270 fps.

    1. Re:Direct3D can do better by Anonymous Coward · · Score: 2, Informative

      For the lazy:

      OpenGL versus Direct3D on Windows 7
      This experience lead to the question: why does an OpenGL version of our game run faster than Direct3D on Windows 7? It appears that it's not related to multitasking overhead. We have been doing some fairly close analysis and it comes down to a few additional microseconds overhead per batch in Direct3D which does not affect OpenGL on Windows. Now that we know the hardware is capable of more performance, we will go back and figure out how to mitigate this effect under Direct3D.

    2. Re:Direct3D can do better by viperidaenz · · Score: 1

      And when they do go back and fix the problem with their Direct3D version, they'll know it was their code and not the API that caused it?

    3. Re:Direct3D can do better by Dunge · · Score: 0

      This article is based on Left4Dead 2, which use DirectX9. It's not relevant anymore. It's from years ago. Microsoft improved DirectX A LOT since then.

    4. Re:Direct3D can do better by Sir_Sri · · Score: 5, Insightful

      Why would they? Using old directx 9 code that makes 270 fps is more than good enough, there's no reason to work back to optimize it for directx 11/11.1 etc.

      When you're talking about 270 FPS you're into seriously questionable scaling issues, not for reasonable performance ranges. Just because something is more efficient at 200 fps doesn't mean it's more or less efficient at 50. That's the same as saying my car can do 270 kph, and yours can do 315... well yay. But which one is more fuel efficient at 60fps? (And which card, which drivers etc. etc. etc. all of which is secondary when you're talking about performance numbers in those ranges.).

    5. Re:Direct3D can do better by Baloroth · · Score: 3, Interesting

      This article is based on Left4Dead 2, which use DirectX9. It's not relevant anymore. It's from years ago. Microsoft improved DirectX A LOT since then.

      It is very relevant to anyone using Windows XP and/or many older and especially integrated graphics cards. Which is a lot of people. Most modern games include a DX9 rendering mode (or only use DX9, period) for that exact reason.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    6. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      flippity dip

    7. Re:Direct3D can do better by Anonymous Coward · · Score: 0, Insightful

      60fps is not "good enough" for online fps games like they are talking about. Hell there is a noticeable difference going from 60-75 and more so at 85 and even more at 120+fps.

      It's why a few people still cling to high quality CRT monitors, I wish I would have bought a good one because playing on 60 hz tn panels lcd feels like crap with most movement.. It directly and pretty drastically makes a difference to play fps games at high fps and refresh rates. Sure you're not going to notice it at 300 fps, and no monitor can really display that fast anyways to my knowledge, but a ~10% increase in overall fps simply by porting a game to linux isn't something to sneeze at.

    8. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      When you're talking about 270 FPS you're into seriously questionable scaling issues, not for reasonable performance ranges

      My understanding is that's on extremely high end hardware. Improvements here might still yield noteworthy FPS on lower end hardware. I wouldn't be so quick to dismiss it, especially if its something fundimental to all graphics code paths.

    9. Re:Direct3D can do better by PickyH3D · · Score: 2

      I think people should ask themselves when the last time Valve seriously looked into updating the Source engine on Windows.

      The last major support shift was for Mac OS X, when they pushed Steam onto that OS. Clearly, they are looking into supporting Linux now and they are tweaking code to get the most out of it.

      When was the last time that the Steam engine even needed this kind of look on Windows? 2006 or 2007? As someone pointed out in a post further down: OpenGL is beating DirectX 9. Windows 8 is about to push out very real performance improvements, as well as DirectX 11.1.

      Besides, when talking about 270+ fps, there are probably a lot of other things that should be looked at rather than pushing more wasted cycles onto your CPU/GPU for rendering another frame that you, as a person, can't even perceive it happens 9-times over.

    10. Re:Direct3D can do better by bluescrn · · Score: 5, Insightful

      The difference isn't about the framerate though. Beyond 60ish, it's about latency.

      For some reason, PC games often have nasty mouse lag when locked to vsynced 60fps. This is partly the frame or two taken for the input to be processed and affect the rendered output. And it's more significantly the GPU often rendering a few frames ahead of the CPU.

      The only reason to go beyond 60fps, really, is to reduce these latencies. There should be other ways to solve them, to ensure that input is processed and the results displayed in 1-2/60ths of a second.

    11. Re:Direct3D can do better by hairyfeet · · Score: 1

      Not to mention there is something nobody seems to mention and that is Windows 7 and 8 uses hardware acceleration for a lot of the desktop and last I checked Linux doesn't do that. Naturally if your GPU is doing other things its gonna take some away from gaming.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    12. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      If you can't play with 60 FPS, I would question your skills, not your hardware.

    13. Re:Direct3D can do better by Carewolf · · Score: 1

      There should be other ways to solve them, to ensure that input is processed and the results displayed in 1-2/60ths of a second.

      There is, reduce the number of prerendered images from the default 3 to 2 or 1.

    14. Re:Direct3D can do better by Carewolf · · Score: 3, Informative

      Not to mention there is something nobody seems to mention and that is Windows 7 and 8 uses hardware acceleration for a lot of the desktop and last I checked Linux doesn't do that. Naturally if your GPU is doing other things its gonna take some away from gaming.

      Most linux desktops does that too, my desktop has been hardware accelarated around 6 years, not that it matters: I usually game fullscreen, and even when I do not, I rarely interact with BOTH the game and the desktop at the same time. And if it DID matter, it would be an improvements since the hardware accelerations would mean less resources are wasted by desktop, it it wasn't accelerated it would hurt other applications using the same hardware much more.

    15. Re:Direct3D can do better by AAWood · · Score: 5, Funny

      my car can do 270 kph, and yours can do 315... well yay. But which one is more fuel efficient at 60fps?

      I'm not sure whether you're talking about cars or computers now, but the answer's the same either way; it's depends on the driver.

    16. Re:Direct3D can do better by Noitatsidem · · Score: 1

      This was using an i7 and GTX 680, so really for slower rigs it's not "more than good enough." Read the actual source article before making these comments, seriously.

      --
      Feel free to mod me down, just know that unlike some Anonymous Cowards I'm not afraid to express my views as myself.
    17. Re:Direct3D can do better by Sir_Sri · · Score: 1

      Yes and no. When you start getting to the 200 fps range you're talking about overhead in functions that are being called every frame for example, memory throughput, and problems like that. Different functions will have different characteristics, if you're expecting something to be called once a frame but only at 100 frames a second it's very different than if it starts getting called 250 times a second. Functions that are more efficient overhead but less efficient processing might perform better another way, but then you hand them dx9/OGL3.0 processing on a GTX 680 and that's not going to gate their performance at all.

      I'm not saying it's meaningless entirely, but it doesn't mean that a slower card will be 45 fps vs 52, or that you'd see the same effect at 6x the resolution, I'm not sure why you'd have 6x the resolution on an nVIDIA setup, since eyefinity is an AMD thing but you get what I'm saying.

      " Improvements here might still yield noteworthy FPS on lower end hardware" * (for some reason the quote tags aren't behaving)

      this is the difference between a problem being analyzed in big O notation versus the actually profile with numerical coefficients. Somethings will be more efficient overall, somethings will be more efficient in specific ranges. It's not like OpenGl is bad, quite the contrary, it's quite successful, but every game is different, and trying to use one game at 5 or 6x the framerate people actually play at as an indicator that one is superior to the other is misleading at best.

      The other issue becomes ease of development, if, for your team, directx is 5% slower, but 10% less development time required that might still be preferable. Left 4 dead 2 has been out for 2 and a half years already, and the people who've been porting it over to linux have been working on it for quite some time.

    18. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      If you're still using Windows XP, 11 years after it first came out, then it's time to upgrade. No need to hold the rest of us back because you've still chosen to use an ancient OS.

    19. Re:Direct3D can do better by FranTaylor · · Score: 2

      last I checked Linux doesn't do that.

      I guess you missed out on the whole "why doesn't gnome shell work on my computer" thing

    20. Re:Direct3D can do better by Noitatsidem · · Score: 1

      Screw DirectX, openGL 4.x can do anything directX11 can do and can run on just about any platform. For the sake of cross-compatibility - and hell, all compatibility in general, more games should use openGL, directX is a locked down and can only run on Windows and Xbox. I'm not saying DirectX isn't good at what it does, it is. I just don't think it's worth it.

      --
      Feel free to mod me down, just know that unlike some Anonymous Cowards I'm not afraid to express my views as myself.
    21. Re:Direct3D can do better by mikael · · Score: 1

      From an accounting point of view, if you are rendering 270 FPS and the monitor is only rendering 60 FPS, or 120 FPS then you are wasting the electricity and power of 210 FPS. Imagine if an admin kept printing out 270 copies of a document when only 60 or 120 were needed.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    22. Re:Direct3D can do better by Anubis+IV · · Score: 1

      That's the same as saying my car can do 270 kph, and yours can do 315... well yay. But which one is more fuel efficient at 60fps?

      Hard to say. As with much of reality, my truck never dips below infinite FPS, but if I had to take a guess, I'd imagine that a clown car would be the most fuel efficient if we measured it in terms of the number of miles per capita that the passengers could be transported on one unit of fuel. Unfortunately, they never dip under infinite FPS either, leaving us, or at least me, rather confused.

    23. Re:Direct3D can do better by Sir_Sri · · Score: 1

      Apparently I'm not sure either.

    24. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      Never heard of Compiz, dumbass? Linux had an accelerated desktop before Windows did you fucking moron.

    25. Re:Direct3D can do better by Sir_Sri · · Score: 1

      I did. And that's entirely my point. An i7 3930 with a GTX 680 (I have an i7 980 with a GTX 680 for one of my testing machines) doesn't necessarily translate directly to the 60 fps range.

      Theoretically if you cut your performance by a factor of 6 you should have directx 9 at 45 fps and OGl at 54 I think, but that's not usually how these things scale. Different parts of the engine will scale differently, and even as the blog says, they had to re-optimize the game for OpenGl, things that have a fixed over head per frame, but different performance characteristics will not scale linearly from 60 - 240 fps. From 60-80... then yes, linear is a good approximation.

    26. Re:Direct3D can do better by Sir_Sri · · Score: 1

      Sure, but they don't have something that would tax a GTX 680 down to 60 FPS and be playable on anything else, and be a port from Windows.

    27. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      >Besides, when talking about 270+ fps, there are probably a lot of other things that should be looked at rather than pushing more wasted cycles onto your CPU/GPU for rendering another frame that you, as a person, can't even perceive it happens 9-times over.

      The point is not achieving the highest FPS, the point is optimizing the engine as much as possible. If you have the game set to display at 60FPS, and the max FPS on that hardware is 270, you're at around 23% hardware utilization for the engine. Bump the max to 300FPS, and you're at 20%. That extra little bit if power available may allow the graphics to increased slightly, or maps to be larger, without cutting below the target framerate.

    28. Re:Direct3D can do better by Sir_Sri · · Score: 1

      Sorry, I measure my own cars performance in flips per second rather than kilometres per hour and I confused myself when typing my post.

    29. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      Why would they? Using old directx 9 code that makes 270 fps is more than good enough

      Because they're nerds damn it! And damn it! I used mod points on this story already. : (

    30. Re:Direct3D can do better by X0563511 · · Score: 1

      Hell, you can do OpenGL in software if you want to. Try that with DX11.

      (not that it runs well, but it's possible)

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    31. Re:Direct3D can do better by X0563511 · · Score: 2

      the.... Steam engine? Steam isn't an engine.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    32. Re:Direct3D can do better by Anubis+IV · · Score: 1

      Honestly, I just thought it was one of the best typos I had seen in a long time. The only better one I had seen this week was viola competition. I think we all knew what you meant, but that doesn't stop me from having some fun with it. ;)

    33. Re:Direct3D can do better by kiddygrinder · · Score: 2

      what for? i have 3 pcs, i'm not buying 3 new copies of windows every 3 years

      --
      This is a joke. I am joking. Joke joke joke.
    34. Re:Direct3D can do better by gewalker · · Score: 2

      Ahem. Planck Time

      So, you are getting at most about 1.85492e+43 FPS with your truck. As a practical matter, anything past a trillion FPS is probably overkill

    35. Re:Direct3D can do better by Mal-2 · · Score: 1

      what for? i have 3 pcs, i'm not buying 3 new copies of windows every 3 years

      You don't have to. Microsoft has accounted for people like you (and me).

      --
      How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
    36. Re:Direct3D can do better by Nemyst · · Score: 3, Informative

      Windows XP is only running on 13% of the machines using Steam which have participated in the Hardware Survey. This is honestly like saying that it's still relevant to develop for IE6 or Red Hat 7.2.

      The good thing is that as soon as consoles move on to the next generation, we'll see a huge shift to DirectX 11.1.

    37. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      Never heard of Compiz, dumbass? Linux had an accelerated desktop before Windows did you fucking moron.

      That's just a glitzy composite manager, it just renders windows to textures so you can do the desktop cube and drop shadows, dumbass. It just adds fancy effects, it doesn't do hardware accelerated rendering of fonts and shapes or anything like that.

    38. Re:Direct3D can do better by PickyH3D · · Score: 1

      Yes, I had a brain fart. I earlier referred to it as the Source engine as appropriate.

    39. Re:Direct3D can do better by fsterman · · Score: 1

      Actually, the difference is about pun-manship.

      --
      Is there anything better than clicking through Microsoft ads on Slashdot?
    40. Re:Direct3D can do better by complete+loony · · Score: 4, Informative

      If you can make the hardware do the same work with less effort, then you've got more spare cycles to do other things. Or you can target cheaper / slower hardware. Sure the difference between 270 and 315 fps isn't going to be noticeable to the user since you are limited by your monitor's 60fps. But now you can probably render more objects on screen, or increase the view distance, or you could add more detail, or....

      --
      09F91102 no, 455FE104 nope, F190A1E8 uh-uh, 7A5F8A09 that's not it, C87294CE no. Ah! 452F6E403CDF10714E41DFAA257D313F.
    41. Re:Direct3D can do better by thegarbz · · Score: 3, Insightful

      By making you pay $116 for your computer continuing to do what it always has done? Run windows apps?

      Seriously I love Windows 7. It's the best MS operating system so far. But I don't pretend that I couldn't switch back to Windows XP tomorrow and do exactly the same things as I do today.

    42. Re:Direct3D can do better by Sir_Sri · · Score: 1

      yes, but scaling isn't just purely linear. You're bottlenecked by different things in different scenarios in different games, at different resolutions. Sometimes you're limited by floating point performance on shaders, sometimes memory and so on, and that can change as you turn features on or change the resolution. No one writing directx or OpenGl is worrying about how they behave at 300 fps. They're worried at 120 and below. When you get that far out of the regular use range things that have fixed overhead might start to slow down performance because you're running them 250 times, even though that overhead is insignificant relatively at 60 fps.

      At 60 FPS you have just under 16ms per frame, so if you have a function that takes 1 ms (even if it runs in parallel with other code) at a minimum, well at 250 fps that 1ms means a lot more as a percent of a frame than it does at 60 fps. (roughly 1/17 of a frame versus 1/4) Because you don't normally worry about 250 fps scenarios for fixed overhead you're.

      Now lets say you have a function that takes 4 ms as fixed overhead. No matter how you optimize your game will never exceed 250 fps. You may never notice the 4ms overhead at 60 fps.

    43. Re:Direct3D can do better by spongman · · Score: 1

      unless vsync is off and your mouse runs at more than 60Hz.

    44. Re:Direct3D can do better by flimflammer · · Score: 1

      An easy task, actually. It just requires changing a couple flags to create an instance of the reference device, which is designed to be an accurate software implementation.

      (not that it runs well, but it's possible)

    45. Re:Direct3D can do better by Sir_Sri · · Score: 1

      Well ya, but one can hope they're actually working on left 4 dead 3. Nerds can dream can't we?

    46. Re:Direct3D can do better by PickyH3D · · Score: 1

      I agree with the sentiment, but I fear that this is throwing resources at a problem that is not going to help anyone.

      The Source engine is not making any new games that really strain hardware. Certainly not in a manner than having 3% less hardware utilization will make any difference.

      To put it differently, I have not had a computer for the past 6 years that could not easily run every Source Engine-based game. What's the point of extending the hardware utilization further when the engine is already at its end of life? I realize that's a somewhat terse way to interpret that, but it's incredibly relevant to the discussion at hand.

    47. Re:Direct3D can do better by phorm · · Score: 1

      Also, for differing resolutions.
      If it does 200fps at 720P resolution, then I'd assume it would do less at 1080P. Depending on how much less, then an overall framerate increase should also scale to higher resolutions.

    48. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      DirectX and OpenGL are equally optimized apis.
      GPU programmers know very well to push many triangles to the GPU at once and avoid calling the api ofter.

      20% gain cannot be made by changing what takes 1% of the game loop in the first place!
      It clearly indicates an architecture change.

      My quess is those folks had a change to take a second look at the code and make some changes on the way.
      Then valve use it to support it's move to linux/android. don't get fooled, they are after the mobile market.

      In a few weeks we will the same improvement on directX.

    49. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      I always cap FPS at 120 because that's where you get the best acceleration from strafe jumping....

    50. Re:Direct3D can do better by ultranova · · Score: 1

      Windows 8 is about to push out very real performance improvements, as well as DirectX 11.1.

      This, actually, is a major problem for DirectX: it's tied to new Windows versions in order to force upgrading. Based on everything that's been revealed of Windows 8 so far I have no desire to upgrade, and will likely not do so just because of some game. So, you either support older DX versions and support them well, which means that you can't optimize the engine for the new ones without basically maintaining two different versions, or you lose customers.

      On the other hand, new OpenGL versions depend on driver support, and its in the best interests of card manufacturers to not artificially limit it, as that would be shooting their own sales on the foot.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    51. Re:Direct3D can do better by mjwx · · Score: 1

      This article is based on Left4Dead 2, which use DirectX9. It's not relevant anymore. It's from years ago. Microsoft improved DirectX A LOT since then.

      Yes, now DirectX takes up even more memory, is even more unstable and I have even more version installed than ever before.

      PC Graphics have not improved since Crysis in 2007. The Technologies improved, maybe even DirectX but the developers have not. One of the big things MS has screwed up with Direct is is backwards compatibility, so a lot of Dev's are still doing Direct X 9 because going DX 10/11 only cuts out a lot of their potential market.

      Add the effects of Consolisation into this one and graphics will not improve unless there is a major change in the industry.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    52. Re:Direct3D can do better by GigaplexNZ · · Score: 1

      I believe the reference device is only installed when you have the DirectX SDK installed. The WARP software driver is faster but isn't present on XP or Vista (unless Vista has the platform update installed).

    53. Re:Direct3D can do better by GigaplexNZ · · Score: 1

      the.... Steam engine? Steam isn't an engine.

      Sure it is.

    54. Re:Direct3D can do better by GigaplexNZ · · Score: 1

      On the other hand, new OpenGL versions depend on driver support, and its in the best interests of card manufacturers to not artificially limit it, as that would be shooting their own sales on the foot.

      NVIDIA has a habit of crippling their OpenGL support on GeForce cards so they have a reason to sell Quadro hardware.

    55. Re:Direct3D can do better by X0563511 · · Score: 1

      Notice how Steam is capitalized like the proper noun that it is. Also note that "steam" is not an engine any more than "gasoline" isn't an engine, if you want to go with that definition of "engine."

      Jokes are supposed to be funny. That wasn't.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    56. Re:Direct3D can do better by Sir_Sri · · Score: 1

      It doesn't scale linearly. Well some engines do. Depends very much on your game. Different resolutions will have different bottlenecks.

    57. Re:Direct3D can do better by GigaplexNZ · · Score: 1

      Notice how Steam followed a series of periods (specifically from your comment)? You're technically correct about it being a proper noun, but on my phone at least, it would consider that a new sentence and auto-capitalise it even if it wasn't a proper noun. Also note that "steam engine" as a full phrase certainly is an engine.

      It was clear that they meant Source engine instead of Steam engine, they even used the correct term in the first sentence. Ergo, your comment was either unnecessarily pedantic or was a joke that also fell flat in the humour department. Considering your nitpick attack on my obvious (but supposedly poor) attempt of humour, I'm going to side with unnecessary pedantry.

    58. Re:Direct3D can do better by Mal-2 · · Score: 1

      I wasn't saying that upgrading has no cost. I was only refuting the assertion that upgrading three machines means buying three copies.

      --
      How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
    59. Re:Direct3D can do better by bluescrn · · Score: 1

      Oops, that should have read: 'And it's more significantly the GPU often rendering a few *behind* the CPU.' (CPU running ahead, filling up the GPU command buffer - GPU can often be a few frames behind, introducing fairly noticable latency)

    60. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      I'm running at 105Hz, thank your very much, you insensitive clod!
      Hint: no LCD crap.

    61. Re:Direct3D can do better by DMUTPeregrine · · Score: 1

      Or the whole "Linux has a 3d accelerated desktop and windows is only getting that with version 7 next year-ish" thing.

      --
      Not a sentence!
    62. Re:Direct3D can do better by silentcoder · · Score: 1

      Planck time is the smallest length of time it is physically possible to MEASURE, not the smallest that can EXIST.

      Things don't cease to exist just because they cannot be seen or measured. Half a planck time does exist and does pass - it would just not be possible with any physical apparatus to measure it.

      Some would argue that nothing can happen in LESS than a Planck time (for the same reason we cannot measure the time) but that doesn't mean the time doesn't exist, just that it's not ENOUGH time for anything involving energy or matter to happen in.

      Time is not a substance after all, and Planck never proposed that time is particulate (though that proposal goes back at least as far as the ancient Greek philosopher Xinu and his four paradoxes) .

      The debate isn't actually settled, right back in ancient Greece some philosophers argued time didn't exist and was an illusion, some modern physicists interpret quantum mechanics to come to the same conclusion: there is no such thing as time (while other quantum physicists have answered with a quantum probability form of time which WOULD exist)

      If we stick to the reference within which Max Planck himself calculated Planck time, that's essentially relativity with a very small bit of quantum mechanics mixed in - in the theoryset, time exists as a dimension of space, and dimensions do not have "smallest bits" as far as we know (well string theory says they might but quantum-loop theory contradicts it and since neither has any real proof yet I'm hedging my bets) - so there is no smallest amount of time that CAN pass, only the smallest we can measure.

      Disclaimer: IANAP just an armchair enthusiast, if I got some details wrong, please don't castrate me - but if you post a correction I would love to read it and learn something.

      --
      Unicode killed the ASCII-art *
    63. Re:Direct3D can do better by fractoid · · Score: 1

      Is the actual rendering work done the same under both? In the past I've often seen games that run under both OpenGL and DirectX just have a basic engine port for OpenGL and have all the cutting edge eye candy under DirectX - I'd be very surprised if that didn't run a bit slower given all the extra work it's doing.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    64. Re:Direct3D can do better by VGPowerlord · · Score: 1

      The strange part is that buying a 3-license upgrade only costs $26 more than the 1-license upgrade. So, even if you have 2 computers you want to upgrade...

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    65. Re:Direct3D can do better by Daniel+Phillips · · Score: 1

      The other issue becomes ease of development, if, for your team, directx is 5% slower, but 10% less development time required that might still be preferable.

      What makes you think OpenGL requires more development effort than DirectX? I would say the opposite is true, though the difference is small. The really big difference is, DirectX is only Windows and Xbox, while OpenGL is everywhere.

      --
      Have you got your LWN subscription yet?
    66. Re:Direct3D can do better by Khyber · · Score: 1

      "This experience lead to the question: why does an OpenGL version of our game run faster than Direct3D on Windows 7?"

      Fuck if I have to explain this again.

      OpenGL isn't as CPU-bound as DX is. Pure and fucking simple. DX has WAY more overhead, always has, always will.

      This is why Unreal Tournament would run like shit on a 233MHz PII with a 16MB TNT using DX, but ran like a dream using OpenGL or 3Dfx GLide on a 166MHz Pentium w/MMX.

      It won't change. You might as well make my post a permanent addition to a slashdot knowledgebase.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    67. Re:Direct3D can do better by Khyber · · Score: 1

      "Sorry, I measure my own cars performance in flips per second "

      So you drive one of those top-heavy SUVs? ;)

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    68. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      You can actually run at vsync without practically any latency if you structure your engine for predictable (low) latency from the start. Unfortunately that means synchronizing the pipeline more often (eg once per frame) which reduces concurrency and inevitably wastes some performance. Since developers seem to care more about framerate than latency, they generally do the opposite and might even introduce additional latencies in the pipeline on purpose (beyond what you'd get without explicit synchronization) to improve concurrency. The result is an laggy mess, but looks impressive on paper until you actually try to play.

    69. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      There is, sort of.

      If you're having this issue with titles you play regularly, try turning off triple-buffering in your drivers control panel. Without that extra buffer the system can only render the next frame in sequence; as well as reducing the apparent mouse lag substantially this can also help relieve motion sickness stemming from the same lag between input and response. The catch is that if the system isn't powerful enough to maintain a stable framerate without TB enabled, you could see your framerate drop to 30 unless you disable vsync.

    70. Re:Direct3D can do better by Sir_Sri · · Score: 1

      to quote myself

      for your team

      DirectX is a lot easier to get everything set up and is generally easier for games, and worse for any other 3D application than OpenGl. Directx is usually quicker out of the gate to support new features, which means it's 'easier' to just use directx if you want to support those things. OpenGl is perfectly viable, if it wasn't the PS3 would have long died. But there's a reason most of us use DirectX for games: it's actually pretty good for games. Documentation, guides, sample code, ease of understanding and so on.

    71. Re:Direct3D can do better by Daniel+Phillips · · Score: 1

      DirectX is a lot easier to get everything set up and is generally easier for games...

      Compelte rubbish. There are multiple ways to get OpenGL up with a 200-300 lines overhead. Not speculating, I've done it multiple ways. If any programer would describe this as "not easy" I would make sure they stay far away from any project of mine.

      --
      Have you got your LWN subscription yet?
    72. Re:Direct3D can do better by tolkienfan · · Score: 1

      At 250 fps a frame is generated every 4ms.
      If you can generate a frame in 4ms, you can do other processing for 12+ms and still have the next frame ready to achieve 60fps.
      Not sure what you mean by linear in this context.

    73. Re:Direct3D can do better by kiddygrinder · · Score: 1

      sorry, my point was i would be spending money for no reason, each pc does exactly the same thing as the other, though i do miss the snap window when i'm not on my windows 7 box.

      --
      This is a joke. I am joking. Joke joke joke.
    74. Re:Direct3D can do better by Richard+Dick+Head · · Score: 1

      Haha, now there is a diehard Wolf:ET fan.

      Seriously, high FPS is important cause when I'm in the zone, I can point and already be firing before I'm necessarily consciously aware of it. Twitch fire does not adhere to the 60 fps rule

    75. Re:Direct3D can do better by Anonymous Coward · · Score: 0

      There should be other ways to solve them, to ensure that input is processed and the results displayed in 1-2/60ths of a second.

      I'm pretty sure most modern games spin the input into its own thread now that isn't limited to the graphics rendering fps. Input should be processed as soon as it arrives in just about all of them.

  3. valve just doesnt' like windows8 for the app store by Anonymous Coward · · Score: 5, Insightful

    because it makes steam obsolete.

  4. Dupe. by Urza9814 · · Score: 4, Informative
    1. Re:Dupe. by djlemma · · Score: 0

      Came here to post exactly the same thing. TFA in this submission even links to TFA from the submission this morning.

    2. Re:Dupe. by nschubach · · Score: 4, Insightful

      Being the submitter of the article from this morning, I think it raises another topic of conversation. Whether or not that deserves another story, or a thread on the other submitted story, I'll leave to the crowd to decide.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    3. Re:Dupe. by Anonymous Coward · · Score: 0

      Came here to post exactly the same thing.

      Dupe!

  5. Tonight's article... by Anonymous Coward · · Score: 2, Funny

    Since we've jumped from the performance revealed article this morning to the time to bury Direct X article this afternoon, I can only assume tonight's article will be about "doing away with the legacy OpenGL."

    1. Re:Tonight's article... by binarylarry · · Score: 1

      That would actually be an interesting article.

      Legacy OpenGL hardware can be a pain in the ass to support. You want to use shaders and all the latest OpenGL features but you can't because 90% of your user base is still using some old ass version of OpenGL.

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. Re:Tonight's article... by bill_mcgonigle · · Score: 2

      You want to use shaders and all the latest OpenGL features but you can't because 90% of your user base is still using some old ass version of OpenGL.

      Isn't that the point of the Mesa3D/Gallium3D stack - to use hardware where it's available and fall back to software (or skip features) where it's not?

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
    3. Re:Tonight's article... by djlemma · · Score: 1

      By the weekend we'll be talking wistfully about the good 'ol days when we used to look at 2D images on monitors instead of having alternate realities streamed directly into our brains...

    4. Re:Tonight's article... by jedidiah · · Score: 1

      ...or better yet just some old and cheap video card.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    5. Re:Tonight's article... by santiagoanders · · Score: 2

      Gallium is freaking awesome. When I switched to the open source video drivers and Gallium I was able to run Compiz with one Nvidia card and one AMD card simultaneously. Simultaneous lovin'

      --
      "There can be little doubt that union activities lead to continuous and progressive inflation." F. A. Hayek
    6. Re:Tonight's article... by Anonymous Coward · · Score: 0

      why is it not possible to do something like 'requires directx 10'?

    7. Re:Tonight's article... by spauldo · · Score: 1

      Graphics cards generally keep up to date with the version of DirectX available for the time. If you buy a modern video card when the current version of Windows supports DirectX 10, for instance, that's probably what the video card supports. That makes it generally pretty easy to know what your card is capable of.

      OpenGL isn't like that. It moves on its own, and the standardization is closer to that of programming languages, where the standards are based on existing extensions (i.e. if NVidia comes up with a cool OpenGL extension, and it's popular, it may become part of the OpenGL standard*). The version numbers and available extensions don't fit neatly into a single integer.

      DirectX requires that the driver supports certain features, and the video card Manufacturer can implement some of those in software. That means you can use cheaper cards and do software rendering to support a certain version of DirectX. You can do the same with OpenGL, but since there's no real target to aim for (like DirectX 11, for instance), you get whatever the video card manufacturer decides to include in their driver.

      * Granted, this is somewhat true of DirectX as well - Microsoft doesn't just pull the requirements for a new DirectX version out of their asses. The difference is that there's no standards body to work with - cards must do X to be certified compatible.

      --
      Those who can't do, teach. Those who can't teach either, do tech support.
    8. Re:Tonight's article... by binarylarry · · Score: 1

      Technically all opengl implementations are supposed to fallback to software when features are unsupported in hardware.

      --
      Mod me down, my New Earth Global Warmingist friends!
    9. Re:Tonight's article... by Anonymous Coward · · Score: 0

      That's a nice thing about OpenGL. It comes with the driver. And since both graphics cards and OpenGL keep feature parity with DirectX it means that if the hardware is sufficient for the features you're trying to use then so's the OpenGL.

      From personal experience, it's DirectX that's the pain in the ass when trying to support legacy hardware.

    10. Re:Tonight's article... by mikael · · Score: 1

      Lot of people wanted to upgrade our hardware in the past. But around 2005 or so, the graphics card vendors decided to throw away all AGP support and move onto PCIx for graphics board sockets. Users who were used to upgrading their system every year or two with a new graphics card for around $500 were unable to do so, even when they had the money. Buy a new rig just so they could get "geometry shaders" wasn't justifiable in recession times.

      This also applied to laptops as well. A laptop with half the performance of a similar graphics card will end up costing twice as much or even more. Just to get a laptop with the same performance as a desktop, and you are looking at l33t gam3r prices. For a desktop system that costs $1500, then a laptop with the similar capabilities (+16" screen) costs around $3000. Add a performance GPU, thats another $1000 for the laptop.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    11. Re:Tonight's article... by mikael · · Score: 1

      It was in theory, but a software implementation of OpenGL is always a magnitude slower that the hardware version. There wouldn't be any advantage to using hardware otherwise. The CPU only has eight hyperthreads per core, while the GPU is going to have hundreds per core, and then any number of GPU cores on top of that, on top of texture caching, hardware texture decompression, private memory space. Throw "shaders" on top of that (little matrix-vector programs that do texture loopup, lighting equations, and geometry transformation), dozens being used every frame, and the software can't really keep up.

      In the past, you'd see dozens of Linux users asking why their games were being rendered so slow, only to be told to delete the software version of OpenGL.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    12. Re:Tonight's article... by gewalker · · Score: 1

      But you can also use for $4000 laptap to toast broad (and nuts).

    13. Re:Tonight's article... by gewalker · · Score: 1

      But you can also use the $4000 laptap to toast bread (and nuts).

      Clearly, I need more sleep.

    14. Re:Tonight's article... by Altrag · · Score: 1

      There's something very wrong with the driver selection if deleting the software version actually accomplishes anything.. Software should be the fallback if the hardware doesn't exist (or isn't capable, on a function-by-function basis), not the other way around. Deleting the software drivers should, at best, throw missing library errors at you.

      Not that I know anything about the Linux OGL implementation specifically.. that's just how it should work in general under any implementation. If its using software when hardware is available, its doing it wrong.

    15. Re:Tonight's article... by bill_mcgonigle · · Score: 1

      In the past, you'd see dozens of Linux users asking why their games were being rendered so slow, only to be told to delete the software version of OpenGL.

      That was definitely true a decade ago when Mesa 3D hardware support was limited to a few VoodooFX cards. Are you sure that's true today with Gallium3D support in Mesa (since c. 2007)?

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
    16. Re:Tonight's article... by TheRaven64 · · Score: 1

      It was the point of both OpenGL and Direct3D, but it's largely deemphasised now because GPUs are really fast. If you compare an early GeForce to something like a TNT with a decent CPU, there wasn't a huge amount of benefit from doing the transform and lighting in hardware, because a decent CPU could do it almost as fast. Even things like texturing were faster in hardware, but an optimised software implementation was just about usable. A modern GPU, however, is a highly programmable stream processor. Your GPU code is just a load of little programs, with very few branches, that run multiple instances in parallel and stream massive amounts of data. Your CPU is a processor optimised for running a single program or a small group of (often totally independent) programs with lots of branches and a memory access pattern optimised for locality of reference. The latter is a big issue: CPUs expect memory that you've just used to be used again, so they have lots of cache, GPUs don't so they have small buffers and stream GBs of data from memory, through a shader program, and back out to memory again.

      This means that a software implementation is almost always unusably slow. There is also the problem that modern GPUs and CPUs have entirely different memory and communicate over a PCIe bus. The bus speed usually doesn't matter: you copy a load of data to VRAM at program start and then just reference it. Even the shader code is often copied across into a big code buffer and you just launch it by passing a few pointers across the bus. If you use CPU fallback, then you're having to move large amounts of data from the GPU to the CPU and back again. This can be so expensive that it's often faster to use a pure-CPU implementation than a mixed CPU-GPU one. And the pure-CPU implementation is much too slow for modern games.

      DirectX, as of version 10 (I think, possibly earlier) removed the emulation paths and your card must support the baseline for the current DirectX version entirely or you can't run games designed for that version at all. Previous versions had a load of feature test bits that let check if bits were implemented in hardware or software and disable some code paths if not. OpenGL has a similar baseline, but also has an extension mechanism, so you can query whether the hardware supports some features and enable extra features if it does.

      --
      I am TheRaven on Soylent News
    17. Re:Tonight's article... by Anonymous Coward · · Score: 0

      No, OpenGL (Mesa to Opengl like Linux to POSIX is only similar not the real thing) mandates that if an implementation claims to support something (such as saying, that it supports OpenGL 4.1), then it has to support it even if it requires to use software rendering, it's essentially there so that low end hardware can claim (and use) full OpenGL but actually not have the full silicone implementation. In real life people usually query existance of needed extensions but OpenGL vendors being the asses they are, they often lie, Mesa is quite good at that, btw. Less than a year ago they didn't even support OpenGL 2.1 or 2.2 (which they claimed) fully yet but had few random features of OpenGL 3.x for shit and giggles.

    18. Re:Tonight's article... by Anonymous Coward · · Score: 0

      That was the recommended course of action when trying to install nVidia blobs over MesaGL and nouveau drivers. Ultimately, with Fedora 15 upwards, it became impossible to
      support legacy nVidia graphics cards because the kernel did the actual memory mapping
      of video memory, thereby locking out the graphics driver.

      Other recommended actions were to blacklist various drivers from accessing memory.

  6. The Source DX engine is old by Anonymous Coward · · Score: 1, Interesting

    If L4D2 was using the latest DX11.1 implementation and the latest technique, I'm not so sure it would be faster on OpenGL.

    1. Re:The Source DX engine is old by Anonymous Coward · · Score: 1, Interesting

      This. The lack of version numbers in the blog post leads me to believe they are benchmarking with DirectX 9.0c. Well congratulations open source guys, you beat an API 8 years later.

    2. Re:The Source DX engine is old by Dunge · · Score: 0

      I've read this news like 10 times today, and every time I replied something like this (most of the time ignorant people disagreed). This should be explained in the main article. DirectX 10/11 is much improved over OpenGL.

    3. Re:The Source DX engine is old by Anonymous Coward · · Score: 0

      What makes you think this? I'd think it would be slower, due to increased overhead and API bloat. New DirectX features nearly always cutting-edge eyecandy that arent what I would call "fast" (And would certainly do very little to speed up an older game).

      The point of this whole story is that DirectX forces a "one size fits all" framework, while OpenGL allows for greater flexibility and more efficiency. This is also why openGL is huge in the portable/smartphone world.

    4. Re:The Source DX engine is old by Baloroth · · Score: 4, Informative

      If L4D2 was using the latest DX11.1 implementation and the latest technique, I'm not so sure it would be faster on OpenGL.

      That's really not true. Google for performance of DX11 vs DX9: in many cases, DX11 is actually slower (20% slower or so seems to be the trend). Crysis 2, Dragon Age 2, Lost Planet 2: all slower in DX11. A lot of this is the fact that they are simply tacking on DX11 features, since they have to support DX9 for legacy hardware and OSes (which Source definitely would), but DX11 is not necessarily faster simply because it is newer. Indeed, it is often slower because of that: graphics card support for it is no-where near as good as it is for DX9.0c.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    5. Re:The Source DX engine is old by Dunge · · Score: 0

      > New DirectX features nearly always cutting-edge eyecandy that arent what I would call "fast" (And would certainly do very little to speed up an older game). Did you actually read a bit? The biggest new feature of DirectX10/11 is multithreading and using shaders for everything, and yes the main reason to do that is for better performance.

    6. Re:The Source DX engine is old by Anonymous Coward · · Score: 1

      You give examples all which enable a slew of detail elements but ignore WoW which does not and adds 20%-30% performance, both in light and heavy (raid) situations.

    7. Re:The Source DX engine is old by Anonymous Coward · · Score: 1

      Those games are slower on DX11 because they add graphics features which have a steep performance penalty. Look at World of Warcraft which renders the exact same (low-poly) graphics either on DX9 or DX11. DX11 offers 30% performance increase on exact same hardware just by switching the API.

      So if L4D2 would be ported to DX11 without adding a single bell or whistle, it would run faster - probably in the ballpark of 20-30%. DX9 has some horrible inefficiencies and you have to resort to terrible hacks to get good multithreaded performance with it. DX11 fixes all that.

      Note that DX11 API does not even need DX11 hardware if all you care about is the efficiency of the API. DX11 offers "feature levels" - ability to program the application to target multiple hardware configurations. You are able to program a "DX9 hardware level" 3D app with DX11 that will run on museum-grade Shader Model 3.0 DX9 cards just fine.

      The only reasons games are still often sticking to old crappy DX9 API is because DX11 API isn't available on XP and major game projects take 3-4 years; it would've been risky to make a call for DX11-only project that long ago. Thankfully it is looking better each month and I'd say most Windows games have moved to DX11 API in the next 12 months. They might still also run on older DX9 and DX10 hardware, thanks to the "feature levels", but they will no longer support XP and the old DX9 API.

  7. 20% difference is too large by js3 · · Score: 2

    I'm a bit skeptical about these numbers..

    --
    did you forget to take your meds?
    1. Re:20% difference is too large by Anonymous Coward · · Score: 0

      It is rather an odd announcement. There is no reason to something like this before it is ready for alpha testing. Except maybe they wanted to serve notice to a large software concern in the Northwest US? This will be "forgotten" in a day or two except of course the occasional Slashdot Flashback. (now with less LSD!)

    2. Re:20% difference is too large by Anonymous Coward · · Score: 1

      > Slashdot Flashback

      Is that what we're calling dupes now?

    3. Re:20% difference is too large by Anonymous Coward · · Score: 0

      Correct. After applying what they learned porting to Linux, they raised the Windows numbers from 270 to 303 fps, so it's really only a 4% difference.
      And 4% isn't worth writing an article about.

      Besides, this is 4% on an Intel Core i7 3930k, an NVIDIA GeForce GTX 680, and 32 GB RAM.

      What everyone really wants to know: What's the difference on an i3, a more reasonably priced card like a GT 640, and somewhere around 4-8GB of RAM?

    4. Re:20% difference is too large by Anonymous Coward · · Score: 0

      Frames per second isn't a linear measurement and as becomes more and more useless the higher it is. The time difference between 270.6ps and 315 fps is (1000/270.6)-(1000/315.0) ~= 0.5 milliseconds, hardly worth mentioning.

      But anyway, IMO it's still a good thing that Linux appears to be on par with Windows performance when it comes to 3D acceleration.

    5. Re:20% difference is too large by Anonymous Coward · · Score: 0

      You're not alone:

      315/270.6 = 1.164

    6. Re:20% difference is too large by Cinder6 · · Score: 1

      More interesting would be comparing DX11 to the current OpenGL offering, rather than DX9.

      --
      If you can't convince them, convict them.
    7. Re:20% difference is too large by Sam+H · · Score: 4, Insightful

      A 0.5-millisecond difference in a 3.6-millisecond frame time is “hardly worth mentioning”? You know, people get paid a lot to find out how to gain those 0.5 milliseconds in a 33-millisecond frame time.

      --
      God, root, what is difference ?
    8. Re:20% difference is too large by Barefoot+Monkey · · Score: 1

      20% is half a millisecond. That's nothing. It could easily come from something unrelated to graphics - a different allocator, scheduler, etc. You can't look at this and reasonably conclude that either graphics system is better than the other. All you can say is that neither performed considerably worse than the other in this case. Regardless of whether OpenGL is better than DirectX, they have determined that Linux+OpenGL is a feasible target platform for at least one hardware setup.

    9. Re:20% difference is too large by Creepy · · Score: 1

      Remember, you're talking about alpha drivers and also that this test is entirely rigged in favor of Direct3D down to the hardware - the GeForce GTX 680 is optimized for DirectX (the OpenGL optimized cards are generally about a year behind and under the Quadro brand). The processor and memory are probably intentionally set high to prevent processor and memory bound performance metrics. That means only the OS/driver and the card should impact performance.

    10. Re:20% difference is too large by bloodhawk · · Score: 0

      Valve isn't really interested in comparing performance, they are out to protect their platform and badmouth MS as much as they can. If D11 showed such a difference you can be certain they would have used that rather than DX9 for the numbers.

    11. Re:20% difference is too large by Jah-Wren+Ryel · · Score: 1

      Somewhere in the original blog post or follow-up comments the point was made that after learning from their linux work valve went back and bumped the windows version up to ~305 fps, significantly narrowing the divide.

      --
      When information is power, privacy is freedom.
    12. Re:20% difference is too large by Anonymous Coward · · Score: 0

      And people get paid to be fucked in the ass. Should everyone put this as their top priority?

    13. Re:20% difference is too large by woodhouse · · Score: 3, Interesting

      I'm one of the people who get paid a lot of money to find 0.5ms gains, and yes, in this case it's hardly worth mentioning. Differences in frame time when you're sub 4ms really are not significant and are likely to be due to any number of bottlnecks which are unlikely to be present at more realistic framerates (when people like me might be more likely to care).

      There's no indication here about hardware, drivers, or any number of external factors here. This is purely Valve having another dig at Microsoft in the press, because Win8 threatens their business model. There's a lot of smart people working at Valve. I'd expect better of them.

    14. Re:20% difference is too large by Anonymous Coward · · Score: 0

      And people get paid to be fucked in the ass. Should everyone put this as their top priority?

      I believe this is called the prisoner's dilemma. It has been shown that the tit for tat strategy is most beneficial so the best strategy would be to only put "getting fucked in the ass" as a top priority if you had previously fucked someone in the ass.

    15. Re:20% difference is too large by Barefoot+Monkey · · Score: 1

      At 33 milliseconds, shaving off 0.5 milliseconds is useful only if you can do it 13 times, because the cumulative effect adds up to 7.5ms, which pushes your interval below the 16 2/3 ms time budget and flips your performance from "bad" to "good". There's a huge difference between meeting your budget and missing it. Lots of little differences that add up to a lot can be significant. 0.5 millisecond total difference when your budget is aleady met anyway is hardly worth mentioning.

    16. Re:20% difference is too large by Anonymous Coward · · Score: 0

      This is purely Valve having another dig at Microsoft in the press, because Win8 threatens their business model. There's a lot of smart people working at Valve. I'd expect better of them.

      In what way would you expect "better"? Do you mean that their strategy is likely to be ineffective? I doubt that digging at Microsoft is the only thing they're doing to respond to the threat. It's hard to assess the overall strategy without knowing all the details.

    17. Re:20% difference is too large by Qwertie · · Score: 1

      There's no indication here about hardware, drivers, or any number of external factors here. This is purely Valve having another dig at Microsoft in the press

      I think Valve's main point was that they started with 6 FPS on Linux and are now over 300. I really think their main purpose was to show that their porting effort to Linux/OpenGL is a complete success, there's no need to discuss benchmarking hardware just to tell us that their work is going well. The "dig at Microsoft" you speak of is just editorializing by Slashdot ("MrSeb").

  8. Why is Direct3D still the de facto API? by medv4380 · · Score: 3, Interesting

    Because MS makes Windows and bundle their API with it of course.
    Besides that most, if not all, of my console games are OpenGL not DirectX.

    1. Re:Why is Direct3D still the de facto API? by Anonymous Coward · · Score: 0

      Noob question : xbox360 games does not use DirectX ?

      tx!

    2. Re:Why is Direct3D still the de facto API? by medv4380 · · Score: 3, Interesting
      I said

      most, if not all, of my console games are OpenGL not DirectX.

      I don't have a 360 so unless Sony, or Nintendo whet all Sega Level of Crazy and Licensed Windows CE I don't think they would permit DirectX code on their systems.

    3. Re:Why is Direct3D still the de facto API? by Desler · · Score: 4, Informative

      Besides that most, if not all, of my console games are OpenGL not DirectX.

      Not if your console is a Wii or a PS3 since everyone uses the vendor supplied graphics API. On the PS3 this is PSGL which while smilar to OpenGL ES 1.0 is not OpenGL and is instead based on Cg created by NVIDIA. On the Wii this is another proprietary API that is similar to fixed function OpenGL but is again not OpenGL.

    4. Re:Why is Direct3D still the de facto API? by Anonymous Coward · · Score: 0

      The Dreamcast ran Windows CE (and no, that's not the reason why it failed).

    5. Re:Why is Direct3D still the de facto API? by Desler · · Score: 1

      Yes and what you said was wrong. No PS3 games other than toys use the OpenGL wrapper since it's dog slow.

    6. Re:Why is Direct3D still the de facto API? by Sam+H · · Score: 1

      Are you referring to the PS3, and if not, what console is that? Do you really know how many of your games actually use OpenGL?

      --
      God, root, what is difference ?
    7. Re:Why is Direct3D still the de facto API? by Desler · · Score: 1

      No, he's just someone who saw someone else say that the PS3 and Wii used OpenGL when that isn't really the case.

    8. Re:Why is Direct3D still the de facto API? by UnknownSoldier · · Score: 5, Interesting

      > On the PS3 this is PSGL
      Technically the PS3 supports _2_ graphics API: CGM and PSGL. I don't know of any games that have actually shipped with PSGL. (Almost?) Everyone uses the lower level CGM for performance reasons, even though it is more work.

      > On the Wii this is another proprietary API that is similar to fixed function OpenGL but is again not OpenGL.
      Correct. The native API on the Wii is GX.

      I implemented OpenGL on the Wii a years back and shipped a couple of games with it. (We also had a shipping OpenGL implementation on the PS2!) The design of the GX is very, very, similar to OpenGL.

      The biggest PITA is that the Wii only has 1/2 pixel shaders. You have multi-texture support via TEVs and can do some pixel math but it is very tedious, say for shadow mapping.

      On the plus side the biggest hack is you can get 32-bit palettized (8-bit) textures if you burn through 2 TEVs ;-)

    9. Re:Why is Direct3D still the de facto API? by Desler · · Score: 1

      Yep, I misspoke as I meant CGM. I get the two confused often. Either way, no one uses OpenGL no one PS3 because it is dog slow.

    10. Re:Why is Direct3D still the de facto API? by medv4380 · · Score: 1

      They actually use subsets of OpenGL. A customized OpenGL ES to be precise. So they do in fact use OpenGL just not a 100% fully implemented OpenGL 3.0 API. In other words you're nit picking.

    11. Re:Why is Direct3D still the de facto API? by medv4380 · · Score: 1

      Only a few Games actually used Windows CE on the Dreamcast. I'd say that MS getting their initial experience on Console Systems through Sega did help in pushing them out of the market, but their internal fighting between Sega of America and Sega of Japan did more harm than anyone else could have.

    12. Re:Why is Direct3D still the de facto API? by Sam+H · · Score: 0

      No they don’t. The PS3 provides a stripped-down OpenGL ES for testing purposes but almost no one uses it except hobbyists or indie devs. And you can certainly guess how many hobbyists and indie devs there are who can afford targeting the PS3.

      Most PS3 games use libgcm, Sony’s own graphics library for the RSX, which actually has a very Direct3D-like API. Source: if I told you, they’d have to kill me.

      --
      God, root, what is difference ?
    13. Re:Why is Direct3D still the de facto API? by X0563511 · · Score: 1

      No shit, why do you think he said "all Sega Level of Crazy and Licensed Windows CE" then?

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    14. Re:Why is Direct3D still the de facto API? by X0563511 · · Score: 1

      Why do they all insist on reinventing wheels? Why the hell don't they just use OpenGL? If there are shortcomings with it, put in some freaking extensions or work with the OpenGL guys.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    15. Re:Why is Direct3D still the de facto API? by Desler · · Score: 1

      No they don't. Again, just because you heard someone repeat this falsity does not make it true. Have you ever actually programmed for either console?

    16. Re:Why is Direct3D still the de facto API? by VortexCortex · · Score: 1

      Why do they all insist on reinventing wheels? Why the hell don't they just use OpenGL? If there are shortcomings with it, put in some freaking extensions or work with the OpenGL guys.

      Vendor Lock In.

  9. It's about time by sa666_666 · · Score: 5, Insightful

    I don't think anyone ever reasonably stated that Linux wasn't efficient, or that OpenGL wasn't adequate compared to Direct3D. Or maybe they did, but it wasn't factual. A properly configured Linux system has been faster than Windows for some time, at least for the past few years. The main problem with Linux has always been the lack of polish and presentation to the general public. The pieces have always been there, it's just been very fragile. Maybe now that someone is stepping up to the plate, Linux can receive what it's needed all along: better marketing and polishing. IMHO, it hasn't been large technical issues keeping Linux back. The technology is sound, and has been for quite some time.

    1. Re:It's about time by jellomizer · · Score: 3, Insightful

      Assuming that you have the drivers you need.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    2. Re:It's about time by Bill,+Shooter+of+Bul · · Score: 0

      I'm pretty sure people have said that the graphics drivers on Linux weren't decent. And there usually right about that. The true miracle here is that there is apparently one driver for linux that's pretty good.

      --
      Well.. maybe. Or Maybe not. But Definitely not sort of.
    3. Re:It's about time by Anonymous Coward · · Score: 0

      Maybe now that someone is stepping up to the plate, Linux can receive what it's needed all along: better marketing and polishing.

      you mean ubuntu and canonical?

      yeah, everybody* hates them now. they got too popular and then had the audacity to invent their own "dumbed down" UI for the general public.

      *and by everybody, I mean the hardcore linux fanboys who enjoy their exclusive club. simultaniously deriding people for not using their OS (let's be honest, their DISTRO) of choice, yet not -really- wanting grandmas and 12 year olds anywhere near their hallowed cyber footprint.

    4. Re:It's about time by Bengie · · Score: 2

      Too bad OpenGL doesn't support multiple threads(does on the back-end but not the front-end). This will eventually cause a huge bottleneck once games starts making use of multiple cores.

      A prime example is Civ5. DX9/10can use about 6 cores of a 12core cpu. DX11 mode can make use of a bit over 11 cores and almost doubles the FPS. Entirely because a single core can only feed so many commands to the GPU. Once your hit that limit, you will not be able to increase your FPS without ether reducing the numbers of commands(reducing quality) or increasing the number of cores/threads.

      First step first. Lets get Linux as a decent gaming platform, then worry about pretty colors.

    5. Re:It's about time by Hatta · · Score: 2

      I don't think anyone ever reasonably stated that Linux wasn't efficient

      Every time you turn around someone is saying that X11 is bloated and obsolete. This proves that incorrect. Notably, they were able to get better performance out of X11 than Windows without sacrificing network transparency. Someone should tell that to the Wayland guys.

      --
      Give me Classic Slashdot or give me death!
    6. Re:It's about time by Anonymous Coward · · Score: 0

      Maybe the Wayland guys meant about ugly APIs when said bloatedness.

    7. Re:It's about time by Anonymous Coward · · Score: 1

      Linux is dominating in pretty much every market except for the dumb people who can only point at a screen and grunt market (obviously MS agrees, hence win8 UI).

      As a never forced to use windows guy, using *nix since the '80s and linux since '93, I for one don't want linux or any *nix to be successful in THAT market. Let the idiots have their special OS.

      "windows, the OS for those who ride on the short bus."

      "windows, because your just a little bit special"

    8. Re:It's about time by FranTaylor · · Score: 0

      This will eventually cause a huge bottleneck once games starts making use of multiple cores..

      You're aware that adding thread safety SLOWS DOWN software and makes it LESS EFFICIENT, right???

      The place to ensure thread safety is in the application, which is perfectly capable of scheduling updates to non-threaded code, much more efficiently!

    9. Re:It's about time by steelfood · · Score: 2, Interesting

      That's part of the polish. Driver availability and stability all contributes to the OS experience. Yes, it's not trivial to write your own if it isn't provided by the manufacturer.

      But the very act of having to go search online is just as annoying whether for a driver or for a piece of software that does what you want done.

      It's all a part of the polish.

      --
      "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
    10. Re:It's about time by jmerlin · · Score: 1

      Are you sure? I'm quite positive a single core right now can produce data more quickly on any BUS in your system than the hardware on the other end can process if all it does is send data. So having a single thread responsible for sending data/commands as its only job shouldn't be a bottleneck to what the hardware can handle. I'd expect that DX just does this for you in its usermode driver so you don't have to think about the "super hard, complex code" that is involved with handling a threaded queue. The same can likely easily be done in OpenGL if it isn't already in modern engines or in some library I can't be bothered to look up.

    11. Re:It's about time by Yunzil · · Score: 1

      No, they said they got better performance out of OpenGL. X is still a bloated, obsolete piece of shit.

    12. Re:It's about time by Anonymous Coward · · Score: 0

      X11 is doing nothing but providing a pointer to a memory location for pixels. The performance of those games is not in any way related to how bloated or not X11 is.

    13. Re:It's about time by fsterman · · Score: 1

      And by "general public" I assume you mean "anyone who isn't a Linux hacker" - you know, the majority of web developers. Don't get me wrong, I 3 Linux, I'm just tired of everyone assuming that they need to dumb Linux down when it only needs to make it more accessible.

      If you are an expert at something, it all seems very obvious. Sadly, the people in charge of the Linux UI etc are all experts and override everything we say.

      --
      Is there anything better than clicking through Microsoft ads on Slashdot?
    14. Re:It's about time by Anonymous Coward · · Score: 0

      Except you are fucking wrong

    15. Re:It's about time by Anonymous Coward · · Score: 0

      Usually OSS supports more hardware out of the box...Windows builds usually require hunting for drivers at Taiwanese sites. Debian has only failed me on out-of-box networking once, whereas Windows almost always does, even with common chipsets like Realtek or even Intel.

    16. Re:It's about time by Anonymous Coward · · Score: 0

      Do you mean to tell me that all those supercomputer people over at www.top500.org with their trillion dollar hardware and thousands of processors per machine, are not fibbing? They aren't really just a bunch of microsoft haters? 95% of the 500 fastest supercomputers in the world are all running Linux and its not just some kind of accident, or they can't afford microsoft licensing? That stuff microsoft research published about windows needing 237 machine cycles to do a context switch when Linux can do it in 29. You mean that's true too? I suppose the next thing is that since Linux can deal with 20,000 processors in the most efficient way possible in a supercomputer, its able to deal with 2 arm processors in the most efficient way possible in a smart phone. That sounds like microsoft hater talk to me.

    17. Re:It's about time by Anonymous Coward · · Score: 0

      Gave OpenSuse a try! Installed it on my desktop and am truly impressed. Yes, I have Fedora, *Ubuntu and #! Linux boxes as well, but OpenSUSE seems the more grown-up and polished.

      Some configuration is clicky-clicky, but that aside, the experience is one of a complete OS.

    18. Re:It's about time by CODiNE · · Score: 1

      I've put Ubuntu on a few people's laptops when requested, they were sick of Windows and wanted a different OS.

      All of them got killed by the software updates. It would inevitably happen that either the video card driver (binary blob) would no longer work when the kernel was updated or something weird like the trackpad would stop working after an update.

      Dependency issues are a real problem. Sure I could google around and fix things from the command line but it's not ready for general public consumption unless it has a very well supported hardware configuration. Even thing some small package way down in the dependency chain can change an argument flag and screw up other things.

      --
      Cwm, fjord-bank glyphs vext quiz
    19. Re:It's about time by Anonymous Coward · · Score: 0

      > "The main problem with Linux has always been the lack of polish and presentation to the general public"

      My girlfriend used to run Window on her laptop, when the laptop broke (had to replace harddrive) I installed Linux on it instead. There was some questions about how and why she couldnt run window programs on it, and a few about the looks but really not as many as I would exspect. She was fine with it since her favorit game was running on Linux.

      Now 6 months later, still using Linux, she points out that it is much more stable the her windows ever was. She reads on the net about how to install linux applications using shell, etc.

      So too turn a Windows user to a Linux user, that starts to digg around abit herself took 6 months.

      We going to buy a tower pc soon, she asked if we should buy one running Linux.

    20. Re:It's about time by Anonymous Coward · · Score: 0

      "I don't think anyone ever reasonably stated that Linux wasn't efficient, or that OpenGL wasn't adequate compared to Direct3D. Or maybe they did, but it wasn't factual. A properly configured Linux system has been faster than Windows for some time, at least for the past few years. The main problem with Linux has always been the lack of polish and presentation to the general public"

      Bull. The entire graphics stack was, and still is, a mess. The driver stability / features / kernel ABI situation is still a mess (although often a better plug-and-play user experience than on Windows). The problems are theoretically solved for the most part, but very few drivers actually implement the new stack as imagined.

    21. Re:It's about time by Anonymous Coward · · Score: 0

      Driver stability is rather more fundamental, than polish, don't you think?

    22. Re:It's about time by Bengie · · Score: 1

      DX11 allows multiple cores to communicate with the GPU using a mostly lockless setup. It uses command queues. Each thread gets its own queue and the application registers the command queue with the context. When the main context threads pushes data(context switching), the drivers read from the other queues with no locking(no context switching).

      This dramatically reduces context switching and allows the GPU hardware to pull the data and not the CPU to push the data. Very little locking overhead and scales nearly linearly up into the 16 cores/threads area. When 16 cores starts to become a bottleneck for video-games pushing graphics commands, then we can start to worry about an even better design.

      I know AMD was looking into an event-based system where every program can register an arbitrary amount of queues and almost completely removes all CPU pushing data and lets the GPU pull data in an epoll/kqueue style manner. This would also be coupled with the GPU understanding and enforcing protected memory and working with the same memory addresses as the CPU. This makes it really easy to just pass pointers around as you don't need to translate the pointers for different memory spaces. AMD is working on this system for OpenSource and wants it to be part of Linux. w00t!

      Warning: it has been a few years since I've read up on this info and could be slightly off, but the general ideas apply.

    23. Re:It's about time by fnj · · Score: 1

      OpenGL bypasses X11 and uses the DRI driver, but your point is absolutely valid. X11 is not a bottleneck at all, and is far superior to the graphics system in Windows or Mac. What impresses me is that while glxgears when run over the network is (of course) slow, it _works_ seamlessly.

    24. Re:It's about time by Anonymous Coward · · Score: 0

      But the very act of having to go search online is just as annoying whether for a driver or for a piece of software that does what you want done.

      So you're saying Windows needs some polish, huh? :'>

    25. Re:It's about time by badkarmadayaccount · · Score: 1

      Amen brother. Funny how "power user" KDE is more similar to Win7 and quicker to get up to speed with, than GNOME spawn?

      --
      I know tobacco is bad for you, so I smoke weed with crack.
  10. OpenGL Support by sanosuke001 · · Score: 4, Insightful

    I use OpenGL at work and as much as I prefer it over DirectX, the ARB (opengl board that decides on additions/updates/changes) sometimes takes a while to introduce new features that DirectX gets much earlier and they sometimes make questionable choices on how things are supported and the OpenGL docs are sort of terrible and vague.

    --
    -SaNo
    1. Re:OpenGL Support by Sam+H · · Score: 5, Informative

      Sir, this is complete, utter bullshit.

      DirectX gets almost nothing “much earlier”, because it has no extension mechanism. With DirectX you are stuck with the latest version. It has obvious advantages, but early features are certainly not amongst them. Think what you want about the ARB, it does release and releases often.

      As for the documentation being terrible and vague, that's pretty uninformed, too. Every extension is fully documented and the vendors know precisely what needs to be implemented. There is no Direct3D equivalent of the 600-page OpenGL specification. The DirectX documentation is a programmer’s guide, not a specification. Every single version of the GLSL standard comes with a full grammar of the language which lets you reimplement a parser or compiler. There is no such thing as a grammar for HLSL (the D3D equivalent). What Microsoft calls a “grammar” for HLSL can be found here and anyone not even in the field of graphics programming will immediately understand how much of a joke it is compared to this (pages 166 to 174).

      (Source: I work on Windows, Linux, PS3, Xbox and mobile game engines)

      --
      God, root, what is difference ?
    2. Re:OpenGL Support by Anonymous Coward · · Score: 0

      On the other hand, new Direct X features depend on the latest SDK from MS (widely known for their promptness), while OGL has the extension mechanism that any OEM can use to include some new feature. Especially since MS hasn't seen fit to allow an OGL version newer than 1.1 from 1995.

    3. Re:OpenGL Support by Anonymous Coward · · Score: 5, Insightful

      An extensive, detailed specification does not equal good documentation. It equals an extensive, detailed specification.

    4. Re:OpenGL Support by sanosuke001 · · Score: 1

      The OpenGL docs do not explain a lot of issues such as what happens with edge cases (primitive restart using drawArrays for example last time I looked wasn't supposed to work but didn't say it didn't) and how long did DX have tessellation and OpenGL didn't?

      --
      -SaNo
    5. Re:OpenGL Support by sanosuke001 · · Score: 1

      Oh, and also, their variable names for functions suck. they're inconsistent in usage across functions (sometimes "count" means number of indices and other times number of bytes) and are, themselves, vague at best.

      --
      -SaNo
    6. Re:OpenGL Support by Creepy · · Score: 1

      true, but for years AMD/ATI seemed to be actively trying to kill it by not adding new extensions that were not developed in house (with the ATI extension). They were missing a few ARBs and pretty much all EXTs, and I personally feel the 3.0 spec came out when it did to force AMD/ATI to update. Shortly after that they announced that they would support all EXTs in the future, like nVidia (I have not checked to see if they kept their word on that, but OpenGL has been updating more frequently, so it may not matter - they're at 4.1).

    7. Re:OpenGL Support by Anonymous Coward · · Score: 0

      and he has a 4 digit user code... so show some respect for him

    8. Re:OpenGL Support by gbjbaanb · · Score: 4, Insightful

      no, it does equal good documentation. What you seem to be wanting is a tutorial. Such things are adjunct to the documentation, and whilst they are very important, they are not the documentation itself.

    9. Re:OpenGL Support by Anonymous Coward · · Score: 0

      wait, did you just complain that things that are unspecified may or may not function in the manner you expect?

    10. Re:OpenGL Support by Anonymous Coward · · Score: 0

      AMD/ATI provided a weaker and a rather different version as an OpenGL extension for a good while before DirectX 11 became public.

    11. Re:OpenGL Support by Daniel+Phillips · · Score: 1

      I use OpenGL at work and as much as I prefer it over DirectX, the ARB (opengl board that decides on additions/updates/changes) sometimes takes a while to introduce new features that DirectX gets much earlier and they sometimes make questionable choices on how things are supported and the OpenGL docs are sort of terrible and vague.

      That was then, this is now. Kronos has been right on top of things. The stateless API (big change) is going to land soon. There's not a whole lot more in the major wish list queue at the moment.

      --
      Have you got your LWN subscription yet?
    12. Re:OpenGL Support by Anonymous Coward · · Score: 0

      Ahh yes the typical Linux expert.

      Here's is the command, and here are the variables.

      WHTAT? You want me to tell you what that command does? WTF do I look like your personal support manual? Go look it up on google.

  11. Assuming it mattered by Anonymous Coward · · Score: 0

    If screen refresh rates are typically 60-85hz, you'd never see the benefit of 303.4 or 270.6 fps. The argument could be made that it makes a difference on graphically intense scenes but would that fps fall below the threshold that the eye can see which is 30fps? I think not. Not much use for a car that can do 500mph when the highways only allow you 60.

    1. Re:Assuming it mattered by Mr+Thinly+Sliced · · Score: 1

      It's true the frame rate increases are marginal over typical refresh rates.

      However, if you can render frames quicker, the CPU that would have been used for rendering (blocking on API calls / waiting for things to happen) can now be allocated to something else (AI / sound / loading).

      Now it's possible you don't gain all of that since GPU offloading takes place, but any extra free CPU has to be good, right?

    2. Re:Assuming it mattered by binarylarry · · Score: 1

      You totally miss the point.

      They were comparing how fast the application ran on the different platforms.

      It wasn't a user experience benchmark.

      --
      Mod me down, my New Earth Global Warmingist friends!
    3. Re:Assuming it mattered by Ziggitz · · Score: 1

      Trolling or genuinely ignorant? It's a benchmark, no one is celebrating that you can buy a 5 figure gaming rig and play a 2 year old game at 315fps. The significance is that in a like for like comparison where only variable is open source drivers and the operating system, there was a 20% performance boost. That means if you play a demanding game at 50 fps on a windows directx machine, you could be playing it at 60fps on a linux opengl machine, all other things being equal. The human eye can see a lot more than 30fps, although it depends heavily on a lot of different factors. With most video games 30 is considered playable, 60 is great and over 80-90 is superficial improvement.This also means that as a developer at the high end, you can add more triangles to your game in the form of more or higher detail models, larger environments, better particle effects etc.

      --
      There is no memory shortage. yes I have heard of XFCE. Go away.
    4. Re:Assuming it mattered by Anonymous Coward · · Score: 0

      Your argument makes sense if you're watching a movie or something but a game is interactive. The environment is being changed based on user input and that input is not limited to 30 FPS or even 3000 FPS.

      It's not about what the eye can see, it's about how responsive the game is. A game running at 30 FPS feels less responsive and "notchy" compared to 300+ FPS because the inputs are being handled at odd times compared to the instant you put them in. Consider drag racers can get reaction times of zero. That's less than one millisecond error. Even at 300 FPS you're looking at +/- 3.3 milliseconds error at best. At 30 FPS you're looking at +/- 33 milliseconds error; that's huge!

      The real world does not have a frame rate and games won't feel 100% responsive until they also have "infinite" frame rate.

    5. Re:Assuming it mattered by Cinder6 · · Score: 1

      The performance difference matters in games with more complex graphics/physics/etc. How would Battlefield 3 perform in OpenGL, or Crysis 2?

      --
      If you can't convince them, convict them.
    6. Re:Assuming it mattered by UnknownSoldier · · Score: 2

      > below the threshold that the eye can see which is 30fps?

      Gamers most certainly can tell the difference between 30 Hz and 60 Hz. On the PC, gamers want to run at 1080p at the highest quality while still guaranteeing the framerate will stay above 60 Hz with 16 - 32 players.

      To do 3D *properly* you want to run at 120 Hz MINIMUM, to guarantee each eye gets 60 Hz.

      This nonsense of "high frames don't do anything" is based on ignorance.

    7. Re:Assuming it mattered by bryonak · · Score: 2

      The real world does not have a frame rate

      Careful.

    8. Re:Assuming it mattered by Anonymous Coward · · Score: 0

      In reality most gamers who compete for funds wouldn't really want to play with anything less than the 120hz LCD for 2D. I was still using a CRT until I got a 120hz LCD.

    9. Re:Assuming it mattered by Anonymous Coward · · Score: 0

      And, even if you're not doing 'true' 3D, higher framerate helps in other areas. (I'll ignore the myth that people can't see more than 30Hz.)

      Let's say you game can fully render your scene at 60fps (60Hz). That means you're going to get *less* than 60fps when you play, because your game *also* has to do things like handle input, deal with network traffic, and the like. If your game can render 120fps on the same hardware, then you have half of each 60Hz frame to deal with all the input, network traffic, etc. This leads to a much smoother experience for the gamer, as the game no longer struggles just to maintain that 60Hz refresh rate.

    10. Re:Assuming it mattered by countach74 · · Score: 1

      I don't know where people get the impression that the human eye can only detect 30fps but it is blatantly wrong. The eye can detect much more than this.

    11. Re:Assuming it mattered by Anonymous Coward · · Score: 0

      If tasks like input, network communication are on separate threads and not all in one thread, then high frame rates aren't needed. If everything is one one main loop, then high frame rates are important.

    12. Re:Assuming it mattered by X0563511 · · Score: 1

      I can see a difference in fluidity between 30 FPS and 40 FPS. I can see the difference between 40 FPS and 60 FPS, but the difference begins to diminish. Past 60, I really don't see any differences until you are pushing well over 90, and said difference is tiny.

      These days though I just lock it at 60 or below, because otherwise the tearing is just horrible. VSYNC or go home.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    13. Re:Assuming it mattered by X0563511 · · Score: 2

      They get confused by the fact that old phosphor TV screens only required ~ 30FPS to produce fluid motion. They forget these old screens had both a fade-in and fade-out time that effectively smoothed out the interval between frames.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    14. Re:Assuming it mattered by KiloByte · · Score: 1

      I don't understand why anyone would tie the frequency of input polling (ie, the model) to the display framerate (ie, view).

      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
  12. DirectX has the advantage of other features by Nadaka · · Score: 3, Interesting

    DirectX has the advantage of other features built in. OpenGL is just graphics. DirectX also does audio and manages controller input.

    Low, there are several Open source API's that offer these other features, and some that bundle them with OpenGL, but it isn't as standardized.

    I use LWJGL personally.

    1. Re:DirectX has the advantage of other features by Anonymous Coward · · Score: 0

      big fan of SDL for this reason.

    2. Re:DirectX has the advantage of other features by JDG1980 · · Score: 2

      DirectX has the advantage of other features built in. OpenGL is just graphics. DirectX also does audio and manages controller input.

      I thought that DirectSound and DirectInput were both deprecated a couple years ago. I know that as of Vista, DirectSound was emulated in software and no longer lets you take over the sound output completely (you need WASAPI for that).

    3. Re:DirectX has the advantage of other features by goruka · · Score: 5, Informative

      Not anymore! DirectInput, DirectSound, DirectPlay, etc have all become obsolete and are there only for compatibility. The only real difference is D3DX, which includes a little more functionality for loading shaders and models, but "DirectX" is pretty much obsolete, save for D3D.

    4. Re:DirectX has the advantage of other features by FreelanceWizard · · Score: 1

      While DirectSound and DirectInput are now deprecated, you now have XAudio2 (or Core Audio, depending on your needs) and XInput. XInput isn't an exact replacement, however, since it only supports XBox360 controllers and those that can emulate one with their drivers.

      --
      The Freelance Wizard
    5. Re:DirectX has the advantage of other features by Jonner · · Score: 1

      DirectX has the advantage of other features built in. OpenGL is just graphics. DirectX also does audio and manages controller input.

      Low, there are several Open source API's that offer these other features, and some that bundle them with OpenGL, but it isn't as standardized.

      I use LWJGL personally.

      Indeed, OpenGL and Direct3D are direct competitors, not OpenGL and DirectX. One Free, cross-platform alternative to DirectX used by many games for both 2D and OpenGL-based 3D graphics is SDL

    6. Re:DirectX has the advantage of other features by phantomfive · · Score: 1

      DirectInput, DirectSound, DirectPlay, etc have all become obsolete

      What replaced them?

      --
      "First they came for the slanderers and i said nothing."
    7. Re:DirectX has the advantage of other features by adolf · · Score: 2

      DirectInput, DirectSound, DirectPlay, etc have all become obsolete

      What replaced them?

      A giant sucking sound.

    8. Re:DirectX has the advantage of other features by Anonymous Coward · · Score: 0

      >DirectX has the *advantage* of other features built in.

      Well, there's always been two camps of programmers. I belong squarely in the camp "do one thing and do it well" so that is not an adantage, it's a sign of feature creep and probably means they diverted time from graphics to make support for paddles better.

    9. Re:DirectX has the advantage of other features by Anonymous Coward · · Score: 0

      Not a Windows programmer, but I do know that DirectSound has been replaced with OpenAL, which also works on Mac and Linux.

  13. exciting times by RockGrumbler · · Score: 1

    I am excited to see valve putting resources behind opengl and linux.

    Hopefully the distro de jour can keep up with increased attention and excitement.

  14. Re:valve just doesnt' like windows8 for the app st by zlives · · Score: 1, Interesting

    interesting

  15. Yes, by kamYlk0 · · Score: 1

    it (finally) is.

  16. Direct X vs Open GL by ZiakII · · Score: 4, Insightful

    The only issue is that they are claiming that Open GL version runs better then the Direct X version is we really do not know if they are the same graphic detail. The reason I say this is look at the TF2 Mac port that uses Open GL, its not in any regards the same graphic quality as the Direct X windows version. I am beginning to wonder if the same thing is why the Windows version is rendering using less fps. We don't have any screenshots of the differences, just one paragraph on a blog that is quite lite in details.

    1. Re:Direct X vs Open GL by Anonymous Coward · · Score: 0

      Was wondering that myself

    2. Re:Direct X vs Open GL by Anonymous Coward · · Score: 0

      I could be wrong but my understanding is Apple control that stack and if that isn't up to scratch, theres not a lot valve can do about it. In windows and linux the graphics drivers usually include the opengl implimentations, and valve has been working with the vendors to improve this.

    3. Re:Direct X vs Open GL by Anonymous Coward · · Score: 0

      OSX != Linux.
      OSX is slower than Windows. Check mac games on steam all are windows games too and almost all have bigger requirements on OSX.
      There have been complains than OSX graphics drivers are slower than windows. I recall someone said Macs have an 2 years performance penalty over windows. 1 year for old hardware that usualy comes with macs and another for the slow drivers.

    4. Re:Direct X vs Open GL by DarkXale · · Score: 1

      Mac OS lacks a bit in the OpenGL implementation though. Windows gains 4.2 support through drivers, but Mac OS cannot in any way run anything but 3.x (assuming you have lion, else its 2.x). This of course also ignoring the drastic optimization advantage Windows has. Ever taken a look at driver release notes? Half the time, you get a long list of "Game improved by 25% (AMD + Skyrim, 12.7 beta), game improved by 7%, game improved by 14%, game improved by 9%, game improved by 40% (COD: Black Ops in an older AMD driver)" - on and on and on... and the same game sometimes appears multiple times. This optimization competition between AMD and NVIDIA just outright does not exist on Mac OS. At all.

    5. Re:Direct X vs Open GL by Creepy · · Score: 2

      To be more specific, Apple controls all of their OpenGL implementation, both hardware and software (like Microsoft did before switching to DirectX), so Valve can't just write bugs against nVidia - they need to write bugs against Apple. The thing that always bugged me about Apple's implementation is that they only update it with OS releases. I've never seen them patch an OpenGL bug in a released version (though to be honest, I am at least 5 years separated from OS X - if they've changed their tune, hooray for them). I have used hardware bypasses similar to how OpenGL is done on Windows, but that is a kludge with a slight performance hit (function pointers).

      In other words, it is worse than not a lot Valve can do about it - there's essentially nothing they can do about it except write a bug and wait until Apple's next OS release.

    6. Re:Direct X vs Open GL by Anonymous Coward · · Score: 0

      http://arstechnica.com/apple/2010/05/mac-lags-windows-in-gaming-performance-excels-at-stability/

    7. Re:Direct X vs Open GL by Vegar · · Score: 1

      The only issue is that they are claiming that Open GL version runs better then the Direct X version is we really do not know if they are the same graphic detail.

      Is it not safe to assume that Valve know the ins and outs of their own games?

    8. Re:Direct X vs Open GL by countach74 · · Score: 1

      "OSX is slower than Windows" is a very broad statement to make and most likely quite false, except perhaps when specifically discussing graphics drivers.

    9. Re:Direct X vs Open GL by Bert64 · · Score: 1

      Macs generally don't have highend videocards, and most macs sold are laptops in any case... It's not surprising they would reduce the default level of detail in a mac version.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    10. Re:Direct X vs Open GL by Anonymous Coward · · Score: 0

      Exactly. The windows version has been tuned for years, as the original poster says. What he didn't say is whether they'd optimised for raw speed (which would be ridiculous when you're already hitting 200+ fps), or whether they're optimised to give a balance of performance, rendering detail, smoothness, offload, room for physics calculations, etc.

    11. Re:Direct X vs Open GL by Yvan256 · · Score: 1

      It's not that OS X is slower than Windows, it's that most companies doing so-called Mac "ports" don't port their code at all and wrap their Windows code inside a wrapper like Cider. If you have to emulate the OS calls AND translate the Direct 3D calls to OpenGL calls, of course it's going to be slower.

  17. Re:valve just doesnt' like windows8 for the app st by bluescrn · · Score: 2

    I'd also suspect that WinRT and Win8 Metro apps won't support OpenGL... (Can anyone confirm/deny?)

  18. OpenGL ES 2.0? by JDG1980 · · Score: 1

    The de facto standard for smartphones and tablets seems to be OpenGL ES 2.0. Why can this not be a de facto standard for desktop and console gaming as well? I'm sure there's something I am overlooking (3D stuff isn't really my forte), but what features are there which OpenGL ES 2.0 doesn't support that gamers really need?

    I think it might be a good idea to standardize on something for a few years, and stop indefinitely chasing the upgrade treadmill. Working within specific hardware limitations, and figuring out how to get the highest quality experience out of that limited hardware, often results in the best games. Nintendo seldom, if ever, had cutting-edge console hardware, but they have the best video game software library of any company ever.

    1. Re:OpenGL ES 2.0? by rsmith-mac · · Score: 4, Informative

      The de facto standard for smartphones and tablets seems to be OpenGL ES 2.0. Why can this not be a de facto standard for desktop and console gaming as well?

      It's too feature limited. It's not even up to par with Direct3D 9.0c/9_3, let alone D3D10+. No MRTs, no compute shaders, no geometry features (tessellation, instancing, etc), no standard texture compression format, etc.

    2. Re:OpenGL ES 2.0? by mikael · · Score: 1

      They are working towards that unified goal - if you visit the khronos.org site, you can see some of the discussions they have. It's really a matter of updating the GPU hardware and device drivers.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    3. Re:OpenGL ES 2.0? by Anonymous Coward · · Score: 0

      That's what extensions are for. And when a set of extensions is supported on enough HW to be considered "standard", a new revision of the core standard comes out, incorporating them into the core.

  19. No, but... by JustAnotherIdiot · · Score: 3, Funny
    --
    What do I know, I'm just an idiot, right?
    1. Re:No, but... by Anonymous Coward · · Score: 0

      OpenGL powered vim, can't wait!

  20. Valve does effect change by dontbemad · · Score: 1

    If there is much doubt about Valve being able to spearhead a movement to OpenGL, remember that they were the ones who completely revolutionized digital distribution and are the closest thing we have to fair DRM. Just because an idea sounds to crazy to be plausible doesn't mean it is. If there would be a company to lead this charge, it would be Valve, along with the hundreds of Indie developers it does business with.

  21. Never about performance or features by Enderandrew · · Score: 5, Insightful

    It was never about performance or features. The issue has always been about return on investment.

    If I wrote an OpenGL engine in 2006, I could release my title on Mac, Windows and Linux. That sounds great, but how many additional sales do I get for Mac or Linux in 2006? Conversely, writing a DirectX engine in 2006 means I can release on Windows and XBox, where there is a massive return on investment.

    Now that Mac has stormed to over 14% market share, and mobile development is huge, there is a return on investment in OpenGL. That is what matters. If wonder if it is too late for Sony to capitalize on this approach for their PS4? Surely they have development hardware in the hands of key developers. If the PS4 used a standard x86_64 processor and supported OpenGL, it would make game development that much easier. Maybe the really smart move is a low-power, quiet Nvidia ARM CPU paired with a beefy NVidia GPU.

    --
    http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    1. Re:Never about performance or features by h4rr4r · · Score: 1

      You are forgetting the value that having an OSX and Linux port adds to your codebase. It finds edge cases, it finds places where you did icky stuff, it can and will improve your performance/correctness on even the main platform.

    2. Re:Never about performance or features by eddy · · Score: 1

      Sony had what was essentially a wrapper for the PS3, and the RUMOR is that the next one will be OpenGL "native", but rumors console are always crazy.

      --
      Belief is the currency of delusion.
    3. Re:Never about performance or features by IntlHarvester · · Score: 2

      My understanding is the state of Windows' OpenGL drivers is actually pretty poor outside of Nvidia. (Carmack has complained about this.) So in theory OpenGL gives you Windows support, in practice D3D may allow you to reach more machines.

      --
      Business. Numbers. Money. People. Computer World.
    4. Re:Never about performance or features by Enderandrew · · Score: 2

      It might help the main platform if you're a bad coder, but you have to spend a bunch of time on the port in the first place, and then spend extra time maintaining the split codebase. As much as I like to see multi-platform support, I don't think the benefit has always been there.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    5. Re:Never about performance or features by Anonymous Coward · · Score: 0

      Well considering how crappy AMD/ATI drivers are for D3D, even more broken OpenGL drivers isn't a suprise.

    6. Re:Never about performance or features by hobarrera · · Score: 1

      2006 was a long time ago.
      It was hard to see any non-geek use anything but windows back then, it was even hard to make one's gf/mom use some linux distro easily back them. Thing have changed a lot. I can send an Ubuntu DVD to anyone who can install windows, and that same persona can install Ubuntu. The same was not true back then. Hardware support has changed a lot.
      And, on top of all that, Windows 8 is coming along, and it's driving more and more users/developers away.

    7. Re:Never about performance or features by h4rr4r · · Score: 1

      The amount of differences should of course be kept as little as possible. I am not saying it is worth it every time. just that it can be and is an additional source of value that is often overlooked. Mostly because other than Valve no games company continues to provide updates after the game has been out for a few months. This means they are fine with shitty hackish solutions and barely working software with no eye for correctness. Bethesda I am looking at you.

    8. Re:Never about performance or features by Anonymous Coward · · Score: 0

      It might help the main platform if you're a bad coder, but you have to spend a bunch of time on the port in the first place

      If you're a bad coder, dual platform support is likely to make everything worse. Otherwise, tons better. And if you're making something big like a game, then the multi-platform support and maintenance isn't really all that much time compared to the rest of the game. You just write the sound device, renderer, file system interface, input handler, and networking stack once, and it's pretty much good forever. Plus, that second platform doesn't take nearly as much time as the first one, because you're mainly just copying code and replacing the system API calls with appropriate equivalent ones. Also, XCode has some really good profiling tools available that are extremely expensive on Windows. I have found great benefit in developing games on multiple platforms, even when we were only releasing on Windows.

    9. Re:Never about performance or features by Enderandrew · · Score: 3, Insightful

      I'm flipped back and forth between Nvidia and ATI cards over the years. The reality is that games (especially new releases) will have bugs that only happen with one and not the other.

      If you own an ATI card, you likely have had an AS-specific issue and think that ATI drivers suck and assume Nvidia is better. Or vice-versa.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    10. Re:Never about performance or features by Enderandrew · · Score: 1

      I love Linux, don't get me wrong (even though I'll take KDE/openSUSE over Ubuntu in a heartbeat), but Linux still hasn't passed 1% on the desktop. So you still don't get a massive financial return on investment from Linux ports generally.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    11. Re:Never about performance or features by FranTaylor · · Score: 1

      quality isn't free

      cross-platform means you can make more customers happy

      between higher quality and more customers and future-proofing, cross-platform is clearly worth the extra costs

    12. Re:Never about performance or features by erroneus · · Score: 1

      It definitely erodes the "Critical Mass" which Microsoft had created over the years of dirty dealing... and guess what is happening? Market forces respond in kind. Amazing.

      People still aren't seeing it. But think back on some of the old days when Novell was king of business networks and IBM was unstoppable. Microsoft is weakening and becoming less relevant. As internationally convicted monopolists, they have no choice but to allow interoperability so now people have more choices in what they use. Linux and other OSes have a chance to get out there to show what they can do. And now that people are seeing it (indeed, someone at work today was telling me about their TV ran Linux on the inside... how does an ordinary user get to know this or what it means? I was shocked! Worse, he seemed to care that it was Linux and actually appreciated it... saw it as a positive.) they can't unsee it. Microsoft and others can sue their F/OSS competitors, but even Microsoft realizes they have to be careful when suing businesses with "fans."

      Also, developers should be able to see that using a common, multi-platform system is better for them. Microsoft saw it too and tried to help .NET infect the F/OSS community of developers only their pride didn't allow them to make it good enough to use. Too bad for Microsoft... they can't stay relevant forever with this kind of strategy.

    13. Re:Never about performance or features by erroneus · · Score: 1

      Yes. Critical mass has that affect when people decide where to put their development dollars. But since critical mass is demonstrably eroding, what was true yesterday will not be true tomorrow.

    14. Re:Never about performance or features by erroneus · · Score: 1

      Linux may never take the desktop... not the desktop as we know it.

      Linux is taking TVs, DVD players, set-top boxes, hand-helds (phones, tablets) and will likely take over general purpose computing and communications devices with appliances which serve those purposes.

      In the dedicated device world, it doesn't frighten people to use something "non-Windows." In fact, in the dedicated device world, it frightens people to think that a device might be running Windows.

      The market itself is changing and Linux is filling those gaps. Desktop computing as we know it is what is in danger of extinction, not just Microsoft.

    15. Re:Never about performance or features by s_p_oneil · · Score: 1

      Actually, just about all the cell phones and tablets use OpenGL ES, so you can get a lot farther with OpenGL. Also, the state of drivers in general is pretty poor outside of nVidia (not just for OpenGL). I've done quite a bit of 3D graphics development (some D3D, but mostly C++/OpenGL/Cg/GLSL), and as a developer I can say that ATI is to 3D graphics as IE is to web browsers (something you wish you could drop support for but you can't because too many people use it).

      Don't get me wrong, nVidia needs a strong competitor to keep them honest, so I'm glad ATI is still doing well. I just wish their drivers weren't so bad. ;-)

    16. Re:Never about performance or features by Stuarticus · · Score: 1

      Not been gaming much recently? Code quality is the first thing to go out the door...

      --
      If you think someone isn't free to have a different definition of "freedom" you may be a tyrant.
    17. Re:Never about performance or features by Anonymous Coward · · Score: 0

      Sometimes it's not even new games, but changes that break old games.

      Case in point, Project IGI cannot be played on Nvidia cards anymore; although it worked for about 2 years after release, an update to Nvidia's drivers broke the games menu system and HUD (ie, crosshairs). No subsequent update has ever corrected the issue.

  22. No by bhsx · · Score: 1, Redundant

    http://en.wikipedia.org/wiki/Betteridge's_Law_of_Headlines (yes, I know it's been pointed-out before)

    --
    put the what in the where?
    1. Re:No by Anonymous Coward · · Score: 0

      and yet this "Law" doesn't hold true for EVERY headline that ends in a question mark.

      Example: Some lunatic goes on a killing spree and...[details omitted] and the newspaper puts a picture on their front page showing all the horror and sadness that this has caused under a heading of "How could this have happened?" . You can't simply answer _No_to that.

      OR an online journal puts out a picture of some really freaky weird stuff and puts "WTF is this?" as a headline. Can't answer _No_ to that either (Well, technically you can, but it doesn't make sense).

      "Slashdotters to stop referring to Betteridge's Law?" .....apparently not

  23. D3D9 vs OpenGL by Anonymous Coward · · Score: 2, Interesting

    One of the BIG issues is this: D3D9 vs OpenGL v2.x. The architecture of D3D9 has that each draw call (i.e. each batch) is really freaking heavy call. It is heavy in GL implementation as well, but D3D9's is very, very heavy.

    Now make a more honest comparison: D3D10 vs OpenGL 3.x and/or D3D11 vs OpenGL 4.x. Those numbers are for mare informative.

    Additionally, a fair amount of D3D's implementation is actually Microsoft (think of what they provide as a framework to make a driver). On the other hand, when making a GL implementation, the implementer does it from scratch on their own. Open source drivers are usually based off of Mesa, which sucks which is one of the reasons why open source GL implementations suck compared to the closed source ones. My hunch is that an OpenGL implementation is more work than a D3D implementation.

    Now lets talk GL bugs. For NVIDIA and AMD, the GL2.x feature set is very, very reliable. GL3.x feature set is mostly reliable. GL4 feature set is the wild wet: be prepared for bugs.

    I remember from when I was doing GL3 work (before GL4 was out) and there was a bug in NVIDIA related to gl_ClipDistance. Essentially, gl_ClipDistance would not work in shaders (the GL program failed in glLinkProgram and/or the shaders failed to compile). The bug fixing was essentially NVIDIA just finding out... passing GL conformance tests I suspect leaves large gaping holes... and when combined with GL extensions, it is unholy.

    Atleast desktop GL has come a long way now with AMD making good GL drivers (as years ago ATI GL drivers were basically just able to play IDSoftware games). But GL4 features is dicey, simply because the conformance tests are not that much and not a lot of code out there using it.. in comparison Microsoft's verification, although can leave holes too, does a much better job... D3D driver bugs are rarer than GL driver bugs usually.

    But you boys on desktop have no idea how good you have it... GLES2 implementations are buggy all the time in weird horrifying ways. This is one reason why iOS is better game platform than Android: essentially only a handful hardware/driver combinations to find bugs and create work arounds.

  24. Switching Might Be Easier These Days by organgtool · · Score: 1

    I can't speak for the game developer community, but most of the senior projects people chose to do for their bachelors in Computer Science were basic 3d games. In their design reviews, a majority of the groups chose to use DirectX over OpenGL. They stated that the reasons for this were due to the way DirectX offered a standardized way of delivering sound and processing input devices (and possibly networking, although don't hold me to that). Since then, OpenAL has gained traction and it probably isn't that difficult to write a standardized library for input devices (if such libraries haven't already been released under a reasonable license). Perhaps some game devs who have used both technologies could shed some light on their advantages and disadvantages.

    1. Re:Switching Might Be Easier These Days by gbjbaanb · · Score: 1

      most games use SDL for the 'other stuff'.

    2. Re:Switching Might Be Easier These Days by ciggieposeur · · Score: 1

      a standardized library for input devices

      Any particular reason SDL doesn't fit the bill?

    3. Re:Switching Might Be Easier These Days by Anonymous Coward · · Score: 0

      SDL is a very simple bugger as it provides (only) the following:
        - create window/set video mode
        - get events (mouse, keyboard, joystick)
        - mutexes, semaphores, threads
        - timers
        - very basic stereo audio via a call back to fill an audio buffer

      The vast majority of the above are wrappers over the underlying OS calls. As a side note the MS-Windows variant of SDL does something funny, one of the compiler flags is: -Dmain=SDL_main which is amusing and reading SDL sources is clear why it is that way.

      SDL has support libraries too:
        -SDL_image: load images into an SDL_Surface (lots of image formats supported) [really the library is a wrapper over lots of other image loading libraries]
        -SDL_mixer: load music, load sounds, play and mix them
        -SDL_net: uniform interface for doing networking.
        -SDL_ttf: for rendering True Type fonts to an SDL_Surface [I actually really do not care for this library]. It is really just a wrapper of freetype.

      There are others but the ones above are the "main" extras to use.

      Taken all together it is pretty good, but the audio under SDL needs a LOT of love. One common solution is to just not bother with SDL's audio and use a different audio API (for example OpenAL to play the streams and SDLSound [from icculus] to load the sounds).

      However, lets take a look how OpenGL+SDL is a touch more work than DirectX: load an image file into a GL texture. The ritual is below:
        1) Load image with SDL_image into an SDL_Surface
        2) Convert the SDL_Surface bytes into something consumable by glTexImage2D

      that step 2) sometimes also involves flipping the image vertically. Not a big pain the ass, but compared to how DirectX is integrated into the MS-Windows API, it makes it a little easier than SDL+OpenGL...

      Another minor inconvenience is that traditionally one does NOT link against libGL.so (or for MS-Windows opengl32.dll). Rather one loads the library up dynamically and get the function pointers by hand too. There are libs that do this one for you automatically too, just another irritant [linking against opengl32.dll gives you OpenGL v1.3 or 1.4 functions, so you must still fetch function pointers anyways!].

      Another issue is tools: debugging GLSL shaders and GL code in general is oodles harder than HLSL shaders and Direct3D code.. because the tools for debugging GL code suck. Most of the "GL debuggers" try to intercept the GL calls.. these debuggers are horribly fragile and very often with using various GL extensions utterly die. Debugging GLSL shaders can be true pain.

    4. Re:Switching Might Be Easier These Days by Daniel+Phillips · · Score: 1

      Whoa, your CompSci school sounds distinctly substandard.

      --
      Have you got your LWN subscription yet?
  25. and port openX to windows... by darue · · Score: 1

    the big deal would be this: make a gaming framework on linux based on openGL and an input/audio/output abstraction layer developers can count on. Then port it to windows, so linux games will run on windows. Game installers could check if "openX" is installed, and if not, run the installer.

    1. Re:and port openX to windows... by spauldo · · Score: 1

      Something like SDL?

      It runs on Windows. I don't know how much use it gets there, but it's used on Linux all the time.

      --
      Those who can't do, teach. Those who can't teach either, do tech support.
    2. Re:and port openX to windows... by darue · · Score: 1

      ah yes, I thought there was already something like that. Seems much of the stuff needed is done already

  26. Linux Gaming by Nom+du+Keyboard · · Score: 1

    Why not supply the game on a bootable Linux CD for optimal performance. Could run it on Apple machines as well.

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    1. Re:Linux Gaming by doctrbl · · Score: 2

      Why not supply the game on a bootable Linux CD for optimal performance. Could run it on Apple machines as well.

      Because I want the underlying OS available at the same time for music playing, or web browsing, or any number of tasks I have my computer working on.

    2. Re:Linux Gaming by hobarrera · · Score: 0

      And where do I put a CD on a modern computer?
      Valve sells games mainly through the internet, physical mediums are fading away (except for collector's editions and such).

    3. Re:Linux Gaming by spauldo · · Score: 2

      You must mean, "Where do I put a CD on a stripped down bargain computer/booksize computer/tablet?"

      Seriously, optical drives aren't going away any time soon. People still spend ungodly amounts of money on DVDs and Blu-Ray discs, and more and more people are watching them on their computers.

      --
      Those who can't do, teach. Those who can't teach either, do tech support.
    4. Re:Linux Gaming by FranTaylor · · Score: 1

      you burn it onto a USB stick

    5. Re:Linux Gaming by Anonymous Coward · · Score: 0

      I have a not-very-budget gaming machine and I haven't had to put in any optical media for 6 months. The last thing I put in was a game that I now own from GoG anyway, so it'll probably never happen again.

    6. Re:Linux Gaming by Anonymous Coward · · Score: 0

      Because that's a terrible idea.

    7. Re:Linux Gaming by spauldo · · Score: 1

      So... it has an optical drive, then. You just choose not to use it.

      I only put seatbelts on when I see flashing lights behind me or drive across a scale, but I seriously doubt they're going away any time soon.

      --
      Those who can't do, teach. Those who can't teach either, do tech support.
    8. Re:Linux Gaming by Anonymous Coward · · Score: 0

      ...and add a button "make this my default system". The base system on the cd would be stripped, but its easy to download the rest of a full distribution.

    9. Re:Linux Gaming by Anonymous Coward · · Score: 0

      My last 2 computers lack optical drives. Hell, even my media center PC lacks an optical drive. But to comment on the GP: Pendrives is what we use here in the future.

    10. Re:Linux Gaming by hobarrera · · Score: 1

      Because burning a 16GiB USB drive every time I want to play a game sound fine, right?
      And how would I keep my settings (ie: wireless lan) every time I burn a different game onto a USB drive?

      It's ridiculous to have a OS-and-game-on-USB model, when you could just have the user run a decent OS on his PC, you know, on his huge hard-drive.

    11. Re:Linux Gaming by hobarrera · · Score: 1

      I own several PCs, my main is a quad-core with around 5TB storage, the others from the same generation.
      None of them have optical drives. I have no optical disks at home. I have no need for them.
      Some coworkers have Macbook Airs, those don't have Optical drives either, so it's not just me in the linux world.

      If I wanted to buy a game on DVD, I'd have to pay extra shipping, plus customs, and get an optical drive. It'd take up space at home, and the CD could get scratched, etc.
      Optical drives are dying. Intel's ultrabooks don't have any. Some high end computers have blu-ray, some don't have nay optical drives.

      There's no need for optical drives anymore, they have no use in 2012. People are just used to having them, that's all.

    12. Re:Linux Gaming by spauldo · · Score: 1

      I'm assuming here you built your own machines. Fair enough, then - most of my machines don't have them either, because I don't need them for my servers. Since we built our machines, we can opt out of optical since we know we don't need them (in my case, I have a couple around the house I hook up to a machine as needed for installs, etc.).

      That said, however, people who build their own machines are still in the vast minority. Most people have laptops, which still come with optical drives (except, as you mention, the ultralight laptops, which don't have space for them), or desktops they purchased from companies like Dell or HP.

      I decided to double-check, just to make sure I'm not just getting old. I went to Dell, HP, Lenovo, and Acer and looked at several random desktop models. Of those, Lenovo had the only model where an optical drive was optional. That was a business machine, not a general purpose computer - their everyday use machines included optical drives and you couldn't opt out of them. The last time I looked at desktops at Staples (it's been a few months), they all had optical drives.

      I was in Wal-Mart the other day and walked past the game section. There's an awful lot of PC games available on CD/DVD, as well as other software.

      So, back to my point - modern computers still have optical drives. They're standard on all but special use cases. They're not going away any time soon.

      --
      Those who can't do, teach. Those who can't teach either, do tech support.
    13. Re:Linux Gaming by hobarrera · · Score: 1

      Only corporations buy Dell or HP desktops. Stores normally sell clone desktops, and I haven't seen a single branded desktop even having works as tech support for years.
      I do believe, however, that the situation is different in USA; where clone desktops are rather less common.

      I don't think it's a good idea to start developing a new business idea which involves optical drives nowadays, because you're investing in dying technology, even if it still has some time until it completely vanishes.

      How would you use those games in a year or two, if you have no optical drive?

    14. Re:Linux Gaming by spauldo · · Score: 1

      I'm in the USA, and HP and Dell desktops are common for home users. Most people buy their computers from large stores (Best Buy, CompUSA, Staples, Office Max, etc.) or they order them direct from the manufacturer. Beige boxes are only used by enthusiasts or people who have enthusiasts build their machines.

      I'll agree that optical media as a personal form of data transport is dying. You don't burn CDs for your friends anymore - you use a USB stick. People still buy their movies on DVD and Blu-Ray, and that shows no sign of stopping soon. You don't see games and software sold on flash drives - they're sold either online or on optical discs.

      Optical drives aren't dying, and they're not going away any time soon. Even when they do, they'll take a long time to die - after all, look at how long the floppy drive held on after optical drives rendered it obsolete.

      --
      Those who can't do, teach. Those who can't teach either, do tech support.
  27. how is the image quality? by locopuyo · · Score: 2

    I question what the actual image quality looks like on both. DirectX has a lot of fancy features that improve the graphics that OpenGL does not. Did they turn off all of these features that improve the graphics for DirectX or add them with their OpenGL version? I highly doubt it.
    Also when the frame rate is that high it typically isn't a good test. Create a map with enough detail that the frame rate gets dropped below 60 and compare them there for a real test.
    While it would be cool if they could get OpenGL looking as good and working as efficiently as DirectX I wont' believe it until I see proof. This article sounds more like OpenGL propaganda than reality.

    1. Re:how is the image quality? by Anonymous Coward · · Score: 0

      DirectX has a lot of fancy features that improve the graphics that OpenGL does not.

      Do you have a list?

  28. evolution, not revolution... by Anonymous Coward · · Score: 0

    Stop using a big "kludge", like DirectX and starting to use an Open standard isn't a revolution. Is just a matter of "evolution".

    1. Re:evolution, not revolution... by Anonymous Coward · · Score: 0

      OpenGL is *NOT* an open standard.

  29. Clueless by Dunge · · Score: 0

    The guy who wrote this article is pretty clueless about current state of 3D rendering. DirectX is much more advanced than OpenGL. Brute FPS don't means anything with current 3D technology. It's not just about pushing more polygons anymore.

  30. As far as I know, the choice was never forced by msobkow · · Score: 1

    As far as I know, OpenGL was available for Windows as well. There never was a reason for people to use the DX stack, save that the DX stack was available for the XBox and therefore if you wanted to sell to the platform market as well you were going to have to do a DX implementation no matter what.

    Personally I've never coded a line of DX in my life. Why would I want to use a vendor-specific toolkit when the performance differences were never significant enough to justify making such a switch?

    --
    I do not fail; I succeed at finding out what does not work.
    1. Re:As far as I know, the choice was never forced by Dunge · · Score: 0

      I learned 3D programming using OpenGL like 10 years ago. When I switched to DirectX everything was soo simplified I wondered why I never did before. Developers use DirectX because the whole development chain is much better. And with the advantages DirectX10/11 improved over OpenGL, I wonder why articles like that still exist.

    2. Re:As far as I know, the choice was never forced by Creepy · · Score: 2

      Apparently you haven't followed the changes in OpenGL 3 and 4, which made major changes to how it works like eliminating the fixed function pipeline. Probably the best change was ditching the shader model used in 2.0 for one that works a lot more like HLSL and Cg (which is massively more flexible, but more work to use).

      When I used DirectX, it seemed largely the same as OpenGL until DX9, which was a huge improvement over OpenGL. Now I'm not so sure again, but I only really have time to dabble in both.

    3. Re:As far as I know, the choice was never forced by Anonymous Coward · · Score: 0

      Because DX offered a standardised way to use graphics AND sounds and input devices as opposed to OpenGL being just graphics. Combine that in with Windows representing the 90%+ of the PC gaming market and if anything you are left with the question, "why would you use OpenGL" instead of DirectX, especially for the majority of cases where you are only targetting the windows platform.

    4. Re:As far as I know, the choice was never forced by gbjbaanb · · Score: 2

      The full story is excellently described here.

      Ideally you would write for OpenGL on all markets but..... well, read it yourself. The future on the other hand is uncertain, maybe we'll see more OpenGL now.

  31. DirectX is more then just video by Joe_Dragon · · Score: 0

    DirectX is more then just video openGL is just video.

    But I think you can have OPENGL video + DirectX for other stuff.

    1. Re:DirectX is more then just video by FranTaylor · · Score: 1

      oh great

      code that depends on windows for no good reason

  32. Really not that amazing by Anonymous Coward · · Score: 0

    In the IT/Biz world - the comparison is over, taking for example the comparison between Windows and Linux for example....
    and a common application. In most (if not all) instances on apples-to-apples hardware, Linux wins......so, LINUX folks and Samsung (who just
    bought $500 million of board seats on the Linux board), let's get this thing moving!!!!
    It's about time

  33. Re: is it time for an OpenGL revolution? by Volvogga · · Score: 1

    From what I have been lead to believe, and I could be wrong, if you get DirectX working for your game on Windows, it isn't that ridiculously difficult or expensive to get it functioning on the Xbox. Xbox360 is probably the leader in the console market at the moment (last I heard it had 47% marketshare in the world for consoles), and Windows has been the name for PC gaming for years... that is a lot of bases covered for choosing an, arguably, inferior SDK.

    --
    Vol~
  34. FPS over 60 by Anonymous Coward · · Score: 0

    With most LCD monitors only able to do 60hz what is the point of having 315 frames per second? Wouldn't most of those frames be dropped because the monitor just can't handle repainting the screen that fast?

    Thanks

  35. UX is what counts by Anonymous Coward · · Score: 0

    For games, UX is all that actually counts.

    If you're concerned about the backplane and how that handles things, go into simulations.

    1. Re:UX is what counts by binarylarry · · Score: 1

      But this article wasn't about the fucking User Experience.

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. Re:UX is what counts by X0563511 · · Score: 1

      What the fuck do you think you build the UX on?

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  36. Valve Linux Devs prefer Open Drivers by randallman · · Score: 5, Interesting

    I followed a few links and found my way here:

    http://www.paranormal-entertainment.com/idr/blog/posts/2012-07-19T18%3A54%3A37Z-The_zombies_cometh/

    It's a blog about an experience intel driver developers had working with the Valve Linux team. What I found interesting is that the Valve developers prefer working with open drivers for an obvious reason - It's hard to find out what went wrong when you're dealing with a black box. What I gathered from the discussion is that this openness was a huge boost to development of both the game and the driver. This gives me hope that there may be a bright future for open source graphics drivers and even gaming on Linux.

    From the blog:

    Haswell will have 40 execution units in it’s best bin. It’s 2,5 faster even if they not gonna change anything in shaders, which is unlikely. Plus 64 MB of on-package memory to deal with bandwidth problem.
    With that performance and official open-source driver Intel will be the best choice for gaming in Linux next year, at least in notebooks.

    A pretty good GPU + an open driver + an open kernel coupled with a working relations ship between the 3 groups should result in a super graphics and games on Linux. I'm not a gamer, but I'll buy their games just to support this. Typing this on a Sandy Bridge machine pulling from xorg-edgers.

    1. Re:Valve Linux Devs prefer Open Drivers by Anonymous Coward · · Score: 0

      Super graphics... If their 2.5 comparison did not have 1/10th the performance of AMD or Nvidia solutions.

    2. Re:Valve Linux Devs prefer Open Drivers by Anonymous Coward · · Score: 0

      Your definition of "super" is probably interesting. High end NVIDIA and AMD discrete GPUs will continue to be from whole another planet.

      Intel's next offering might be somewhat useful in integrated setups where you want a CPU with built-in GPU for power saving. It finally reached feature-parity with Ivy Bridge (DX11) and if they actually do something about the atrocious memory bandwidth (even if 64MB is a fairly small cache, I imagine it would be really really fast), perhaps Haswell-based setups might actually be able to reach the performance of $50 budget video cards (which in turn are comparable in performance to the state of the art from 4-5 years ago)

      The real gaming cards at $400+ price points will still have around 20x performance and this will not change until the CPU socket cooling design is overhauled and motherboards get a stack of fast graphics memory soldered right next to the CPU Socket. I mean, if you have a massive add-on board with a heat sink that is 3x as large as the CPU heat sink, two extra PCIE power cables, power draw of ~300W and 2GB of super-fast GDDR5, it's... you pretty much have a comparison between a family saloon and F1 car. Both can get you from A to B, but they are worlds apart and remain so simply because the rules of designing a discrete GPU are completely different - and for a good reason, if you care about the performance.

    3. Re:Valve Linux Devs prefer Open Drivers by randallman · · Score: 1

      Assuming they work with AMD (which has 5-6? dedicated employees working on the ATI Radeon OSS driver) in the same way they have worked with Intel, Linux should obtain high quality drivers for both economy and performance chips.

      It would be difficult to dream up a better scenario than what we're witnessing here. It's a benefit to all groups involved (kernel, driver, game devs) and the transparency delivered by OSS will allow graphics on Linux to surpass that of those with closed kernels and/or drivers. Let's hope that patents don't stifle progress here.

  37. I'm going with 'no' and 'already done, quietly'. by fuzzyfuzzyfungus · · Score: 1

    Given that neither Sony nor Nintendo, for fairly obvious reasons, use DirectX on the console side, (and both, to the best of my understanding, use something that is mostly OpenGL-ish) there is already a pretty substantial base of games that have non-DirectX ports, even before you count the various iDevice and Android applications.

    Because it is pretty standard(if somewhat unfortunate for quality) for big name titles to get a console port, or start out as a console game and get an (often shoddy) PC port, a lot of the game engine and middleware guys(Unreal, Gambryo, id Tech, etc, etc.) already support multi-platform porting. This doesn't do much to change games that are now fossilized/abandoned/in IP ownership purgatory; but it does suggest that current and upcoming games, in many cases, could be shoved out to an additional platform if there were a perceived market for it.

    It's an "I'm not in this for your revolution, I expect to be well paid." thing. Since multi-console and console/PC releases are extremely common, and even some OSX stuff shows up now and again, the middleware guys haven't had the option to go DirectX only for some time now. On the other hand, since we have the middleware guys, who justify their existence by insulating(at least to the degree possible) the game developers from the underlying platforms, it may actually be less likely that OpenGL games show up on Windows, since the middleware makes it less burdensome to have a DirectX and OpenGL release version...)

  38. not a 20% speed up by Anonymous Coward · · Score: 0

    You can't compare Frames Per Second like that. You need to compare frame time to get the actual speed up. So what is it like 0.5% faster?

  39. Survey says... by tnk1 · · Score: 0

    Is It Time For an OpenGL Gaming Revolution?

    No.

  40. Re:valve just doesnt' like windows8 for the app st by Captain+Hook · · Score: 5, Insightful

    As far as reason for not liking Win8 goes, making your entire business model at best second fiddle to the MS store and at worst obsolete is a pretty good reason.

    --
    These comments are my personal opinions and do not necessarily reflect the opinions of the other voices in my head.
  41. Re:valve just doesnt' like windows8 for the app st by Cinder6 · · Score: 3, Insightful

    Forgive me if I'm wrong, but isn't the Windows app store optional? It sure is in the consumer preview. I didn't see Valve decrying Apple for making the Mac App Store. Steam works just fine on the Mac, and it will continue to work just fine in Windows.

    --
    If you can't convince them, convict them.
  42. fps is a logarithmic scale by dasapfe · · Score: 2, Informative

    People seem very excited about the 20% "increase" in fps, but it is misleading. To get the actual increase in speed, you need to use the frametime instead:

    270.6 fps = 3,695 ms per frame
    315 fps = 3,175 ms per frame

    So the actual difference is a measly 520 microseconds. A change this small might not even be something that is related to the OS or graphics api used. It may even be because the windows OS they used is 64-bit, and the linux OS is 32-bit.

    1. Re:fps is a logarithmic scale by black3d · · Score: 2

      Yeah, the article does touch on that.

      "As for why OpenGL is faster than DirectX/Direct3D, the simple answer is that OpenGL seems to have a smoother, more efficient pipeline. At 303.4 fps, OpenGL is rendering a frame every 3.29 milliseconds; at 270.6 fps, DirectX is rendering a frame in 3.69 milliseconds. That 0.4 millisecond difference is down to how fast the DirectX pipeline can process and draw 3D data."

      I think the summary was just .. a summary! :)

      --
      "The true measure of a person is how they act when they know they won't get caught." - DSRilk
    2. Re:fps is a logarithmic scale by DeadCatX2 · · Score: 0

      Okay, how about a 14-16% reduction in the amount of time required to draw a frame?

      520 / 3695 = 14.07%

      520 / 3175 = 16.38%

      --
      :(){ :|:& };:
    3. Re:fps is a logarithmic scale by bloodhawk · · Score: 2

      you just completely MISSED the point. He was pointing out that the difference may not even be related to DX vs OpenGL.

    4. Re:fps is a logarithmic scale by Anonymous Coward · · Score: 0

      The real point is it sure ain't slower.

    5. Re:fps is a logarithmic scale by Anonymous Coward · · Score: 0

      fps is a logarithmic scale

      You keep using that word. I do not think it means what you think it means.

      A 20% (or 1.2x) increase in framerate is a 1.2x decrease in frame-rendering time. FPS is frames per second - it's a direct linear measurement of the framerate. Nothing logarithmic about it.

    6. Re:fps is a logarithmic scale by dasapfe · · Score: 1

      Fps is measured as the inverse of the frame-time: 1/ms
      That's a logarithmic scale.

  43. Simple answer: yes by zapyon · · Score: 2

    Forget Betteridge's Law for a moment ;-)

    Any move away from a monoply is a good move.

    Any improvement that benefits the users (and doesn't hurt the developers) is good.

    Have fun!

    --
    I like my spaghetti with source.
  44. Re:valve just doesnt' like windows8 for the app st by interval1066 · · Score: 1

    because it makes steam obsolete.

    Bwa ha ha ha!!! Yeah, that's a good one...

    --
    Python: 'And then suddenly you have a language which says "we're all stuck with whatever the whiniest coder wants".'
  45. Linux games often run better, faster by spineboy · · Score: 5, Insightful

    I've played a few Linux ports - America's Army Online, Diablo 2 (with Cedega), etc.

    And they've all palyed faster under Linux, than windows on my own PC.

    Also crashed a lot less, when played in Linux.

    So I'm not surprised, and think they are reasonable numbers

    --
    ..........FULL STOP.
    1. Re:Linux games often run better, faster by nwf · · Score: 2

      We use to compare running Oracle on the exact same box, both optimized, on Windows and Linux. Linux was always faster, too.

      --
      I don't know, but it works for me.
    2. Re:Linux games often run better, faster by Anonymous Coward · · Score: 1

      Even in WINE lots of things are faster on Linux or FreeBSD...I think it has to do with poor storage performance on Windows in general. The thing that amazes me whenever I boot a windows machine is the raw amount of random i/o happening on a single sata disk at any given time. I seriously wonder wtf it's doing...

    3. Re:Linux games often run better, faster by SpineZ · · Score: 1

      Define "played faster." Sorry, but no one really gives two piles of dung if the game runs at 270 fps or 303 fps.

      Crashed less? I haven't had a game crash on me since Vista. Maybe I was one of the lucky ones where Vista actually had solid drivers for everything or maybe I was one of the smart ones who did research and found 100% compatible products to buy. Since Win7, more of the same. I've played WoW through Wine (same hardware).. I've played D2 through Wine (same hardware)... and you're trying to spout this nonsense that games run faster and don't crash in wine? Seriously? I seriously doubt you've ever played any game through Wine.

      Don't get me wrong.. it's an amazing product and has gotten better over the years but there is no comparison for running natively than running through an API emulator.

      I'd be curious to see numbers running the same tests on the same games with Win7 and OpenGL vs. Linux OpenGL on the same hardware. Why are we comparing OpenGL vs. DirectX? Not apples vs. apples.

    4. Re:Linux games often run better, faster by Xest · · Score: 0

      Thank you for this highly scientific analysis with an immensly useful dataset that was large enough to be statistically significant.

      Personally I'd be happy if I could even get Linux to a point where I could play games without it crashing due to the fact it still to this day has shit drivers for many pieces of consumer hardware. This is in contrast to Windows that at least "just works" nowadays and has done for some years.

    5. Re:Linux games often run better, faster by thoromyr · · Score: 1

      I don't have timing numbers, but I found that running a Windows render engine on linux via wine was (slightly) faster than native. Rendering isn't exactly typical usage, but it does point to an overhead. Particularly when rendering under windows there was only the rendering (no other apps running) while on linux there was the desktop and regular workstation usage concurrent with the rendering.

      At least with respect to WinXP, I did find an objective improvement by using linux+wine versus windows.

    6. Re:Linux games often run better, faster by Anonymous Coward · · Score: 0

      Neverwinter Nights native Linux client ran a lot smoother on Slackware and Debian than it did on Win2k and XP. This was years ago on a Nvidia card but everything i've thrown at windows and linux as native software seems to run smoother and more clear on Linux. I don't know why and I'm not going to complain.

  46. Op read the article wrong by Anonymous Coward · · Score: 0

    OP read the article wrong. 303.4 FPS IS NOT THE FINAL LINUX FPS. It's the final WINDOWS fps after driver optimizations. RTFA

    1. Re:Op read the article wrong by black3d · · Score: 1

      And you read OP wrong. He never said 303.4 FPS was a Linux FPS.
      "Using these new OpenGL optimizations to the Source engine, the OpenGL version of L4D2 on Windows is now faster than the DirectX version (303.4 fps vs. 270.6 fps)"
      Which is exactly what the article says. The OpenGL version of L4D2 on Windows was faster than the DX version on Windows.

      --
      "The true measure of a person is how they act when they know they won't get caught." - DSRilk
  47. Re:Year of the Linux! by michelcolman · · Score: 1

    Just when everyone had given up hope!

  48. DX9 by Bengie · · Score: 3, Informative

    If OpenGL is faster, and it has a comparable feature set, and hardware support is excellent... why is Direct3D still the de facto API?

    Because Valve is using DX9, not DX11. Even the Gallium3D developers have stated DX11 is much cleaner, easier, and feature rich than OpenGL. There are many things DX11 can do 2x-3s faster than DX9 but breaks engine compatibility with DX9, which makes me wonder how a proper DX11 optimized engine would compare to OpenGL.

    Rule of thumb is if a graphics engine works with DX9/OpenGL, then it is not making full use of DX11 because the optimal flow of data is different and would require an entirely differently designed engine.

    1. Re:DX9 by Anonymous Coward · · Score: 0

      Because Valve is using DX9, not DX11. Even the Gallium3D developers have stated DX11 is much cleaner, easier, and feature rich than OpenGL.

      They are also using OpenGL 2.1 not OpenGL 3.2 core profile.

    2. Re:DX9 by KiloByte · · Score: 1

      Yet OpenGL manages efficiency without breaking compatibility every version.

      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
  49. Re:valve just doesnt' like windows8 for the app st by Baloroth · · Score: 3, Insightful

    First of all, no it doesn't. Steam offers more than just a store. Aside from the obvious fact that everyone who owns games on it already will stick with it, it offers cloud support, chat and gaming with friends, etc. MS tried the same with GFWL: I know of not one single person, not even on the Internet, who liked it. Oh I'm sure there is someone out there, but it was nearly universally despised by gamers. I have little doubt the Windows 8 store will suffer the same fate, probably by actually using GFWL for the games part (MS for some reason refuses to let it die).

    And second, of course, there are anti-trust issues. Massive ones. Much much much bigger than the ones that came with IE, since very very serious money is on the line with digital stores. And it isn't just Valve, either: EA (Origin), Gamestop (Impulse), and CD Projekt Red (Good Old Games) et alia will all be after Microsoft's head if they try to use their first-party advantage to undercut them.

    --
    "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
  50. Defacto by Anonymous Coward · · Score: 0

    DirectX is the defacto standard because Microsoft keeps paying game developers to use it.

  51. Re:valve just doesnt' like windows8 for the app st by nwf · · Score: 4, Funny

    I'd also suspect that WinRT and Win8 Metro apps won't support OpenGL... (Can anyone confirm/deny?)

    I'd also expect WinRT won't support graphics, mathematical functions or English. (Can anyone confirm/deny?)

    --
    I don't know, but it works for me.
  52. 32-bit vs 64-bit? by Just+Some+Guy · · Score: 4, Interesting

    On the referenced blog, I asked whether they'd repeated the test for a 64-bit Linux distro to directly compare to the 64-bit Windows installation they used. Unfortunately, my comment there got deleted. Does anyone have any insight as to what effect switching to a 64-bit distro might have? On one hand, x86-64 has a reputation for being more compiler-friendly than x86-32, what with more explicitly-named registers and all the other goodness. On the other hand, it'd have to sling around longer pointers (and possibly waste more space on 8-byte-aligned data structures? Is that true?). What would the net result likely be?

    Put another way, I wish they'd eliminated that rather large test environment variable before publishing their numbers.

    --
    Dewey, what part of this looks like authorities should be involved?
  53. Lots of talk... by fa2k · · Score: 1

    That's good to hear and all, but it's a bit ironic given my recent experience with getting Dota 2 to work in Wine. First, it took about 2-3 hours getting Steam to run, because of a missing library. Then 3 more hours trying to get Dota to run in Wine or a VM, with no success so far. I'm considering to burn that Windows 8 ISO and play some games this weekend. (It's just a bit curious, it's great that they're working on it)

  54. Re:valve just doesnt' like windows8 for the app st by muon-catalyzed · · Score: 1

    Gabe&crew want to counter that, in the end, this MS vs Valve battle might only benefit us all, lower OS price, more choices, kernel improvements etc.

  55. Re:valve just doesnt' like windows8 for the app st by Anonymous Coward · · Score: 0

    Yeah, all those embedded chipsets with DirectX-ES are just waiting for Windows 8 to come along.

    Oh wait, Windows 8 is touch optimized and the embedded chipsets on touch devices only support and accelerate OpenGL ES?

    Interesting.

  56. Great. But vidcard drivers? by Chas · · Score: 1

    That's great.

    The problem is going to be getting nVidia and AMD onboard for this.

    nVidia's OGL support is really no better than it has to be.

    The NICEST thing that can be said about AMD's OGL support is that it sucks harder than a fifty megawatt Hoover vacuum.

    They're both deeply in bed with Microsoft and most of their driver work goes towards optimizing their DirectX rendering pipeline.

    Getting them to shift gears is going to take some doing. And probably a couple truckfulls of money.

    --


    Chas - The one, the only.
    THANK GOD!!!
  57. Perhaps this will be... by Anonymous Coward · · Score: 0

    The Year of Linux On the Desktop... I'm getting so tired of writing that. IT WILL NEVER BE THE YEAR OF LINUX ON THE DESKTOP because Linux is too tough for mental midgets who use Windows/DOS or Apple Macintosh OS-X (the irony is juicy!) because they're not capable of learning something new, or figuring out anything harder than tying their shoe laces.

    As an OS basically cloned from Unix, Linux has a similarly user-unfriendly, arcane-seeming reputation. There is no one, big, monolithic company standing behind it, like there is with M$ and Apple, to provide a hand, (or unintelligible tech support from someone with an curry-flavored English accent,) and I'm not counting Red Hat, they are mainly concerned with businesses, etc.

    If there were a single source for Linux, one company that put it out, and that was the OFFICIAL version, people would probably flock to Linux. Also Linux would have to be... not free. People figure if you're giving something away for free, there must be a catch, or must be something wrong with it, or it's addictive, and only the first one's free. If there's no catch, and it's not addictive, they're clearly giving it away because they can't sell it, (people will think...)

    Seems to me the only way in for Linux to become THE OS, is to come in through the side door. It would have to become popular without anyone realizing, or at least caring that it's Linux. I think that's what's happening with Android.

    I welcome this news, and the move, then, to start releasing Steam-y Linux titles... but until they start releasing for Windows last, or not at all, better yet, Linux simply gets a promotion without a raise. Great, glad to hear about it.

  58. Re:valve just doesnt' like windows8 for the app st by Hellmark · · Score: 2

    Then how come several other major game companies have come out against Windows 8. For instance, Notch of Mojang, the creator of Minecraft, hates Windows 8, and at the same time also dislikes steam and refuses to sell Minecraft via Steam. Also, how does it make Steam obsolete? When EA came out with the Origin appstore, Steam was still able to thrive. Apple came out with the Mac App Store, and then Game Center, both of which compete with Steam (Game Center directly so), but it hasn't hurt Valve any. Desura, a game platform similar to Steam beat Valve to the punch on Linux support, but really that has only helped boost Valve. Plus there are others like direct2drive, Impulse, etc. Despite all the competition, Steam isn't even slowing down, and there are several reason why. 1: Many companies have not liked the terms Microsoft has for publishing via their marketplaces (such as paying to certify every release and patches, which can cost $40K a pop). 2: Most of the competition, and will also include the Windows store, are not multiplatform, and when they do support other OS's, their support sucks. People like buying a game once, and then being able to play it on both Windows and Mac (and later Linux). If you buy an app on the Windows store, you can only use it on Windows. Have a mac in the house, or a Linux box that you also play on? Sorry, gotta buy the game again elsewhere. 3: Many companies have been grumbling for a while that MS is crippling those who don't want to use Direct X. Any time a commercial game gets sold, the devs have to pay for Direct X licensing if they want to use Direct X. Problem is, Microsoft only supports OpenGL v1.1 in Windows 7. OGL1.1 came out in '97. The latest spec is version 4.2, and has huge improvements (as can be expected with 15 years of technology advances). Also, not all versions of Windows 8 will support Direct X (Specifically, the ARM version). OpenGL is well liked because it is cross platform. You make a game using OpenGL, and you can make it work on PS3, all the current Nintendo systems, Android, iOS, Mac OS, Windows, etc. Direct X is limited to Windows, Windows Mobile, and Xbox. Windows may rule the desktop, but not everyone games on the desktop, so Windows centric options aren't the best choice.

  59. OpenGL isn't faster than D3D by Pino+Grigio · · Score: 1

    Ok, I don't want to go through the arguments that we've had on this issue over and over again, but the problem GL has had in the past is mostly that D3D got the jump on it in terms of new feature support from vendors. But this isn't really the worst offence against games developers to come from the GL community. The fact is that the tool-chain support for DirectX is superior. This is the number 1 concern of code shops. If nothing else, Microsoft work hard to support developers wanting to use D3D.

    Now in terms of Linux being 20% faster, I find this very hard to believe! I think more detail on the kinds of tests they're doing is needed here.

    Anyway it does encourage me as I'm currently working on an OpenGL project, having vacillated for quite a while over whether to choose D3D or GL, finally coming down on the GL side to avoid the lock-in. Besides, GL skills are totally cross-platform: Apple/iPhone, Windows, Linux, Android - you can run GL on all of them. The skills and knowledge are more transferrable than D3D (Windows/XBOX). Vendors went cold on GL for a while, but now they're taking it seriously again because of mobile adoption.

  60. Good! Maybe WINDOWS OpenGL will get some love! by daboochmeister · · Score: 1

    MS's competing stacks successfully stole wind from OpenGL's sails over the years, and the video card vendors have at times only grudgingly fixed problems with their OpenGL implementation in the Windows drivers. Hopefully, a sea change will reverse that tide.

    --
    "Ahh! I see you're in that indeterminate Schrodinger state where - oh, uh ... never mind." Dave Bucci
    1. Re:Good! Maybe WINDOWS OpenGL will get some love! by thetoadwarrior · · Score: 1

      Microsoft will do what they can to kill OpenGL because it's using is yet another step out of their lock-in. Not surprisingly they aren't supporting WebGL. Granted that's not a huge issue now but I suspect they'll fight it even after it takes off big time.

  61. Re:valve just doesnt' like windows8 for the app st by shutdown+-p+now · · Score: 5, Informative

    Here is a complete list of Win32 APIs that are supported for Metro apps. If you look under "Graphics", you'll notice that it has Direct2D and Direct3D, but not OpenGL.

  62. Re:valve just doesnt' like windows8 for the app st by Pino+Grigio · · Score: 2

    Yes, and Microsoft can use their cash mountain to "encourage" developers to use the app store, even running it at a loss for a while in order to destroy Valve's business. It's not as if they've never done this before!

  63. Might as well by GameboyRMH · · Score: 1

    Not even Microsoft is really supporting gaming on Windows anymore, they have to keep the best stuff Xbox-exclusive (thus no Forza or Halo co-op on PC).

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
  64. Re:valve just doesnt' like windows8 for the app st by Creepy · · Score: 1

    OpenGL runs in a surface (I believe that is the terminology used for a driver independent window) on Windows since Vista, so it should work in Windowed mode, but will have a performance hit. WinRT supports C++, so I don't see any reason software-wise for not being able to create OpenGL inside Metro apps, but expect a performance hit up to about 20% for context switching and compositing with DirectX based windows (as it is today).

  65. it's more than just graphics by chris.alex.thomas · · Score: 0

    for the guys here running around saying why doesn't opengl get more traction because it's obviously just as capable, you guys most probably know, but if you don't need to realise something: it's about more than just the graphics.

    with directx, it's cohesive, well built and well tooled, it's not just about the API, not just about the programming code, it's about what a company can do with as few resources as possible.

    when you build something with linux, you've got a dozen api's, all with their own way of working, it's not cohesive, it's buggy as on some hardware X works, but Y doesn't and visa-versa. I'm sure this happens with directx as well, but microsoft have been working hard to make sure their system is cohesive and falls back comfortably.

    what adobe said about the linux sound system is right on the money, which api do you target? which api is installed? what can I execute? do I need one code path or X code paths per api you want to support just in case one api is installed, but not the other.

    so directx is just better, linux suffers because of choice, in this situation, nobody wants choice, we want that it works, choice means I have to work more, spend more and ultimately spend more hours shouting at the computer because nothing works in the way that it should.

  66. Anecdotal evidence by Tei · · Score: 1

    The Source engine is a evolution of the Quake engine, that was a OpenGL engine. So this is like "undoing" a port to OpenGL.

    Actually disregard that.

    Here we have just a few lines of text in a blog. Is just anecdotal evidente. Good news, but lets wait for more people to have similar experiences to consider if this can be anything else than a artifact/pure luck.

    --

    -Woof woof woof!

  67. Re: is it time for an OpenGL revolution? by Anonymous Coward · · Score: 0

    It's going to be evolution, not a revolution, because if OpenGL is faster by 20% and this matters to the users, then it will win.

    are you just mad because your lord has tried to take sole ownership of the term "revolution" for his sermons? you should know, not all revolutions are solely political.

  68. Quantity is a factor, too by belgianguy · · Score: 1

    The mobile markets are predominanty OpenGL based, while hw acceleration is not at the PC level yet, it won't take that long for a GPU to become a commonplace part in a smartphone. Add to that the fact that Steam will do positive things for OpenGL on Linux (and even on Windows) and we might get to see a turning point in game programming, at the very least a fighting chance for OpenGL. Go team OpenGL!

  69. Re:valve just doesnt' like windows8 for the app st by Anonymous Coward · · Score: 0

    You honestly expect us to read that? Have you ever heard of paragraphs? Even a broken enter key is not an excuse - slashdot lets you use <br /> tags.

  70. Re: is it time for an OpenGL revolution? by xhrit · · Score: 1

    If DirectX has 47% marketshare on consoles, that means OpenGL has 53% marketshare on consoles. And since OpenGL works on Windows, Mac, and linux, you can target 100% of the marketshare on desktop computers.

    The only reason to use DirectX is if Microsoft pays you.

  71. Any major game company with vendor support... by Dr.+Manhattan · · Score: 2

    ...can get excellent performance out of the hardware and software. I'm actually an OpenGL partisan, but Direct3D is only part of DirectX. Input, sound, graphics, networking, all in one API - that really is a powerful argument for DirectX. OpenGL + SDL + OpenAL is far from a bad API set to develop for, but you gotta admit it could use some polish. Hopefully, greater attention to Linux gaming will catalyze that polish. Which should mean that not-so-major game companies who don't have the hardware vendors on speed dial can get some benefits from this, too.

    --
    PHEM - party like it's 1997-2003!
    1. Re:Any major game company with vendor support... by cynyr · · Score: 1

      can't you us SDL for sound as well?

      part of me even wants to say you can do OpenGL via SDL as well.

      --
      All of the above was encrypted with a Quad ROT-13 method. Unauthorized decryption is in violation of the DMCA.
  72. Why OpenGL loses in the long run by tlambert · · Score: 1

    It's because of badly written shaders. The article describes a contrived test case where everything is carefully and correctly written, unlike most code out there.

    Specifically, when translating a shader from GL to DirectX to run GL on Windows through the compatibility layer, if the shader can't be demonstrated in a short time to be able to run in bounded time, it gets discarded.

    Chrome does this same thing on Windows for WebGL code. Google hired a company to write the code, liked the result, and bought the company afterwards to acquire the talent.

    When you send the GL pipeline directly to the hardware, as in Linux and Mac OS X, a badly written shader means you crash the OS at worst, crash the DirectX 10 capable video card at next best (DirectX 10 made it a requirement that the card be capable of being reset via software, which wasn't common until it was required), or it just takes unbounded time to run, which means it looks exactly the same as a hang.

    I've suggested several times now that the DirectX check in Chrome be run on Lnon-Windows platforms as well, and that the shaders be discarded before being sent to the Linx/Mac OS X hardware if they can't be translated to run under the DirectX model. This would preemptively protect the hardware from bad GL code being pulled down from the net and/or from trying to run at all.

    Until either the shader model changes in OpenGL, or there is universally applied software filtering to protect the hardware from the bad code that it should be capable of protecting itself from, OpenGL is not going to revolutionize gaming.

  73. Refining DX by Bensam123 · · Score: 1

    Have they been refining DX? They haven't made any major changes to the engine in years. As far as I know the source engine never had a OGL mode, which means its brand spanking new and they built it from the ground up to tie into the Source engine.

    I think this isn't a 'OGL is better then DX', but rather a '8 year old engine is outdated' thing.

  74. Final hurdle: directx is more than direct3d by Anonymous Coward · · Score: 0

    DirectX is is not an API it is a collection of APIs:
    directplay, directinput, directsound, direct3d and others.

    All are needed for convenient game development, OpenGL replaces only one.

  75. Re: is it time for an OpenGL revolution? by Pino+Grigio · · Score: 1

    It doesn't mean that at all. Not many Playstation games use OpenGL. You really need to be closer to the metal using Playstation's native libraries in order to get the best out of the console.

  76. Re:valve just doesnt' like windows8 for the app st by exomondo · · Score: 1

    Here is a complete list of Win32 APIs that are supported for Metro apps. If you look under "Graphics", you'll notice that it has Direct2D and Direct3D, but not OpenGL.

    OpenGL isn't part of the Win32 API.

  77. Re:valve just doesnt' like windows8 for the app st by shutdown+-p+now · · Score: 1

    In this context, "Win32 API" means "API normally provided by the OS to a Win32 application" - so, yes, that includes OpenGL.

  78. "Windows losing its gaming crown" ?? Nonsense by Jackie_Chan_Fan · · Score: 1

    This is just horseshit. Look the valve backlash has begun. Windows gaming is just fine. Suddenly Valve is linux happy because Windows 8 is apparently going to put the squeeze on services like steam, because MS's xbox live services will be better integrated into win8 than steam currently is in windows period.

    Valve is lazy and they wont want to integrate steam into metro. Thats the problem. Their solution? They cry like babies and run to linux.

    Windows isnt losing its gaming crown. In fact, Windows gaming is better than ever as we seeing that consoles are really just wanna-be windows pcs anyways, with gimped corporate toaster mentality.

    1. Re:"Windows losing its gaming crown" ?? Nonsense by gl4ss · · Score: 1

      it's not as entirely about not wanting to integrate with metro, it's with microsoft putting rules on metro app deployments.
      you think microsoft is encouraging 3rd party software marketplaces on windows market? hell no. the writing is on the wall that MS wants control and MS is taking steps to having control over what Metro apps you can run.

      http://blogs.msdn.com/b/windowsstore/archive/2012/04/25/deploying-metro-style-apps-to-businesses.aspx

      --
      world was created 5 seconds before this post as it is.
  79. Re: is it time for an OpenGL revolution? by LiENUS · · Score: 1

    You seem to be confusing The Wii with the XBox 360. The Wii has ~40-50% market share globally and XBox and ps3 split what is left over. Now in the US my understanding is the XBox 360 is the clear leader.

  80. Is a linux system with Steam still linux? by jago25_98 · · Score: 1

    If I install a closed source game... am I giving carte-blanche to my system, including and Bitcoins, documents and cached browser passwords? Of course it depends on permissions but I think most linux users aren't set up for this.

  81. Re:valve just doesnt' like windows8 for the app st by exomondo · · Score: 1

    In this context, "Win32 API" means "API normally provided by the OS to a Win32 application" - so, yes, that includes OpenGL.

    If you're referring to APIs provided by the OS then what specifically are you referring to when you say 'OpenGL'?

  82. Re:valve just doesnt' like windows8 for the app st by VortexCortex · · Score: 1

    I'd also suspect that WinRT and Win8 Metro apps won't support OpenGL... (Can anyone confirm/deny?)

    I'd also expect WinRT won't support graphics, mathematical functions or English. (Can anyone confirm/deny?)

    Yes.

  83. New take on Betteridges's law. by mjwx · · Score: 2

    Is it time: Yes
    Will it happen: No

    We're long passed time to get onto OpenGL. In the late 90's there were a few of OpenGL game on Windows (Homeworld for one) but since then video card manufacturers have dropped the ball on OpenGL and developers have become complacent and lazy relying on DirectX. It's going to be pretty difficult to stop mainstream devs from suckling at the teat of DirectX and to get ATI/Nvidia to pick up their game.

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
    1. Re:New take on Betteridges's law. by Daniel+Phillips · · Score: 1

      Asking and answering your own question does not make for a particularly strong argument. The smartphone market passed the PC market last year. The smartphone market is exclusively OpenGL. What does that suggest to you about mainstream devs who can't figure out how to move away from DirectX?

      --
      Have you got your LWN subscription yet?
  84. Re:valve just doesnt' like windows8 for the app st by mjwx · · Score: 0

    Insightful

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
  85. Re:valve just doesnt' like windows8 for the app st by shutdown+-p+now · · Score: 2

    opengl32.dll

  86. Clear advantage by Anonymous Coward · · Score: 0

    These figures are remarkable

    I've been using Linux for 10 years and in all that time, hardware has always run better under Linux than it does under Windows. Soundcards sound better, graphics cards run faster, ethernet cards run slightly faster.

    What is more remarkable, is how willfully blind and deaf most people are. People have been trumping this advantage for as long as I've been using Linux and this is now 'news'?

  87. Perhaps NOW Linux WILL GET MORE USERS by Anonymous Coward · · Score: 0

    The most prevalent kind too - HOME END USERS, who, without doubt, love games!

    * This isn't a "bad thing", because even I, a KNOWN "Windows/Microsoft fanboy" around here, has to admit that after trying KUbuntu 10.x in 2010 for around 6 months & more recently KUbuntu 12.04? It's finally getting pretty damned good... better than ever imo @ least (& I tried Linux 1.02 - Slackware distro, back as far as 1994, later RedHat 6.x around 1997-1998 iirc, & finally KUbuntu on/off!)

    Would I like to see it happen? Sure, & want to know WHY? It'd SCARE THE HELL OUT OF MICROSOFT! So, why am I stating that, MS 'fanboy' or not?? Well... since sometimes, a little fear is a powerful motivator to do even better!

    (Everyone "wins" in competitions, especially end users/consumers of a product is why... bonus!)

    I use Delphi a LOT, even for OpenGL or DirectX work!

    (Since it's always been my fav. since 1997 when it knocked the chocolate out of JAVA, MSVB 5.0, MSVC++ 5.x on 7/10 tests & only losing 1 to C++ by a PUNY MARGIN no less... but, it soundly also blew away C++ by double to TRIPLE margins or more in math & strings, & EVERY PROGRAM DOES THAT, bar-none, pretty much) & it can do Linux too (just like C++ which I like a lot also, albeit via Borland C++ Builder (Embarcadero now)).

    Since FreePascal (& Borland Kylix before it) is almost a perfect copy of Win16/32/64 Delphi? I can always "move over" @ any time IF I need or wish to... bonus!

    (Gotta love "cross-platform" capable compilers and ones that can do, if chosen in build options, "True 'Stand-Alone' Non-Interpreted Executables - fastest & most efficient type there is imo, bar-none ("oldschooler here"'s why - I do .NET &/or JAVA too, + a dozen or more other languages & build methods in them, but I personally like "real" self-contained exe's the best for reasons noted above... & because of multi-platform capable languages like C++ &/or Object Pascal? I can, & with my favorites!)

    APK

    P.S.=> As far as programming? I've done a fair bit of programming in both 3d display methods (for screensavers mostly) - I always found OpenGL easier to work with than DirectX personally (it's not as "complex" imo @ least, and I *think* PART of that is because DirectX could control a LOT MORE than just display outputs (other things like sound, controllers, etc./et al))...

    ... apk

  88. Ah another idiot by SmallFurryCreature · · Score: 5, Insightful

    You must be working on wall street.

    If you sell 2 tablets in 2009 and sell 4 tablets in 2010, that is what percentage of growth?

    Meanwhile, if you sell 100 million desktops in 2009 and 110 million desktops in 2010, what percentage of growth is that?

    It is the same with the so called BRIC economies. Massive growth? Yup, percentage wise. Easy when you come from nothing. I could double my speed on the mile if I actually did some excersise for once. Meanwhile olympic athletes are happy with a tenth of a second! They must SUCK!

    Calculating what is really being used out there, that is hard. For instance, mobile gaming devices. We know they are being sold but I don't see them in public. Turns out that many use them at HOME and NOT on the go. Many a laptop never leaves its desk. Meanwhile how many tablets are gathering dust like the Wii which outsold in hardware but severely undersells in software? Nintendo ain't reporting losses for nothing.

    People who claim because item X sold a lot is going to kill off item Y are the kind who just love headlines and stop to think. Like you.

    Attach a keyboard and a tablet becomes a laptop? Really? So all of a sudden it gets a HD? USB Hub? Ethernet port? Multi-channel sound output? Expansion bays? Right click? Multi screen support?

    I didn't understand how people could be reviewing Windows 8 in a positive way. And then I saw a video review on a "reputable" site and they reviewed it on a "desktop" with a resolution that would make a netbook weep. Yah... no wonder then that the slashdot sentiment differs a bit, how many here run at netbook resolutions?

    Tablets can only replace a PC for those people who barely use a PC, in the same way a bicycle or public transport can only replace a car for those who barely use the functionality of a car. I should know, I don't have a car and don't miss it and when people ask, but how do you move house with your own car then, I say "I don't!". Really who the fuck wants the hassle, I pay a company who sends a big truck and strong men and they do it faster, safer and me not getting tired which is the most important bit.

    If you use a PC without needing to easily cut and paste, have a right click menu for ease of access or for that matter, pin-point control... well... then a tablet can replace your PC. I have tried to make slashdot posts on a tablet and it is a pain in the ass for editing.

    And ergonomic. I know the kind of people that can replace a desktop with a laptop. They are the ones who will develop back problems. You are NOT SUPPOSED to work in the position that a laptop forces you to work in. Head UPRIGHT, screen at eye height!

    Sure, you can buy a dock and external monitors and you just made your laptop into an easily overheating overly expensive non-upgradable desktop. Wheee!

    But hey, if you think tablets can replace PC's, fine. I give you my tablet for free. But if you EVER even touch a PC or laptop for the rest of your live, you put a tattoo on your forehead "I am to dumb to exist, please kill me". Deal?

    Didn't think so.

    People have been crying the death of the desktop for years if not decades. By the way, what happened to smartphones replacing the desktop? That seems to have dropped away, suddenly it is the tablet that is the new king... odd that... did you ever post that the smartphone would replace the PC?

    Zero growth is normal in mature markets, it is inevitable that someday everyone will have the product and you can only sell replacements and PC's last a long a time now. High growth is normal in immature markets. Only a fool would make absolute predictions by comparing these two figures.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Ah another idiot by yahwotqa · · Score: 2

      Huh, voice of reason? On an internet forum? How did this happen?

      Thank you, sir, thank you!

    2. Re:Ah another idiot by Anonymous Coward · · Score: 0

      how many here run at netbook resolutions?

      I, for one, am using the resolution 80x24 characters in order to maximize the visual experience when I read Linux kernel source code.

    3. Re:Ah another idiot by SoftwareArtist · · Score: 1

      You have some really strange preconceptions about what a "tablet" means. For example, you mentioned the lack of right click multiple times. Why do you assume a Windows or Linux based tablet would use a mouse any differently than any other Windows or Linux computer? A tablet is nothing but a form factor. It implies nothing about its capabilities or software. Much like "laptop" has for some years. I'm typing this on a laptop right now. It has an external keyboard, mouse, and monitor hooked up to it, and is functionally indistinguishable from a desktop... right up until the moment when I detach the keyboard and monitor and take it with me to a meeting. Try doing that with a desktop! That's why laptops have been steadily replacing desktops for years. And why tablets could easily do the same thing to laptops.

      Let's consider the Transformer Prime, since it's one of the best examples of where I think tablets are going. USB? Check. HD? It has 64 GB internal storage, which was a standard size for laptop SSDs just a couple of years ago, and it has an SD card slot if you need more. HDMI? Check. Wireless ethernet? Check. Quad core processor, 1 GB RAM - that was a standard laptop not very many years ago. And people switched from desktops to laptops because the laptops were good enough for what they needed to do.

      You're looking at a tablet and thinking, "Small screen with a touch based UI." Instead you need to look at it and think, "Computer." Aside from differences in storage, memory, and processing power (which are all increasing rapidly), it's really no different from any other computer. Except that it can be used as a tablet when you want to, which is very convenient in some cases. Sure, you could get a tablet and a laptop and a desktop, but that's more expensive and creates all sorts of complications with syncing your data and applications between them. Much easier to have a single device that works well as all three. As long as it's powerful enough to meet your needs (which is already true for many users, and will be true for many more within a couple of years), why would you do anything else?

      Your point about relative versus absolute growth was based on fictional numbers that you just made up. Desktop sales have not been growing by 10% per year. They haven't even been growing by 0% per year. They've been shrinking. That means something's been displacing them. For a long time it's been laptops, but now laptop sales have stopped growing too. Three guesses where the sales are going now, and the first two don't count.

      --
      "I'm too busy to research this and form an educated opinion, but I do have time to tell everyone my uninformed opinion."
    4. Re:Ah another idiot by badkarmadayaccount · · Score: 1

      Laptops can replace desktops with some ingenuity with posture (say, Sphinx with the computer in front of you - I find it more pleasing than using a desktop). Otherwise, completely agreed. I wonder if someone will come up with a tablet distro that treats the screen like a touchpad, and gives you a cursor FFS.

      --
      I know tobacco is bad for you, so I smoke weed with crack.
  89. Have you TRIED it? by SmallFurryCreature · · Score: 2

    Edit code... on a tablet?

    Really? On a touch screen keyboard. Edit code? No right click? Murderous copy past? For gods sakes if you force me to work on windows with no 3rd mouse button I already loose productivity and you want me to work with one click? You an apple fan?

    I hate to imagine what kind of code you write.

    What about 3D modelling or even photoshopping? On a tablet with a touch screen finger input? Man, and I thought I hated designers but even I would not torture them like this.

    I suppose I am just to old to get caught in the next wave of excitement that is going to change everything and then it doesn't.

    Come back in ten years, if everything is still the same... well... then you are an old fart too getting fed up with young kids crazy dreams. Just like me and those who came before. Everything the same as always.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Have you TRIED it? by Daniel+Phillips · · Score: 1

      Edit code... on a tablet?

      I do it using a bluetooth keyboard. Adding a mouse and proper editing software would improve the experience consderably. It's definitely coming.

      --
      Have you got your LWN subscription yet?
  90. Re:valve just doesnt' like windows8 for the app st by vgerclover · · Score: 2

    You think you're funny?

  91. To answer the question in a word... by Anonymous Coward · · Score: 0

    Yes.

  92. You're begging the question. by RightSaidFred99 · · Score: 0

    And yes, I'm using that phrase correctly. OpenGL is not faster than Direct3D, so the whole "I'm just asking a question!" aspect of the summary is silly.

    Direct3D is used because it's faster and supports more features of the hardware. Valve's incompetence does not change this fact.

    1. Re:You're begging the question. by Anonymous Coward · · Score: 0

      Which feature of the hardware does Direct3D support that OpenGL doesn't?

      Do you have fair benchmarks?

  93. Hello Slashdot Editors by kyrio · · Score: 1

    http://en.wikipedia.org/wiki/Betteridge's_Law_of_Headlines

    You're worse than dingleberries for allowing that headline.

  94. Re:valve just doesnt' like windows8 for the app st by Anonymous Coward · · Score: 0

    Steam includes much more functionality than just the store itself, like chat, voice communication, global friends lists and stuff like that. Then there is the fact that it integrates quite cleanly with most games and does not bother you once you're in the game. If the windows app store is anything like Games for Windows Live, then most gamers I know won't touch it with a ten-foot pole.

  95. Re:valve just doesnt' like windows8 for the app st by exomondo · · Score: 1

    opengl isn't bundled with windows anyway

  96. Re:valve just doesnt' like windows8 for the app st by shutdown+-p+now · · Score: 1

    I'm not an OpenGL expert, but I assume that opengl32.dll that's located in my \Windows\System32 directory came with Windows - who else would put it there?

    Not that it matters, to be honest. The list I linked to was a whitelist; if something is not there, it can't be called from Metro. If it's a third-party DLL, you can call it so long as you package it with your app, but then that DLL itself is also subject to the same whitelist. So ultimately you can only do things on that list.

  97. Re:valve just doesnt' like windows8 for the app st by Mystery00 · · Score: 1

    Obsolete? Steam is synonymous with PC gaming right now, MS has trouble tying its shoelaces in the morning, I think Steam will be fine.

    --
    "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
  98. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  99. Re:valve just doesnt' like windows8 for the app st by TheRaven64 · · Score: 1

    opengl32.dll in the Windows directory is usually the software stub driver that will call down to a real driver if it can find one. It's also relatively common (or, at least, used to be - it has been about a decade since I last used Windows, so I might be talking nonsense) for drivers to ship their own opengl32.dll so that they didn't have to fit their OpenGL implementation into Microsoft's driver architecture so closely. The OpenGL DLL doesn't need to talk to any other DLLs except the one that implements the interface to the kernel (and every Metro app must talk to that, or it would never be able to do anything). It is, however, possible that the Metro stuff gets a system call whitelist so can't call into the graphics driver directly (although that would make Direct2D and Direct3D hard to implement).

    That said, it's largely irrelevant: things that rely heavily on 3D acceleration are not likely to want to be Metro applications.

    --
    I am TheRaven on Soylent News
  100. Re:valve just doesnt' like windows8 for the app st by TheRaven64 · · Score: 1

    OpenGL runs in a surface (I believe that is the terminology used for a driver independent window) on Windows since Vista, so it should work in Windowed mode, but will have a performance hit

    Not a significant one. A surface is just a texture and render-to-texture is cheap on modern GPUs (it's basically how you do everything, from double buffering through reflections to windowing). The windowing system then just runs a little bit of GPU code to composite the resulting windows. You have two places for overhead in this model. The first is that the other windows are in VRAM. This likely costs you 8-16MB of VRAM, maybe a bit more. Not really noticeable on a GPU with 256MB-1GB of VRAM. The second is that the window server will be stealing a little bit of GPU time to render the windows. This typically involves rendering something on the order of 100 textured triangles... on a GPU rated to push out billions of textured triangles per second.

    expect a performance hit up to about 20% for context switching and compositing with DirectX based windows (as it is today)

    If the performance hit is really that high, then Microsoft has done something badly wrong, at least on modern GPU hardware. The cost of context switching is nil, as the GPU has its own MMU and can support at least 8 contexts in hardware, so your window server will always be in the GPU's TLB and not need any bus traffic. I'd accept that for older hardware, where a GPU context switch meant dumping the contents of VRAM to main memory and then pushing it back, but that hasn't been the case for a few years. With a lot of SoCs, the GPU uses the same MMU as the CPU, so there's about the same cost for a GPU context switch as a CPU one, and you do one of those every 10ms...

    --
    I am TheRaven on Soylent News
  101. Re:valve just doesnt' like windows8 for the app st by shutdown+-p+now · · Score: 1

    The OpenGL DLL doesn't need to talk to any other DLLs except the one that implements the interface to the kernel (and every Metro app must talk to that, or it would never be able to do anything). It is, however, possible that the Metro stuff gets a system call whitelist so can't call into the graphics driver directly (although that would make Direct2D and Direct3D hard to implement).

    Thanks for reminding me. Yes, this description seems to be accurate with respect to how things worked, at least in XP when I last dealt with all that stuff.

    A Metro app will simply not be able to load the DLL from system32 - only specifically whitelisted DLLs can be loaded from outside the app package directory, and it ain't one. That pretty much kills the idea on the spot for any practical purposes, but I don't think it would work even if you bundle the DLL. The code inside would still run in userspace, and as such would still be subject to all the usual sandbox restrictions for calls it makes into any other part of the OS, kernel included. Most of those are actually enforced on sandbox level; a few, by the app verification process that your app has to pass in order to get into Windows Store.

  102. DX by Tom · · Score: 1

    I've been wishing for the death of DirectX for many years, and it's not happened, so I'm not holding my breath this time.

    If there's one thing that MS is experts in, it is in creating lock-ins. So whether Armageddon or the death of DirectX come first, let's just say I wouldn't make huge bets.

    --
    Assorted stuff I do sometimes: Lemuria.org
  103. base on one engine? by SuperDre · · Score: 1

    What this means is that the SOURCE engine runs better now on OpenGL than on DirectX, but if you read the original article correct, you'll see that they know how to get DirectX up to the same speed. Appearently they just didn't use the API's to it's fullest, let's not forget that with any revision of an engine you'll find better/newer ways to do stuff which increase the performance, and that's exactly what they did, as the first incarnation of Source on OpenGL on ubuntu ran at about 6fps, but after much optimizations (appearantly also on the drivers manufactures side) it runs much MUCH faster.. Doing the exact same thing for DirectX would propably also mean better and faster performance..

    Also one point, how is the image difference between OpenGL and DirectX?
    So it's the source-engine running on OpenGL (with a completely revised graphics-path) that runs faster then the source-engine running on DirectX (with an 'old' graphics-path). Let's just see how DirectX performs when they've done the same revision.

    Which one is better? who knows. Both have their advantages and both have their disadvantages.. If crossplatform with non DirectX platforms is your goal, than I would say go for OpenGL..

    BUT!! people should also remember, DirectX is not the same as OpenGL.. Direct3D is the same as OpenGL, DirectX is much more than graphics alone.. And that's propably the reason why DirectX is more popular, you don't have to go out and look for all the different libraries (like OpenAL for audio, ODE for physics, etc)

  104. What you can say is Windows scored worse. by Anonymous Coward · · Score: 0

    Does it matter why?

    No.

    When the next 3DMark comes out, the frame differences of 20% will be from a card costing 80% more. Therefore a more efficient game engine FOR ANY REASON will be cheaper to run for the same result.

  105. Re:valve just doesnt' like windows8 for the app st by gl4ss · · Score: 1

    certainly some versions did come with opengl screensavers too.

    --
    world was created 5 seconds before this post as it is.
  106. OpenGL has always been faster than DirectX by Anonymous Coward · · Score: 0

    SGI did an amazing job developing OpenGL. SGI was always, first and foremost, a graphics company. Its no wonder it has taken 11 versions of DirectX to get almost as fast or in some cases, probably faster but it still only work on WindowsOS, whereas OpenGL is cross platform.

    Why are we still wasting time on proprietary, platform specific API?

    http://en.wikipedia.org/wiki/Comparison_of_OpenGL_and_Direct3D

    My .02.

    Eric

  107. Re:valve just doesnt' like windows8 for the app st by VGPowerlord · · Score: 1

    Yes, and Microsoft can use their cash mountain to "encourage" developers to use the app store, even running it at a loss for a while in order to destroy Valve's business.

    Last I heard, the MS app store only hosts those godawful Metro apps.

    Good luck getting developers to support that!

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  108. Re:valve just doesnt' like windows8 for the app st by badkarmadayaccount · · Score: 1

    I'd also expect WinRT won't support graphics, mathematical functions or English. (Can anyone confirm/deny/abort?)

    FTFY.

    --
    I know tobacco is bad for you, so I smoke weed with crack.
  109. Mod up by gottabeme · · Score: 1

    This deserves Informative.

    --
    "Those who consume the bulk of goods are those who make them. We must never forget this secret of our prosperity."
  110. Re:valve just doesnt' like windows8 for the app st by exomondo · · Score: 1

    I'm not an OpenGL expert, but I assume that opengl32.dll that's located in my \Windows\System32 directory came with Windows - who else would put it there?

    That's just there so that you can call the hardware accelerated functions from the graphics driver from which the opengl implementation is provided and provides a fallback for when you don't have a hardware implementation - but of course on a tablet device with hardware specifications you most assuredly do have capable hardware. The question is whether those devices will ship with drivers that have an implementation of opengl, that question can't be answered by your link. It's too early to say whether opengl will be ruled out, there's certainly no technical reason it couldn't be there.