Slashdot Mirror


Valve Sponsors Work To Greatly Speed-Up Linux OpenGL Game Load Times

An anonymous reader writes "Valve Software has sponsored some interesting improvements developed by LunarG for the Mesa OpenGL library on Linux for deferred and threaded GLSL shader compilation. What these changes mean for users of the open-source Linux graphics drivers when running their favorite games is that OpenGL games now load a lot faster. As an example, the time from starting Dota 2 until the time actually being within the game is reduced by about 20 seconds on an Intel system. While Direct3D has offered similar functionality for a while, OpenGL has not, which has given it a bad reputation with regard to game load times until all shaders are compiled and cached — fortunately it's now addressed for OpenGL if using the Mesa Linux graphics drivers on a supported game."

202 comments

  1. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Up until Steam, what linux games were there? Oh, that's right. Just the iD games.

  2. OpenGL is the future by Anonymous Coward · · Score: 1

    Nice to see that OpenGL is being improved on Linux. I wonder, if somebody will implement caching of the compilation results next? The ccache does exactly this for C/C++, and it really helps in re-compilations of the same source. Of course this is a bit harder as it sounds, since one needs to verify the compiler and all related component versions before using cached result of a compilation.

    1. Re:OpenGL is the future by TheRaven64 · · Score: 5, Informative

      Caching of compiled shaders is supported by the OpenCL spec, and I presume by GLSL as well (I've not looked, but they generally use more or less the same code paths). The application is responsible for asking the driver for the cacheable version and then loading it again later. The problem is that, on first load, the game is effectively doing ahead-of-time compilation of all of its shaders and, previously, these were all done in a single thread. The multithreading part is a bit odd, because most DRI GPU drivers use LLVM on the back end and LLVM has supported multithreaded compilation for a few years.

      --
      I am TheRaven on Soylent News
    2. Re:OpenGL is the future by Anonymous Coward · · Score: 0

      Your future is still years behind DirectX...

    3. Re:OpenGL is the future by carlhaagen · · Score: 2

      Not by GLSL as such, but it is supported in GLES 2.0.

    4. Re:OpenGL is the future by Anonymous Coward · · Score: 0

      The shiny new features in DirectX do not actually matter for a long time after their release, since game developers will rarely use them as the new DirectX's are available only on newer Windows's. Quite a many developers try maximize amount of potential customers by a single codebase. If the MS would still release new versions of DirectX to all Windows variants still in support, it might have a better stand against OpenGL.

    5. Re:OpenGL is the future by VGPowerlord · · Score: 1

      The shiny new features in DirectX do not actually matter for a long time after their release, since game developers will rarely use them as the new DirectX's are available only on newer Windows's. Quite a many developers try maximize amount of potential customers by a single codebase. If the MS would still release new versions of DirectX to all Windows variants still in support, it might have a better stand against OpenGL.

      Windows XP's death has basically given developers free reign to support DirectX 11.0 as their new minimum.

      Then again, even before this, DX11 features popped up as optional features in games like Batman: Arkham City (and presumably Origins).

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    6. Re:OpenGL is the future by Mike+Frett · · Score: 1

      DirectX is a ONE Platform solution. The rest of the world (Mac, Linux, TV, Android, Playstation etc.) uses OpenGL. What don't you fanboys understand about that?

    7. Re:OpenGL is the future by Shados · · Score: 1

      Fanboy or not, OpenGL + all the other things you need to get equivalent to DirectX sucks so much that many developers find that they can make more money by supporting only 1 platform instead of investing in the cross platform solution for that one reason alone.

      That is less and less true, and its only a matter of time before its not true at all, but the fact that its taking so damn long is telling of how annoying it is to develop games for those other platforms.

      Kind of a reverse of the web development situation (where developing for everything but IE is easy)

    8. Re:OpenGL is the future by Anonymous Coward · · Score: 0

      >OpenGL is the future

      What a bizarre statement - OpenGL is just a library that has always been there. It is like saying "HTTP is the Future!". OpenGL was the first standardized 3d graphics library waaaaaaay back. Everyone implements it, on all platforms for the most part. It has advantages, and disadvantages.

    9. Re:OpenGL is the future by gmueckl · · Score: 1

      OpenGL has an exactly identical mechanism for storing the results of compiled shaders. The problem is that the game then has to watch out for changes in driver versions and recompile the shaders after each change because the OpenGL spec says that compiled shaders are only valid for the exact same combination of driver and hardware. So this is not such a useful feature.

      --
      http://www.moonlight3d.eu/
    10. Re:OpenGL is the future by gmueckl · · Score: 1

      In which aspect? DirectX and OpenGL generally have enjoyed feature parity in the last couple of years. OpenGL even makes it easier for hardware vendors to expose new features to programs. So you won't hear a complaint from me regarding that.

      BUT: the tools suck. I don't know about current tools for DirectX now that PiX is dead and burried, but I can state that the current tools for OpenGL are definitely not good - to put it mildly. It's still embarrassing to see AMD CodeXL not show a texture for with a format that has been in the OpenGL spec as mandatory format since 3.0 (that is, for 5 years now). I'm unable to figure out how the viewers for VBOs and textures in nVidia nSight is supposed to work. And none of the tools the hardware vendors provide can do GLSL debugging....

      --
      http://www.moonlight3d.eu/
    11. Re:OpenGL is the future by Anonymous Coward · · Score: 0

      Yes and that one DirectX platform has more games and applications than all of the OpenGL platforms combined.

    12. Re:OpenGL is the future by TheRaven64 · · Score: 1

      How difficult is it to get the driver version and the hardware (honest question - it's been about 10 years since I did any OpenGL hacking, other than testing compiler stuff with OpenCL)? I was under the impression that there was a function that gave you the driver version string and that you had to enumerate the hardware devices before you could do anything (well, you could just say 'give me the default thing' but most games didn't because it often gave the wrong device). If this is the case, then it should be fairly simple to cache them. Driver updates will be a bit annoying, but hardware changes quite infrequently for most users (even if you're on a laptop with 2 GPUs, you're likely to only use one for gaming).

      --
      I am TheRaven on Soylent News
    13. Re:OpenGL is the future by Anonymous Coward · · Score: 0

      The driver version string can be appended to the OpenGL VERSION string. It is defined to be [OpenGL Version] [Vendor specific version]. But there's some strange things going on with that. One problem I discovered is that nVidia appends the driver version to the VERSION string on Linux ("4.3.0 NVIDIA 334.21"), but not on Windows ("4.3.0"). And AFAIK there's no other way of getting to the driver version through OpenGL.

      I have no idea how other people solve it. The only solutions I found were along the lines of "enumerate the actual display driver files on Windows and query their version information". Ugh.

    14. Re:OpenGL is the future by tepples · · Score: 1

      In that case, a game should be up front with the player. "Congratulations on the purchase of your $gpu_make $gpu_model! Updating lighting for $driver_version..."

    15. Re:OpenGL is the future by tepples · · Score: 1

      TV uses Xbox One or Xbox 360, which uses DirectX. Android is traditionally associated with touch input, which is somewhat less suitable for fast-action games other than point-and-click shooting galleries (such as Fruit Ninja) and endless runners (such as Canabalt). In theory, an Android game could be controlled with a MOGA clip-on gamepad, but I haven't seen one of those in use. Nor did OUYA become popular. Mac and GNU/Linux are tiny markets by comparison to Windows. This leaves Windows and Xbox on one hand and PlayStation on the other.

  3. Stop gap by Anonymous Coward · · Score: 2, Interesting

    OpenGL probably need to move to an IR for shaders. For thost that don't know, shaders are compiled by the driver today. Many games generate shaders with a combinatoric explosion which creates a lot of work for the driver. You can cache the result, which is often done, but you'll end up recompiling when the user change settings, etc.

    The solution is off-line compilation to an IR, but of course everyone need to be aboard. The downside is that an IR spec will probably add 'DRM' considerations whereas today OpenGL shaders are shipped in source form.

    1. Re:Stop gap by TheRaven64 · · Score: 5, Interesting

      An IR doesn't buy you much. The time taken for clang to compile OpenCL C to SPIR is about 10% of the time required for LLVM to optimise and codegen the resulting SPIR into native code. The driving force behind SPIR comes from developers who don't want their shader source code embedded in their binary source.

      --
      I am TheRaven on Soylent News
  4. Re:Oh wow by Anonymous Coward · · Score: 5, Informative

    This won't affect Tux Racer's FPS. This will affect the load time on DotA 2, as well as other games which compile many shaders during load time.

  5. Re:Oh wow by Anonymous Coward · · Score: 0

    Your joke isn't funny because running Tux Racer faster than 997 FPS has been possible for ages, even without these optimizations.

  6. Valve sponsors by Anonymous Coward · · Score: 1

    Who are sponsoring Valve? And why are the sponsors working on speeding up OpenGL?

    Off topic, I know, but English might possibly be the most ambiguous human language in the world.

    1. Re:Valve sponsors by Anonymous Coward · · Score: 0

      They see a market in gaming for Linux, since Microsoft is moving toward complete lockdown to some kind of app-store where they get 30% of all application sales on Windows and Valve doesn't like that? Maybe?

    2. Re:Valve sponsors by Anonymous Coward · · Score: 0

      English might possibly be the most ambiguous human language in the world.

      Yes. That's a large part of what makes it so flexible and conducive to artistic expression. Many languages are so straight-forward and literal that it's like wearing handcuffs and a muzzle.

    3. Re:Valve sponsors by SuricouRaven · · Score: 1

      Read it more carefully. It's a language thing.

    4. Re:Valve sponsors by RobertLTux · · Score: 2

      https://en.wikipedia.org/wiki/...

      "Valve created the critically acclaimed Half-Life (released in 1998) and Portal series (released in 2007), as well as the software distribution platform Steam (released in 2002) "

      btw as of last year Steam has a native Linux version

      --
      Any person using FTFY or editing my postings agrees to a US$50.00 charge
    5. Re:Valve sponsors by mrchaotica · · Score: 1

      It's not that ambiguous; if the headline really meant what you think it meant it would have said "Valve's sponsors..." instead.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    6. Re:Valve sponsors by wonkey_monkey · · Score: 2

      wearing handcuffs and a muzzle.

      Go ooooon...?

      --
      systemd is Roko's Basilisk.
    7. Re:Valve sponsors by wonkey_monkey · · Score: 1

      if the headline really meant what you think it meant it would have said "Valve's sponsors..." instead.

      That would be the unambiguous way of saying it, but that doesn't mean that's how it would have been written.

      --
      systemd is Roko's Basilisk.
    8. Re:Valve sponsors by Anonymous Coward · · Score: 0

      There are plenty of ambiguities in the English language, but the title as written clearly doesn't mean what the OP thought it meant, and if that was the intent of the person who wrote it they would unambiguously be wrong.

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

    Does an OpenGL shader go through a complex optimization process, though? *maybe* a cursory one, but no where near as complex as LLVM.

  8. Re: by Goaway · · Score: 1

    Of course it does. A lot of them go through exactly LLVM!

  9. Re:And still linux sucks by dingen · · Score: 4, Insightful

    So Linux sucks because anyone can improve it in the areas where they feel it is needed? Yeah, that does suck. Booo, Linux.

    --
    Pretty good is actually pretty bad.
  10. Re:And still linux sucks by Anonymous Coward · · Score: 0

    When someone asks me why I think you're an idiot, this is one of the posts I will show them, it's 2014 and you're still acting in a childish manner...

  11. Valve competing with Microsoft by Anonymous Coward · · Score: 0

    Lets hope OpenGL can seriously compete with DirectX now that it has Valve support.
    Can someone say something about the development effort to develop for both OpenGL and DirectX?
    Maybe Microsoft will start letting everyone use their newest version of DirectX.

    1. Re:Valve competing with Microsoft by ledow · · Score: 5, Informative

      I think you miss something:

      On Windows, OpenGL already competes with DirectX. Especially with the indie-game revolution of the last 10 years.

      On Linux, OpenGL wins 100% complete, hands-down. Because DirectX can't even run, let alone come close on performance.

      On Mac, OpenGL wins 100% complete, hands-down. Unless you count boot-camp, which is really just Windows.

      You can try to paint a different picture all you like - fact is that OpenGL is not only "the same" as DirectX when you're on Windows, but also runs in a ton of other places. That fact that it has slightly less performance than the ideal scenario on one of those (it has to be said) more obscure platforms is pretty inconsequential (and now fixed). I haven't seen anyone complain about the OpenGL performance on those millions of smartphones that run it. I haven't heard much about DirectX on smartphones, however.

      Cherry-picking the battlefield for a comparison is no worse than cheating because you know you're going to lose.

    2. Re:Valve competing with Microsoft by Anonymous Coward · · Score: 5, Interesting

      Even on windows, OpenGL is not that much slower, on the order of 10% for 'normal' 3D game code. With a modern video card that difference almost doesnt matter.

    3. Re:Valve competing with Microsoft by dingen · · Score: 5, Informative

      And that's just the desktop. On phones, OpenGL wins all. On tablets, OpenGL wins all. On consoles, DirectX is only relevant for the Xbox, the rest runs OpenGL.

      The sphere of influence Microsoft has on the computing industry as a whole has been shrinking with each passing year for at least a decade now. The diminishing relevance of DirectX is yet another proof of this.

      --
      Pretty good is actually pretty bad.
    4. Re:Valve competing with Microsoft by Charliemopps · · Score: 5, Insightful

      The problem with OpenGL isn't speed or load times. Microsoft made directx so 3D programming in windows would be easier. It's just like C# or VBA. They made it much easier to use, and therefore much cheaper to hire for. If you're hiring people to write a new 3D engine using OpenGL you need people at the top of their field... If you're hiring for DirectX there are dozens of local tech colleges filled with mediocre talent that will fit the bill. Now, you could argue that you should be getting top talent anyways, but that's why you don't run a major game producers.

    5. Re:Valve competing with Microsoft by Anonymous Coward · · Score: 2, Interesting

      In most cases OpenGL is 10 to 20% faster on Windows, just shader compile times were 5 to 10% slower on average.
      but once things are running DX11 isn't very competitive, and that's also because it's hard to make proper drivers for it (see Nvidia's late optimizations that made them reach near AMD Mantle performance, that took almost 2 years to reach)

    6. Re:Valve competing with Microsoft by edxwelch · · Score: 0

      I call bullshit. DirectX is only marginally easier at best. If you're implementing a game engine your going to need people at top of field, regardless whether it's OpenGL or DirectX

    7. Re:Valve competing with Microsoft by Anonymous Coward · · Score: 0

      No. They both provide roughly the same abstraction level. DirectX might be a bit easier in some aspects (I like how their shaders are specified for example) but not enough to make a difference.

    8. Re:Valve competing with Microsoft by Anonymous Coward · · Score: 0

      Yea, thinking about it, Microsoft did the same when they released word, making it cheaper to hire those pesky secretary people. Back in the day, when real men used vi, you couldn't just go and hire a secretary..

      They also killed my cat and stole my lunch. "Insightful" my ass

    9. Re:Valve competing with Microsoft by Charliemopps · · Score: 1

      And which major company is pushing OpenGL in schools? Providing training materials? Certifications?

      It's easier for the same reasons Cisco stuff is. Yea, you can find people that know Juniper or something else, but how many are there? Limited resources are expensive. This is how Microsoft does business. It's a very smart plan.

      Now you have companies like Google and Valve pushing open source so it's slowly changing.

    10. Re:Valve competing with Microsoft by jones_supa · · Score: 1

      The problem with OpenGL isn't speed or load times. Microsoft made directx so 3D programming in windows would be easier. It's just like C# or VBA. They made it much easier to use, and therefore much cheaper to hire for. If you're hiring people to write a new 3D engine using OpenGL you need people at the top of their field... If you're hiring for DirectX there are dozens of local tech colleges filled with mediocre talent that will fit the bill. Now, you could argue that you should be getting top talent anyways, but that's why you don't run a major game producers.

      Not really. Direct3D and OpenGL are mostly the same stuff, and both require a developer with a high level of competence. With DirectX you also wind up doing some crusty Win32 trickery, even opening the window is quite painful process. When you combine OpenGL with SDL or SFML, you get that kind of boilerplate stuff done much cleaner.

    11. Re:Valve competing with Microsoft by Anonymous Coward · · Score: 0

      The problem with OpenGL isn't speed or load times. Microsoft made directx so 3D programming in windows would be easier. It's just like C# or VBA. They made it much easier to use, and therefore much cheaper to hire for.

      "Easier" ? Hmmm... Not really.

      "Microsoft made directx so 3D programming in windows would be easier" ? I don't think that was their motivation.

    12. Re:Valve competing with Microsoft by Anonymous Coward · · Score: 0

      The difficult part is the underlying ideas, structures and practices, not to mention the math for some people. If your developer can't adapt to a different API with different function names that do essentially the same thing and some slightly different boilerplate, they aren't qualified to work on any big project, 3D engine or not.

    13. Re:Valve competing with Microsoft by Rich0 · · Score: 1

      The issue is probably more that MS promotes its platform better, and also the fact that the XBox does not support OpenGL. It is popular for the same reason that Win32 is popular - network effects.

    14. Re:Valve competing with Microsoft by 91degrees · · Score: 2

      On Windows, if you use Visual Studio (which most studios do), DirectX is easier.

      The documentation is fully integrated, and you don't need to use a wrapper or the hideous OpenGL extensions mechanism to use any of the remotely modern features. You can use GLEW for the latter but you really shouldn't have to rely on a third party library just to use it.

    15. Re:Valve competing with Microsoft by Anonymous Coward · · Score: 0

      It's Direct3D, not DirectX. One is a component of the other.

      On Linux, OpenGL wins 100% complete, hands-down. Because DirectX can't even run, let alone come close on performance.

      This is the illogical thinking of a fanboy. There can be no winner or loser if there is only one choice. You can't have a competition with only one competitor.

    16. Re:Valve competing with Microsoft by jedidiah · · Score: 1

      >> On Linux, OpenGL wins 100% complete, hands-down. Because DirectX can't even run, let alone come close on performance.
      >
      > This is the illogical thinking of a fanboy. There can be no winner or loser if there is only one choice. You can't have a competition with only one competitor.

      What competition? Everything competes with the desktop.

      Game consoles compete with the desktop.
      Phones and tablets compete with the desktop.
      To a limited degree, even MacOS even competes with Windows on the desktop.

      Yours is the fanboy logic. A real PC games developer is losing sleep over all of the other things that could be competing against him for your time. Doesn't even matter if it's rival game platforms.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    17. Re:Valve competing with Microsoft by Uecker · · Score: 2

      Mod parent up. Atleast Valve found that Left 4 Dead 2 run faster after porting OpenGL on Windows (and even faster on Linux).

      http://blogs.valvesoftware.com...

    18. Re:Valve competing with Microsoft by edxwelch · · Score: 1

      So, you mean it's easier for a newbie to make a demo. But when doing anything serious, like writing a game engine, that wrapper stuff only accounts for about 0.000000001% of the development effort.

    19. Re:Valve competing with Microsoft by ledow · · Score: 1

      Don't be stupid.

      Who makes the best space shuttle?

      SpaceX or Nintendo?

      Who makes the best video games console?

      Nintendo or SpaceX?

      Something NOT EXISTING does not mean that something else hasn't won... in fact, pretty much the definition of winning is that there's nobody else around to compete.

      And there are almost certainly alternative libraries out there, especially on Unix systems. It's just the OpenGL is the de facto standard, and DirectX (all the associated technologies, not just 3D) doesn't even exist on Linux.

    20. Re:Valve competing with Microsoft by Anonymous Coward · · Score: 0

      The sphere of influence Microsoft has on the computing industry as a whole has been shrinking with each passing year for at least a decade now.

      That's because the sphere has grown to include phones, tablets, and other small platforms. For PCs and Laptops, Microsoft is still king because Linux just isn't well designed for that area of computing.

    21. Re:Valve competing with Microsoft by TrancePhreak · · Score: 1

      Nobody really uses OpenGL on consoles. They use lower-level APIs that are much better suited and faster. DirectX on the XBox is also very different from the desktop version.

      --

      -]Phreak Out[-
    22. Re:Valve competing with Microsoft by Darinbob · · Score: 1

      On Windows, OpenGL seems to be a very tiny fraction of the gaming market. DirectX completely dominates, and even more DirectX is often a part of the marketing of the games (ie, the new ones always want to proclaim that they use the latest DX features).

    23. Re:Valve competing with Microsoft by abies · · Score: 1

      No, writing game engines is not serious. Writing games is. Serious developers just license one of the existing engines and extend from that. So real question is not what low-level API is easier to code against, but what technology main stacks are running on. Speaking for windows world (obviously some of them have opengl/openes ports for linux and android, question is what they chose if there is a choice)

      UE4 - DirectX
      Cryengine - DirectX
      Gamebryo - DirectX
      Unity - both DirectX/OpenGL ?
      Frostbite - DirectX
      id Tech 5 - Opengl - and guess what, dead and sueing Oculus Rift to get some money

      Any major players I have missed? With exception of Unity, every successful game engine out there have chosen DirectX for windows.

    24. Re:Valve competing with Microsoft by Dutch+Gun · · Score: 2

      And that's just the desktop. On phones, OpenGL wins all. On tablets, OpenGL wins all. On consoles, DirectX is only relevant for the Xbox, the rest runs OpenGL.

      The sphere of influence Microsoft has on the computing industry as a whole has been shrinking with each passing year for at least a decade now. The diminishing relevance of DirectX is yet another proof of this.

      Speaking as a game dev, I don't really burn a lot of brain cycles on the DirectX vs OpenGL debate that seems to enthrall some people. Any well-written game engine has abstraction layers for the graphics renderer anyhow, and if you're porting to multiple platforms, you're going to need platforms-specific renderers.

      On Windows and Xbox, developers use DirectX. Some developers support OpenGL on Windows as well, but very few do so exclusively. For everything else, developers use OpenGL, or perhaps a proprietary version of OpenGL (like on the consoles), which is optimized for the platform, because that's what's available. DirectX is not becoming any less relevant for the Windows and Xbox platforms. I'm not quite sure how you can make that claim. Microsoft's sphere of influence has actually grown in the last 13 years or so, with the successful launch of three gaming consoles. They're still completely dominant in the desktop OS market, despite minor inroads by other platforms. They're not a significant player in the mobile market, so that may be what you're referring to.

      Believe it or not, at least in my experience, most game developers I know tend to be somewhat agnostic about platforms. That is, they're interested in making games, and simply choose the platforms that are the best supported, along with the libraries / APIs best suited to those platforms. DirectX is a stable, well-supported, well-documented choice for Windows, which comprises about 90% of the desktop market share. As such, it makes sense that most games would support it. If the devs want to release multi-platform, then they'll probably just add an OpenGL renderer in addition to the DirectX one.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    25. Re:Valve competing with Microsoft by 91degrees · · Score: 1

      So you're saying that if you spend a million man hours on game development, the wrapper stuff will take 0.036 seconds?

      I mean actually doing the low level stuff that you need to do to make a game engine. It may not be a huge amount of the work, but it's still enough to easily outweigh any of the trivial advantages OpenGL has over Direct3D.

    26. Re:Valve competing with Microsoft by tepples · · Score: 1

      Are all of these engines Windows-only, or do they also support OS X, iOS, Android, and PlayStation family platforms, all of which use either OpenGL, OpenGL ES, or a far more OpenGL-like manufacturer-specific library?

    27. Re:Valve competing with Microsoft by abies · · Score: 1

      Most of them support OpenGL (or OpenES) for different platforms. Still, all of them went to considerable effort of using DirectX on windows, instead of simplifying their stack.

      To be honest, I have lost the track of argument here. My main point was to refute the point that 'writing a game engine' is a serious activity, as opposed to very definition of hobby project, due to all 'serious' companies licensing base engines. Somehow I painted myself into corner of DirectX versus OpenGL on windows debate, while nobody was probably claiming that opengl is a valid alternative for real game development on windows - at least not on this subthread.

    28. Re:Valve competing with Microsoft by Anonymous Coward · · Score: 0

      Yah, it's amazing what a couple years down the road and optomizing a game then will do for it compared to the older version.

  12. Re:And still linux sucks by 91degrees · · Score: 3, Informative

    I think the argument is that nobody does so for several years.

  13. Re:And still linux sucks by dingen · · Score: 4, Insightful

    If nobody is willing to develop a certain feature, then maybe there isn't a real demand for it.

    --
    Pretty good is actually pretty bad.
  14. Re:And still linux sucks by crossmr · · Score: 2

    except that no one does.

    "anyone" sounds like a lot of people, but Linux isn't just for coder enthusiasts with the know-how to fix their own problems. If linux is going to really take off on the desktop those things simply need to be already taken care of. With microsoft floundering around with windows 8 and tablets taking off, if someone wanted to really get market share away from microsoft dumping money into Linux like valve is doing here is a good start. Especially if it can be done in such a way that major game studios can easily make their games multiplatform. Games are what keep a lot of dedicated enthusiasts of all ages away from Linux. So are things like photoshop or microsoft office, or etc. A lot of the core products that people need just don't work well or at all. You can carry on about alternatives, but people don't want alternatives for those kinds of things. The OS, which is mostly background to a lot of people is easy to persuade them on, you can make it look and feel like windows. but gimp will never feel and look like photoshop.

  15. Re:And still linux sucks by 91degrees · · Score: 1, Insightful

    Well, there's no demand for this because there's a relatively convenient alternative. In this case, the alternative is Windows and DirectX. It doesn't really say a lot for Linux if this is what people are doing.

  16. obligatory by Anonymous Coward · · Score: 5, Funny

    Drivers to be renamed "Black Mesa OpenGL Library"?

    1. Re:obligatory by the+real+darkskye · · Score: 1

      Mesa OpenGLaDOS Library.

      --
      Music is everybody's possession.
      It's only publishers who think that people own it.
      Fuck Beta
      ~John Lenno
  17. Re:And still linux sucks by dingen · · Score: 5, Insightful

    I doubt people are using Windows because of the deferred and threaded GLSL shader compilation. I think it has more to do with the fact games are barely available for Linux at all. And that also has little do with how shaders are precompiled I think.

    This feature just shaves off a few seconds during load time. That's great of course, but by no means a killer feature that previously has been a real problem for anyone. That's why the feature is late to the party and it is a gaming company who comes up with the patch, as they want their games to load faster. Makes sense, right? In no way I see how this makes Linux look bad.

    --
    Pretty good is actually pretty bad.
  18. Re:And still linux sucks by dingen · · Score: 4, Insightful

    How is it Linux fault that Microsoft doesn't provide Office or Adobe doesn't provide Photoshop for it?

    --
    Pretty good is actually pretty bad.
  19. Re:And still linux sucks by 91degrees · · Score: 2

    Lack of games is a factor, but the other factor is games just aren't as good. Load times is a factor in this. And while it may not seem important, 20 seconds is a lot! On consoles, load times are a reason to fail compliance testing.

  20. Re:And still linux sucks by SuricouRaven · · Score: 2

    For games devs, the choice of API to use really depends on platform targetted.

    The Direct3D API isn't *quite* the same as the one used on the XBox consoles, but it's very close. That makes porting a much easier, cheaper prospect. I don't know what API Playstation games require.

  21. Re:And still linux sucks by dingen · · Score: 4, Insightful

    So hurray to Valve for fixing this and hurray to Linux for letting them, right?

    --
    Pretty good is actually pretty bad.
  22. Re:And still linux sucks by jones_supa · · Score: 4, Informative

    And that also has little do with how shaders are precompiled I think.

    As far as I know, you cannot precompile shaders anyway because the compiled code is hardware-dependent. The shader processors are different among architectures and manufacturers, and do not have a common baseline like "x86-64" to target, like we have on the CPU side.

  23. Re:And still linux sucks by dingen · · Score: 2

    I meant precompiling in the sense of compiling them during loading, so they can be used during gameplay.

    --
    Pretty good is actually pretty bad.
  24. Re:And still linux sucks by geekmux · · Score: 4, Insightful

    Well, there's no demand for this because there's a relatively convenient alternative. In this case, the alternative is Windows and DirectX. It doesn't really say a lot for Linux if this is what people are doing.

    Yes, exactly right. 3D gaming isn't some half-dead community with no revenue stream on other platforms. Hell, other platforms were created for gaming due to demand (From Atari to PS4), which has been going on for decades.

    In the meantime, the Linux community sat on the sidelines and assumed what everyone really wanted in any new distro...a new version of GNOME or KDE to keep other more "important" debates alive.

    While I can understand an efficiency within demand, it's rather odd that Linux still looks at 3D gaming like it's a 20-megapixel camera in a cell phone, when we in fact have 20-megapixel cameras in cell phones these days...

  25. Re:And still linux sucks by Wootery · · Score: 4, Insightful

    Kinda, yeah. What we're seeing now is the breaking of the chicken-and-egg problem of gaming on Linux. Up until very recently, virtually no developers bothered developing games for Linux, because no-one does gaming in Linux. No-one ran Linux for gaming, because there were very few games for Linux (and the drivers were a pain).

    Up until recently, Linux had merely taken over the world when it came to servers and mobile (Android). Now it's being given a real shot at gaming.

  26. Re: And still linux sucks by Anonymous Coward · · Score: 0

    You sit around chatting to other real people about how much you hate one Slashdot poster? Enough so that you feel the need to collect evidence?

    Something tells me you haven't GOT any real people to talk to. If you did, you might not be so sick in the head.

  27. Re:And still linux sucks by dingen · · Score: 1

    I think the lack of these applications on Linux has a lot more to do with politics and business strategy than Linux being a bad platform somehow for developing applications like Excel or Photoshop for.

    It's not that these applications have some intrinsic connection with Windows either, as both of these products are available for Mac OS X.

    --
    Pretty good is actually pretty bad.
  28. Re:And still linux sucks by jones_supa · · Score: 3, Interesting

    Actually the hardware support is quite good already. I agree with your other points though: Linux world is a mess with parts missing, lots of bugs, and lacking quality assurance.

  29. Depends on how you look at it by Anonymous Coward · · Score: 0

    Well, 10% is not that big of a deal if you look at frame rates or such. However, If you turn that into dollars by comparing how much you have to pay extra for a better video card or processor to get that additional 10% boost, well then the whole situation looks a bit different. Then again this is a bit of dumb way to look at it...

  30. Re:And still linux sucks by mwvdlee · · Score: 2

    As I understand it, compiled shaders aren't very big, so precompiling for a few dozen chipsets isn't much of an issue storage-wise.
    How many different chipsets are there to support?

    --
    Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
  31. Re: by 91degrees · · Score: 2

    When I was working on this sort of thing a few years ago, we were experimenting with a RISC machine with a fairly deep pipeline for shader operations.

    It worked pretty well, and wouldn't be surprised if the big boys used a similar idea but optimisation for these is very architecture dependent and can be an NP complete problem. Even register allocation can be quite slow and they'll have to deal with that.

  32. GLES 2.0 and OpenCL... by carlhaagen · · Score: 4, Informative

    ...both have functionality for accessing (and saving) a compiled shader so that it can be loaded and used instantly on next run.

    1. Re:GLES 2.0 and OpenCL... by Anonymous Coward · · Score: 0

      You can do that in OpenGL 4.1 and, with an extension, before that, too. However, even in GLES2 those shader binaries are vendor-specific. So there is no advantage over OpenGL whatsoever.
      This extension is generally meant for caching, not for distribution. If you want to distribute compiled shaders, you will have to compile for various GPUs/versions and provide the GLSL code as a fallback anyway.

    2. Re:GLES 2.0 and OpenCL... by Anonymous Coward · · Score: 0

      No, read the extension, the format in which you can save "compiled" shader is proprietary and is specific to each GPU manufacturer or even GPU model. So an application that would want to use those precompiled shader would need to precompile them for all GPU that exist (AMD, Imgtech, Intel, NVidia, Qualcomm, Vivante, ...)

      Top that with the fact that what is save needs a lowering pass for most of the GPU, and you are no where near instant load and run, it is not like a binary executable for a CPU.

      Use the internet Luke, do not let the dark side of ignorance drive you

  33. Compilation of shaders, eh by fa2k · · Score: 1

    So that's what is taking so long when starting Dota. I was wondering what part of loading a game could max out a thread on the CPU.

    As an example, the time from starting Dota 2 until the time actually being within the game is reduced by about 20 seconds on an Intel system.

    A WTF comment if I ever saw one. One would prefer at least two numbers to know how good the improvement is, though a percentage would also be better. On my Intel system Dota2 takes about 15 seconds now. And what's with the pointless Intel name-drop anyway.

    Caching seems like a better solution to me, but multithreaded compilation is also good. Well done Valve

    1. Re:Compilation of shaders, eh by Anonymous Coward · · Score: 0

      A WTF comment if I ever saw one. One would prefer at least two numbers to know how good the improvement is, though a percentage would also be better. On my Intel system Dota2 takes about 15 seconds now. And what's with the pointless Intel name-drop anyway.

      I see your point. Now, after you update Mesa, DotA 2 will finish loading 5 seconds before it starts.

    2. Re:Compilation of shaders, eh by aliquis · · Score: 1

      Ok so it will take -5 now (or took 35 before, whichever is correct) what's the problem?

    3. Re:Compilation of shaders, eh by Anonymous Coward · · Score: 0

      Point of reference, if the same gains can't be found on a comparably cost AMD based system people will complain. It's mostly admitting they haven't tested it across a huge amount of platforms.

  34. Re: And still linux sucks. by Anonymous Coward · · Score: 0

    It's not lack of quality assurance, it's hostility towards quality assurance. And with quality assurance I don't mean bugs (there are lots of them), I mean basic usability. I have been told they specifically won't implement certain basic functionality just to be different from MS. With that attitude is no wonder that Linux is only used by "cultists" that use it more as a sign of group identity than as an OS.

  35. Re:And still linux sucks by udippel · · Score: 1

    Your argument is immaterial, because a lot of BOFH-s and ThePointyHaired-s use Mac. Plus, they are in average willing to spend serious money for licenses.

  36. Re:And still linux sucks by crossmr · · Score: 3, Insightful

    Because linux isn't a cohesive platform. That's the problem. As I was googling around one of the staff at adobe mentioned last year that Linux lacked standardized APIs on a forum thread regarding photoshop on Linux.

    There is a perception that Linux is a bit like the wild west and in this day and age when you have stable mature platforms like Mac and Windows available, that's risky for developers. Even for big companies.

    The intrinsic connection they have is market share and having already been the platform for this programs for a long time. Linux needs to really step up and say "Hey we're ready look at us" but they haven't had that moment yet.

    Ubuntu is a step in the right direction. If a company with real money can get behind it and drive it to some kind of consumer ready level like Windows or Mac is, enthusiasts can still sit there and fork and tweak and do as they like, but getting a real ready version there that gets people's attention and wants to make people use it and develop for it is what will drive Linux's success.

    It might not be directly Linux's fault that Microsoft doesn't make office for Linux, but they just got office for IOS not that long ago. Who knows what kind of wrangling that took. But if I was someone like Canonical I'd see just how much money it would take to convince Microsoft to make it for linux and make that happen. I'd do the same with programs like Photoshop, and other major programs that have major user bases that are seen as core apps. Valve already seems like they're moving in the direction of taking care of games so I'd make sure I was meeting with them and getting everyone on the same page. They don't have to arrange all the programs. If they do a few core programs that reach a large percentage of the user base, the other programs will start to get ported to linux as user base picks up. For example if they paid to get photoshop and office ported and linux went from the low single digits its sitting around now on the desktop up to 20% or a little higher I think you'd see companies start to take notice and start to focus a little more on it.

  37. Re:And still linux sucks by mrchaotica · · Score: 5, Insightful

    I don't know what API Playstation games require.

    OpenGL. Just like WiiU, Android, iOS, and every other platform that isn't Microsoft.

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  38. Great work from Valve. by nimbius · · Score: 3, Interesting

    Im also hoping they deprecate the libraries in Team Fortress 2 that are patent encumbered before someone hauls them into a texas court. W have perfectly reasonable alternatives to S3TC.
    Installation and posix portability are also on my wishlist but thats sort of offtopic and not likely to happen without a bit of ecosystem backlash..

    --
    Good people go to bed earlier.
    1. Re:Great work from Valve. by ledow · · Score: 1

      S3TC is part of OpenGL, not Valve-software specifically.

      As such, if you want to support OpenGL, you're pretty much going to have to pay for the patent and/or workaround it.

    2. Re:Great work from Valve. by Anonymous Coward · · Score: 0

      S3TC is not part of OpenGL. It's a widely-supported extension (EXT_texture_compression_s3tc), and some software requires it, but it's not required for conformance to any version of the OpenGL standard.

      Support for RGTC, BPTC, EAC and ETC is mandated by the OpenGL 4.3 standard.

  39. Re:And still linux sucks by SuricouRaven · · Score: 1

    But is is 'pure' openGL, or something with lots of propritary extensions?

  40. Re: And still linux sucks. by Anonymous Coward · · Score: 0

    I have been told they specifically won't implement certain basic functionality just to be different from MS. With that attitude is no wonder that Linux is only used by "cultists" that use it more as a sign of group identity than as an OS.

    Yes, because anyone wanting to avoid getting sued by Microsoft for infringing their patents is clearly a "cultist".

  41. Re:And still linux sucks by 91degrees · · Score: 1, Informative

    Uhm.. no. It's fairly similar to OpenGL and is based on the same principles, but certainly not the same. You don't really want the same. You have no need for the level of abstraction OpenGL provides.

    The smartphones use OpenGL ES which is actually a different API from OpenGL although it is a variant used fro embedded systems.

  42. Re:And still linux sucks by Anonymous Coward · · Score: 0

    If nobody is willing to develop a certain feature, then maybe there isn't a real demand for it.

    In the same way there was no demand for Interstate roads or the Internet.

  43. Re:And still linux sucks by Anonymous Coward · · Score: 0

    It's not Linux's fault. It is, however, a legitimate reason why many people don't use it on the desktop, and simply stating that not the fault of Linux doesn't mean jack shit - the lack of suitable applications will still make it less desirable for many people as a desktop/workstation system if it ain't running the software they want.

    Certain Linux users keep playing the victim, that the OS is perfectly fine and it's the manufacturers who don't support it. Be that as it may, an OS is only as useful as what you can run on it...

  44. Re:And still linux sucks by dingen · · Score: 2

    Because linux isn't a cohesive platform. That's the problem. As I was googling around one of the staff at adobe mentioned last year that Linux lacked standardized APIs on a forum thread regarding photoshop on Linux.

    So how come Autodesk is able to ship Maya for Linux? Or MathWorks has no trouble releasing Matlab for Linux?

    You're talking like it's impossible to create software for Linux. Clearly this is not the case, as there are numerous applications available for Linux and have been for years, in all sorts of forms and business models.

    The lack of Photoshop and MS Office is not really because of any technical reason. The reality is that Adobe and Microsoft don't want their products available on Linux.

    --
    Pretty good is actually pretty bad.
  45. OpenGL ES by Anonymous Coward · · Score: 0

    >

    On Mac, OpenGL wins 100% complete, hands-down. Unless you count boot-camp, which is really just Windows.

    You can try to paint a different picture all you like - fact is that OpenGL is not only "the same" as DirectX when you're on Windows, but also runs in a ton of other places.

    Don't forget iOS and Android. Both of those use OpenGL ES.

  46. Re:And still linux sucks by dingen · · Score: 1

    Yet we have interstate roads and the internet, just like we have threaded shader compilation on Linux now.

    If someone wants to create a feature for Linux, one can. That is the freedom Linux provides. If nobody is willing to take on something, then apparently it isn't such an issue.

    I really don't get why people are giving Linux so much hate for empowering it's user base in this way. If you have a complaint about Windows or Mac OS X, Microsoft and Apple tell you to go fuck yourself. But if you want Linux to have something it doesn't have already, you can just go ahead and build it.

    I think that's cool.

    --
    Pretty good is actually pretty bad.
  47. Re:And still linux sucks by gonnagetya · · Score: 1

    Because there's demand for it from paying customers (although I wouldn't be surprised if the vast, vast majority of MATLAB users for example were Windows users, but I digress).

    Adobe has presumably made some calculations, used various source of information, and made a determination that porting Photoshop and the rest of their core applications to Linux will not be profitable. FFS they've already stopped porting Adobe Reader years ago and don't patch the main Flash plugin on Linux unless a big security vulnerability is exposed.

    They just don't see Linux as being that important a market. Do you really think they'd deny themselves profit? Are you so arrogant you think YOU know better than Adobe at the market they make millions in?

    Do not think for a minute that the big companies that don't support Linux haven't made a calculated decision not to bother with porting software to it. No-one knocks back an increased income, but if it costs more to support it than they'd see as profit, it's a net loss and bad for business.

  48. Re:And still linux sucks by dingen · · Score: 1

    I'm just saying if people want Photoshop on Linux, you should talk to Adobe, not Linus Torvalds or Mark Shuttleworth.

    --
    Pretty good is actually pretty bad.
  49. Re:And still linux sucks by dingen · · Score: 1

    I'm not the one saying Adobe should release Photoshop for Linux. I'm just saying the *only* reason why Photoshop isn't available for Linux is because Adobe doesn't want it to be on Linux. That may well be the result of some business calculation, or politics, or something personal or whatever, but certainly not because Linux is in some way not suitable for running an application like Photoshop.

    --
    Pretty good is actually pretty bad.
  50. Re:And still linux sucks by morgauxo · · Score: 1

    Your right because clearly starting up your little games faster should be top priority of any operating system.

  51. Re:And still linux sucks by crossmr · · Score: 1

    Their claim is that it is is and that might be why they don't want it on Linux. Because it is less suitable, less easy, it will cost more to port it over and since they don't yet see a big market for users they won't do it.

    It's chicken and the egg. The existence of other apps is immaterial. Other apps might be suited to Linux, they might be easy, cost effective to port and they might be targeting people who might otherwise already use linux.

    However, if you get them to do it, the users will come and it will start to snowball. It needs that push to get going and that only comes with money.

  52. Duh! by Anonymous Coward · · Score: 0

    So 20 seconds off the start of a game you'll probably play the next two hours. Duh!

  53. Re:And still linux sucks by king+neckbeard · · Score: 1

    Yes, Linux has not been the go-to platform for desktop gaming. MS has had quite a bit of control over that area for a good long while, and has been in a pretty good position to protect that spot (and other practices regarding their OS have assisted with this as well). The impetus for the change here is that MS is shifted towards a walled garden approach now, which has Valve concerned.

    --
    This is my signature. There are many like it, but this one is mine.
  54. Re:And still linux sucks by jones_supa · · Score: 1

    FFS they've already stopped porting Adobe Reader years ago and don't patch the main Flash plugin on Linux unless a big security vulnerability is exposed.

    The PPAPI version of Adobe Flash plugin for Google Chrome under Linux is still being developed and is doing fine. The old NPAPI plugin will remain frozen in the 11.2.x.x tree and receive occasional security updates, as you correctly said.

  55. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Well it isn't a bad platform to develop for. It is just insane to spend money developing for a platform that _nobody uses_. And by nobody, I mean the meager 1% or less that usage statistics show. Even within that 1%, there are a rabid subset of "no COTS, no proprietary, only open" - so those are immediate "no sales". So while the platform is fine, the economics of the situation would show insanity in developing for it.

  56. Re:And still linux sucks by Kjella · · Score: 1

    Your right because clearly starting up your little games faster should be top priority of any operating system.

    Not any operating system, just one that has interactive users. When I turn on my computer I want to use it right now, boot time is dead time. When I click any application I want to use it right now, load time is dead time. If I click a button in the application I want a response right now, reaction time is dead time. If you're running a server, who really cares as it should be >99.99% up, use staggered boot and launch some huge backend processing service once it doesn't matter at all. But when it's my consumer device I hate fingertapping time, it's not that I really need those five seconds back but it's very, very annoying. I kind of accepted it when computers were slow as molasses, but I very rarely accept that I need to wait for my gigahertz quadcore CPU feeding off an SSD to do anything. YMMV, but I think there's more people in my camp than yours.

    --
    Live today, because you never know what tomorrow brings
  57. Re: And still linux sucks. by king+neckbeard · · Score: 3, Insightful

    Yes, there are some dickheads in charge of major Linux projects that refuse to do things users want. There are also dickheads in charge of major Microsoft proejct that refuse to do things users want. Same with Apple, Adobe, Oracle, and many other companies.

    and no, it's not only used by cultists. It's used by smartphones, GPS, DVRs, servers, supercomputers, and other places. The desktop is more of an exception than a rule, but the desktop is the place where the OS is more visible.

    --
    This is my signature. There are many like it, but this one is mine.
  58. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Neither would answer you if you tried to talk to them, so people do what is reasonable and vote with their money.

  59. Re:And still linux sucks by dingen · · Score: 1

    That's probably true, things only really change when someone brings a lot of dollars to the table. That's what Mark Shuttleworth did with Ubuntu, Google did with Android and Valve is doing now with SteamOS.

    But that's really what I was trying to say at the start of this thread: the fact anyone can step in and add to the platform is what I think is cool about Linux. So having a real impact in businessland may cost some money, but it's not like that's going to Linus Torvald's personal bank account. Linux is open for everyone and not charging a dime. So why are people giving it a hard time?

    --
    Pretty good is actually pretty bad.
  60. Re:And still linux sucks by crossmr · · Score: 2

    Because being free isn't a pass on criticism. I'm not sure when that happened. Yes all the people who have devoted time and effort and money on Linux deserve credit for doing so. But for the end consumer there is no real difference between an OS you got for free and one you paid $100 for. They still need to work and they still need to do what you need. Otherwise free doesn't mean anything. In the end they're still providing a product regardless of the cost and the consumer is going to form an opinion on it and give feedback. It's simply just not there yet and the only thing that's really going to get it there, in my opinion, at this point is a huge infusion of cash in exactly the right direction.

  61. Re:And still linux sucks by master_kaos · · Score: 1

    You are an idiot. You are saying "one can" like it is as easy as baking a cake. I would love to replace windows with ubuntu or mint or something for all my gaming needs, but I wouldn't have the slightest idea on how to even start coding a feature for linux. This is some pretty specialized stuff. Sure you position it one way "Linux is empowering it's user base", where someone else sees it as "Linux doesn't give a fuck about anything.
    Screw users. if they want something they can do it themselves.

    Also, it isn't like windows is a walled garden like IOS, you can develop drivers, software, etc for it as well. Sure maybe you can't modify the kernel (easily), but at least Microsoft provides tons of tools to change windows behaviour.

  62. Re:And still linux sucks by slack_justyb · · Score: 3, Informative

    You are smoking crack. The reason is because non-open drivers have had this implemented since word "go". That's what people wanted to use. Hence, the whole supply/demand thing kicking in. That someone is doing it in the open-source drivers means that they aren't getting the love they expected from the third party, and suddenly there is a business interest in having better support in the open driver.

    To draw a parallel, would you use the default drivers that come "out of box" on a fresh install on Microsoft Windows whatever, or would you actually go to the vendor's website and download their specific drivers? I think we're done here.

  63. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Because linux isn't a cohesive DESKTOP platform. That's the problem. As I was googling around one of the staff at adobe mentioned last year that Linux lacked standardized APIs on a forum thread regarding photoshop on Linux.

    There is a perception that Linux is a bit like the wild west and in this day and age when you have stable mature platforms like Mac and Windows available, that's risky for developers. Even for big companies.

    Claiming that GNU/Linux is unstable and/or not mature as a platform feels like quite an ignorant claim. That is why I had to add the desktop part to your post. Yes, there is a proliferation of desktop environments and window managers for GNU/Linux and X (or whatever other alternatives are out there :) ), but that doesn't say much about Linux, the kernel. And if it was so risky for developers, how come Linux is so popular server side applications?

  64. Re:And still linux sucks by LordLimecat · · Score: 1

    His point is theyre just now getting features that have been around on Windows for a while, which is a valid complaint.

    "Anyone can improve it" holds a lot less water when we're talking about graphics subsystems-- how many people are legitimately qualified to work on that?

    On a side note, isnt Mesa the crappy default driver thats usually replaced by the vendor's binary blob if you want decent performance? Or am I thinking of something else?

  65. Re:And still linux sucks by Anonymous Coward · · Score: 0

    The compiled code isn't just dependent upon the chip. Simply changing a uniform variable or a texture parameter can cause the shader to be re-compiled.

  66. Re:And still linux sucks by LordLimecat · · Score: 1

    This is what we call a "chicken and egg problem". Seems simpler to just say this than to try to explain how there are no games for linux because its graphics and gaming capabilities have historically been terrible, and theyve been terrible because noone games on linux and thus theres no incentive to develop them

  67. Re:And still linux sucks by LordLimecat · · Score: 1

    If Linux wants to grab desktop market share it has to develop a killer app. Microsoft realized that early on and focused hard on areas that it suffered in; in the mid 90s it realized its printing subsystem was terrible and developed it, it realized that its gaming capabilities didnt exist so they made DirectX, etc etc.

  68. Re:And still linux sucks by TheDarkMaster · · Score: 1

    Is not impossible, but is very hard. Programming for linux is a eternally moving target. When you think you finally finished developing your application, someone changes something fundamental to the system and you have to start all over again, and when you complete the necessary changes in the system, someone change it again. It is not feasible to stay indefinitely changing your application to run on a system that does not have a stable API.

    --
    Religion: The greatest weapon of mass destruction of all time
  69. Re:And still linux sucks by jedidiah · · Score: 1

    > Lack of games is a factor, but the other factor is games just aren't as good.

    That's just nonsense. It's the same games running with the same levels of performance (or better). This is how it is now and how it was even back in the dark ages with Loki.

    Being able to flee from an Intel GPU is far more relevant than what OS you're running.

    --
    A Pirate and a Puritan look the same on a balance sheet.
  70. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Perhaps because ever-shifting APIs and too many distros make it too hard.

  71. Re:And still linux sucks by jedidiah · · Score: 1

    > That's the problem. As I was googling around one of the staff at adobe mentioned last year that Linux lacked standardized APIs on a forum thread regarding photoshop on Linux.

    Yes. And that post included obvious bullshit. While the "professionals" were bitching and moaning, the "hobbyists" in the community were simply taking care of business and doing all of the things that the "professionals" at Adobe want to declare is impossible.

    Whiners that don't want to be bothered can always find excuses to distract from their own failings.

    WinDOS has never been a particularly platform for anyone. It gained an advantage and then dominance because of the self-perpetuating notion that everyone used it. Thus it's easier to make a buck.

    "Being better" never helped any alternative including MacOS. It's always about who has the biggest herd and thus the largest market.

    --
    A Pirate and a Puritan look the same on a balance sheet.
  72. Re:Oh wow by jedidiah · · Score: 1

    I dunno. I see Windows games running on Windows taking forever to load. I see games on other platforms also taking forever to load. It's kind of hard to see the reason to get excited here. The usual propaganda that Windows is some shang-gri-la ideal just doesn't wash here.

    --
    A Pirate and a Puritan look the same on a balance sheet.
  73. Re:And still linux sucks by jones_supa · · Score: 1

    Yes.

  74. Re:And still linux sucks by 91degrees · · Score: 1

    There are quite a few complaints about DotA load times. When you're waiting a couple of minutes for a game to start, you're getting to Commodore 64 levels. Shader compiling isn't the whole story, but it's a significant factor.

  75. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Linux is in a developer darkage...

  76. Re:And still linux sucks by TigerTime · · Score: 2, Interesting

    While a valid excuse, that's another reason why Linux is still "not there" yet. The fact that there were only a couple legit games for it proves it's still in it's fetal stages of becoming a consumer OS. It's got a long way to go. Valve was a huge shot in the arm though. They are the best thing to happen to Linux in awhile.

  77. Re:And still linux sucks by LoRdTAW · · Score: 1

    "As I was googling around one of the staff at adobe mentioned last year that Linux lacked standardized APIs on a forum thread regarding photoshop on Linux."

    And that is a reliable source of information? Most likely Adobe devs don't want to support yet another GUI toolkit/API. Linux has different GUI tool kits available, the most common being QT and GTK, both of which support Windows and MacOS in addition to the usual open source suspects. Hell, if you write a GUI Linux app that uses a cross platform tool kit and don't rely on X libs, you can in theory recompile them against Wayland or Mir without any changes.

    There are plenty of standards in Linux as far as API's are concerned. The only real problem (which is not a bug but a feature, I'll explain below) is binary compatibility across distros as there are different library versions shipped with different releases and paths to said libraries can vary slightly. Package management (rpm, apt, etc) also varies from distro to distro. This is why you don't see universal binaries which can be a hassle for developers of proprietary software. OSX uses universal binaries which sort of solves this problem. Universal binaries were proposed back in 2009 for Linux but the patches were rejected by the LKML crowd.

    Just look at the OpenSSL heartbleed fiasco as a great example for that reasoning. They had all sorts of legacy code and custom memory handling to support obsolete systems such as Windows 3.1x and pre MacOS X (8/9). Sure they were an open source project but they fell into the backwards compatibility trap. This is the same reason Windows became a security mess. Many of its libraries and API's have backwards compatibility with software from nearly 20 years ago (Windows 95). But it is what also makes it a convenient development platform. You could in theory release a binary in 2000 and it should still work in 2014. You can write Windows code using strait C by calling the win32 API's and you can build that code for 95/98/NT/Me/2k/XP/7/8. There is also backward compatibility for older .net, c++ libs, DirectX, etc. This is perfect for users of older software who: don't need to upgrade, can't afford to upgrade, need to support older systems or the developer is out of business and the user depend on that software. Same goes for games. In many cases older windows games run just fine. Though Windows does not support 100% backwards compatibility, it certainly has a lot of it.

    Whereas in open source land, backwards compatibility is not expected between versions. With Linux and open source in general, if a library is changed and a feature deprecated or removed, you tweak your source and rebuild. Though not everyone wants to or can for that matter, build or tweak source. So distros provide binary packages of common software and libraries for the sake of being user friendly. But that hampers closed source developers who want to protect their IP. I don't blame them but they have to adjust to the ever evolving world of open source libraries and API's. This is the same reason video card drivers on Linux are a huge headache. Instead of providing binary drivers they have to provide a whole obfuscated build environment to pull in the necessary libs and kernel headers for your distro and compile the driver against them. If the video card developers released the source, distros could provide drivers downstream tailored for their distro.

    Its a totally different eco system for the game devs and they have to adjust. But its not a huge uphill battle. Crytek ported the Cryengine to Linux and Unreal 4, which is becoming a very easy to use game engine on par with Unity, runs on Linux. So we have major engines now available for Linux and I can't help but think this is all thanks to Valve. Thanks Valve!

  78. Re:And still linux sucks by VGPowerlord · · Score: 1

    As far as I know, you cannot precompile shaders anyway because the compiled code is hardware-dependent. The shader processors are different among architectures and manufacturers, and do not have a common baseline like "x86-64" to target, like we have on the CPU side.

    Why? Surely the shaders remain stored in the video card's memory and don't directly interact with the host OS.

    We do have common baselines of GLSL and HLSL, but those are converted into hardware specific instructions on the card itself.

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  79. Re:And still linux sucks by jones_supa · · Score: 1

    Seems simpler to just say this than to try to explain how there are no games for linux because its graphics and gaming capabilities have historically been terrible

    But they haven't been that terrible. Linux has had a rather good OpenGL support for a long time. Sound has mostly worked well enough, especially if you tapped directly to OSS or ALSA. After that, what else do you need than input support and possibly networking. All the ingredients for a game are there. During the last 10-15 years, I do not see any terrible endurances if you really wanted to make a game for Linux.

    I say it's been more about the lack of interest (it's been a small market after all) rather than technical capabilities.

  80. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Linux(purtians) is hostile to developers...they(those people) moved to microsoft(Quaker land)...

  81. Re:And still linux sucks by crossmr · · Score: 1

    They never declared it impossible. They said it was a riskier more uncertain market with no return potential. There is a difference.

  82. Re:And still linux sucks by jones_supa · · Score: 1

    You are an idiot. You are saying "one can" like it is as easy as baking a cake. I would love to replace windows with ubuntu or mint or something for all my gaming needs, but I wouldn't have the slightest idea on how to even start coding a feature for linux. This is some pretty specialized stuff.

    This is very true. We need to get out of the mentality that open source automatically means that everybody can contribute to projects just like that. One cannot usually craft even a simple 10-line patch if they do not understand the architecture of the project, and something like that can take months to grasp. Oh, and then people maybe do not even want your patch or you find that your commit tags were wrong or your MUA screwed up something and all that circus. :D

    It's like saying that "everybody can contribute to the research of cosmology, the current research and complex mathematical equations are freely available".

  83. Load time by phorm · · Score: 1

    Actually, for DOTA2 the load times were a pretty big issue for me. I could join the same games as the windows folk, but loading assets took a noticeably longer time, to the point where sometimes I'd get dropped from the game at start and then have to reconnect. This would only apply to the first game (afterwards I'd assume assets are cached). Ironically, performance on Linux once assets loaded is actually better, but this caused some pretty annoying issues.

    1. Re:Load time by DocSavage64109 · · Score: 1

      I suppose it all depends on the hardware, but in win 7 on my 3 year old pc, subsequent load times are short, and game joining times are under a second. That's with 16GB of ram though.

    2. Re:Load time by phorm · · Score: 1

      The usual lag is between when everybody is actually showing up as "ready" in the game. There was a noticable lag on Linux wherein it got really slow while loading the map/graphics/etc (only the first load). This sounds like it will address that issue, at least to some extent.

  84. Re:And still linux sucks by TemporalBeing · · Score: 2

    If I am not mistaken, Win8 - and WinPhone8 - support OpenGL as the Direct3D/etc APIs were too power hungry....

    --
    Truth is like the sun. You can shut it out for a time, but it ain't goin' away. - Elvis Presley (source: imdb.com)
  85. Re:And still linux sucks by jones_supa · · Score: 1

    So the problem is exactly those hardware specific instructions. We cannot ship a game with precompiled shaders to hundreds of different chip families by NVIDIA, AMD, and Intel.

    What we could do however, is to cache the compiled shaders locally and recompile them only if a hardware change is detected.

  86. Re:And still linux sucks by TemporalBeing · · Score: 1

    Maybe those companies think that Linux is somehow a bad platform to develop to. In that case it would be Linux's fault.

    Microsoft is very reluctant to develop for anything non-Microsoft as that would mean people wouldn't need Windows; so anything that does not drive business to the entire Microsoft eco-system typically gets ignored by Microsoft. They're finally getting around to releasing Office for Android in some form - even then, it's not as functional as what they have on Windows.

    As to Adobe...They could easy port it to Linux if they desired. My guess is they don't get enough requests because the majority of people they target are either Mac people or locked into Corporate environments where Windows or Mac are the only options. So, go bug them about delivering it on Linux and get a lot of others to do so as well. Make them see a market for it and you'll probably get it.

    Same goes for AutoDesk (which I know uses Qt as a base for their development) and any other proprietary company. Valve getting behind Debian like this for SteamOS is probably going to start a good push for other companies to do the same kind of thing - especially if they get out an evangelize how easy/difficult it has been for them to do so.

    --
    Truth is like the sun. You can shut it out for a time, but it ain't goin' away. - Elvis Presley (source: imdb.com)
  87. Nvidia's been doing this for a while on Linux by dkegel · · Score: 5, Informative

    FWIW, the Nvidia proprietary drivers have had a shader cache on Linux since the 290.03 release in late 2011 (search for GLShaderDiskCache). It probably helps Mass Effect 2 under Wine somewhat (here's a bug report from before the cache was added to the driver: http://bugs.winehq.org/show_bu... )

  88. Re:And still linux sucks by at_slashdot · · Score: 1

    Linux doesn't want anything, it's an operating system.

    --
    "It is our choices, Harry, that show what we truly are, far more than our abilities." -- Prof. Dumbledore
  89. Re:And still linux sucks by Anonymous Coward · · Score: 0

    It is exactly this type of arrogance and handwaving that prevents Linux from being a viable desktop operating system. That is why it has been relegated to being just a toy OS for telephones.

  90. Re:And still linux sucks by Blakey+Rat · · Score: 2

    It certainly doesn't help that development and distribution on Linux sucks ass, so porting to Linux is a huge time-sink compared to porting to OS X. Unless you pick a specific distro and *only* support that, in which case the Linux fans who yesterday were begging you to port the software are now bitching that you built it for the "wrong" distro.

    Then your support costs run up the roof, because even in the "correct" distro people can install the "wrong" windowing system or sound subsystem or what-not, which becomes a support nightmare. So you pay more to port, then you pay more to support the port, then...

    when you're done, nobody buys the thing anyway because "information wants to be free" and, shockingly, a community based primarily around a free-of-cost OS and making their own free clones of commercial products doesn't like paying money for things.

    This stalemate isn't likely to change unless there is a major cultural shift in the Linux community.

  91. Re:Oh wow by Anonymous Coward · · Score: 0

    You're a known zealot, liar, and troll, so it's hard to believe you've seen much gaming action on Windows at all. Coincidently, the Source engine Valve is kludging along with is particularly slow compared to other modern engines like Platinum, Unreal 4.1, Visceral, ect. About the only engine slower to load than source is CryEngine, but it delivers for more.

  92. Re:And still linux sucks by jones_supa · · Score: 2

    Programming in OpenGL ES is still very similar to programming in normal OpenGL.

  93. Cute... buuuut... by Anonymous Coward · · Score: 0

    The DirectX texture format was based on S3TC, which is where the linux requirement for S3TC support came from. Everybody baked their textures into DDX(?) files and it was less of a hassle to just have linux support it than to either include raw or rebaked assets for OGL platforms (I'm including OSX here, since the two major porting platforms when this was going on were OS9/OSX and to a lesser degree Linux for Loki, Hyperion, VV, and the various other smaller companies who put out the effort.) As a result linux ended up supporting S3TC, albeit infringingly, and various games/ports/whatever else were set back by years/indefinitely.

  94. Re:Oh wow by Ziggitz · · Score: 1

    A 10 year old engine that's at the end of it's lifecycle is slower than engines that aren't? Good to know.

    --
    There is no memory shortage. yes I have heard of XFCE. Go away.
  95. Re:And still linux sucks by Darinbob · · Score: 2

    And mostly it's been ignored on Linux because it was nearly impossible to get specs on how to program the video cards. On Windows most everything went with DirectX so that there wasn't even the portability that you might get via OpenGL (ie, there are very few realtime 3D games on macs either, except via Wine for older games).

  96. Re:And still linux sucks by gmueckl · · Score: 1

    OpenGL works... if you use proprietary drivers, which aren't installed by default and most OSS zealots users won't install them and end user distros don't install them automatically. But especially the nVidia proprietary driver is really good and the only sane OpenGL implementation on Linux that I know. Mesa typically is sort-of OpenGL compatible but leaves out features in unexpected places - either because they are not done yet or more annoyingly because they don't want them to be in there for political reasons. At times Mesa even goes as far as claiming that something works OK when in reality it is faked in a way that is totally broken. I still remember the night shifts I've had because of that one...

    --
    http://www.moonlight3d.eu/
  97. Re:And still linux sucks by Darinbob · · Score: 1

    Ubuntu has it's own problems though, it's more of a breakaway from whatever standards Linux was getting. The real problem is not so much the APIs, but the package management. Professional products want to provide a bundling that works with a package manager, but the one thing that varies the most between distributions is package management. So some commercial products in the past have only provided RedHat support for example (you can use it elsewhere but you're on your own trying to figure out how, and the casual user is going to be ignorant of how to get that done).

  98. Re:And still linux sucks by gmueckl · · Score: 1

    That's one of the funny things about OSS: when it comes to graphics, I perceive open source software to be mostly lagging behind by a couple of years at least. - whether it's 2d image manipulation, 3d modelling, offline rendering or real-time rendering. Somehow these topics don't get that much attention from the OSS community. Is it because so many hackers think that the purpose of X11 is to render more than one terminal window at once and the purpose of the window manager is to keep them arranged? Who needs window decorations with mouse buttons when you can do your window management with obscure keyboard shortcuts? People who work this way can often do awesome things with shells and programming languages, but at least 9 of 10 of them don't seem to care for graphics in any way. Those that remain are not enough to put the manpower to build decent OSS graphics software.

    --
    http://www.moonlight3d.eu/
  99. Re:And still linux sucks by Anonymous Coward · · Score: 1

    Certainly Linux has been catching up lately in graphics, which was always one of the weakest points. What started the catch up is a de-facto rewrite of the DRI/DRM/Mesa, started with Intel's help, while AMD followed (while Nvidia is missing out, they still provide a decent proprietary driver). Now we even have Mesa providing a few OpenGL 4.X bits, which was not on a horizon just a few years ago. While Android didn't have direct influence on the desktop graphics stack of Linux, it's meteoric rise did establish awareness of the platform and thus many people began 'tinkering' with it, while also many companies took Linux support more seriously. Valve is one of them. Alhough their shift to Linux was mainly influenced by MS move to Metro (which more or less failed to take off), it seems they remain dedicated to Linux, continuing to finance the necessary manpower to fix various problems that were not deemed important for a platform without serious gaming - but are important for what Valve can bring to the table. If they want to get their console out, they need to do it with Linux kernel and surrounding ecosystem, and along the way invest couple tenths of million $$ to improve whatever needs work. For sure, MS won't give them unlocked platform.

  100. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Windows has had OpenGL since at least Windows 95. Most drivers include it. Games are just easier to write under DirectX, since DirectX is not meant as a general purpose rendering platform, but openGL is.

  101. Re:And still linux sucks by Anonymous Coward · · Score: 0

    It's because good graphics developers are a finite resource.

  102. Re:And still linux sucks by Dutch+Gun · · Score: 1

    With Linux and open source in general, if a library is changed and a feature deprecated or removed, you tweak your source and rebuild. Though not everyone wants to or can for that matter, build or tweak source. So distros provide binary packages of common software and libraries for the sake of being user friendly. But that hampers closed source developers who want to protect their IP. I don't blame them but they have to adjust to the ever evolving world of open source libraries and API's. This is the same reason video card drivers on Linux are a huge headache. Instead of providing binary drivers they have to provide a whole obfuscated build environment to pull in the necessary libs and kernel headers for your distro and compile the driver against them. If the video card developers released the source, distros could provide drivers downstream tailored for their distro.

    Its a totally different eco system for the game devs and they have to adjust.

    Yep, you nailed some of the problems on Linux, which largely come from different philosophies about backward compatibility. Open source means that you can simply recompile at any time, so binary compatibility is deemed less important. On the other hand, Windows has gone through unbelievable efforts to maintain binary compatibility with previous versions.

    However, I'd take slight issue with your last line, indicating the "game devs have to adjust". As a game dev, I'm sort of wondering how I'm supposed to "adjust", exactly?

    The game development tools, documentation, and source examples for Windows are superior to those I could find for Linux. Linux has a 1% market share among likely gamers (according to the Steam hardware/software survey), and that 1% is splintered across dozens of distros, many of which have compatibility issues with each other. And of course, the Linux platform and development team itself tends to be at best agnostic and at worst outright hostile to closed-source commercial application. All of this can add up to create a lot of development and support overhead for a platform with already tiny profit margins.

    Honestly, is anyone really surprised that game developers look at Linux and say "no thank you"?

    Please, don't get me wrong. I'd love to support Linux, but damn, you're asking a lot for a 1% market share. I'm planning a Mac port after the initial Windows version of my game is released, and a Linux port may *hopefully* come after that. I have to prioritize according to market share, since I'll be relying on the revenue of the first game to continue development of the other platforms.

    I'm not going to suggest that Linux will or even should change their culture, which is and always has been based around free and open source. But I think it's probably best to be realistic about what tradeoffs the platform is making with those priorities. Some of the major issues can be worked around. For instance, most commercial Linux programs (like games) statically link all their libraries, and so avoid weird platform-specific library compatibility issues. And fortunately, most Linux distros use one of a few standardized distribution package formats, so you can at least hit the majority of distros, or perhaps just pick the most popular distros to target and still cover most of the market.

    But really, saying that "devs must adjust"? Or what? Or they'll simply not support Linux, like they've always done. How does that hurt anyone other than Linux supporters and enthusiasts?

    --
    Irony: Agile development has too much intertia to be abandoned now.
  103. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Could it also be because mobile hardware doesn't have any D3D support?

  104. Re:Oh wow by gmueckl · · Score: 1

    You can easily kill performance by doing stupid things, like uploading textures in formats the driver doesn't like that much (that one actually surprised me a lot, but it can matter). Or like loading the data in an order that keeps the disk seeking when it could instead be reading. The later is something that gets optimized for a lot on consoles where the optical disk seek times are a nightmare.

    --
    http://www.moonlight3d.eu/
  105. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Shaders run on the GPU with full DMA access. Do you really want a binary not created by the drivers(compiler) to be running with ring0 access to all of your hardware?

  106. Re:And still linux sucks by 91degrees · · Score: 1

    Yes it is. But OpenGL ES is not OpenGL. There are features in OpenGL ES that aren't in OpenGL, and features that are available in OpenGL that aren't in OpenGL ES. Similarly the OpenGL ES shader language doesn't support everything that OpenGL ES does.

  107. Re:And still linux sucks by Anonymous Coward · · Score: 0

    I wouldn't have the slightest idea on how to even start coding a feature for linux

    And yet you are calling me the idiot.

    And therein lies the fundamental problem with Linux: "If you can't code, then you can just fuck off"

    No wonder that after 20 years, Linux's desktop share is still dismal.

  108. reply by aepurniet · · Score: 1

    you would potentially need to precompile for every chipset, driver version, and opengl version combination. its just a lot easier to do it for one. you could cache them between runs as well, as long as the video card, the driver, libopengl, and the os has not changed.

  109. Re:And still linux sucks by Anonymous Coward · · Score: 0

    While mostly true of OpenGL ES 1.x, 2.0 and above is OpenGL 3/4 without legacy pipeline support and reduced lower bounds on available precision.

    OpenGL ES 1.x was very similar to native OpenGL, but removed a large amount of legacy cruft and support for features not available on mobile GPUs.

  110. Re:And still linux sucks by jones_supa · · Score: 1

    Uh, no. I simply meant keeping cached copies of the compiled shaders on that particular computer. Shaders would still be uploaded and run normally on the GPU.

  111. Re:And still linux sucks by Anonymous Coward · · Score: 0

    While you _can_ use OpenGL on all of those platforms, you usually only get the best performance using proprietary graphics APIs on some of them.

  112. Re:And still linux sucks by master_kaos · · Score: 1

    Seriously? I am an idiot for not knowing how to code for linux? I guess that makes you an idiot from not knowing how to code a missile guidance system for the DOD, or not knowing how to build your own CPU from scratch.

  113. Re:And still linux sucks by dingen · · Score: 1

    If I were complaining about missile guidance systems or CPU building you might have had a point. But to answer your question, no you're not an idiot for not knowing how to add to the Linux code base. I didn't say that and I didn't imply that, the only one calling names is you. I just find it ironic that you feel you are in a position to say other people are idiots while showing you do not have any knowledge or skills on the subject at hand yourself.

    --
    Pretty good is actually pretty bad.
  114. Re:And still linux sucks by dingen · · Score: 1

    "Anyone can improve it" holds a lot less water when we're talking about graphics subsystems-- how many people are legitimately qualified to work on that?

    Well apparently Valve found some, didn't they?

    --
    Pretty good is actually pretty bad.
  115. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Just wrap the damn thing up as a KVM imgage or a FatELF. There are also package managers that use namespaces to isolate things so you can have multiple versions of libraries running, and won't lost anything a package declares as a hard dependency. The tech is there to make it easy, but not many people who understand the distro model really don't want to go that way because of the huge maintainance burdena nd security risk that it will put on distro developers. Linux is supposed to be like legos, and if you want to jam an amorphous BLOb in there, it really should be done with consideration and forethought. I think the solution is to push devs towards stable cross-platfrom API's where possible (OpenGL, SDL, OpenAL) and to push for standards where there aren't any yes (physics, game lobby etc.) Or where you can't avoid rapid change to use versioned API's. Wayland should be much friendlier in this repect than X.

    Linux is right in not trying to nail down everying, but some things have been nailed down very well, see the Linux Standard Base which has minor revisions evey 1-2 years and a major every 4-5 years. (Minor revisions are foward compatible with any prior minors of the same major series). So if you write you program for LSB 4.0 and only depend on LSB 4.0, you should be able to support 4.1, 4.2 and 4.3 with minimal hassle.

    So I agree it's not something every indie dev could do on thier own, but a large company should be able to afford a quality linux guy that can put the proper thought into it and get something that works on 95% of the current distros.

  116. Re:And still linux sucks by Anonymous Coward · · Score: 0

    You should at least try for fowards compatibility though, and if you fail at that, at least fail as loudly as possible. Slightly different library paths isnt' a big deal as theres the LD_PATH variable and the like. What's sometimes annoying is slightly different library names which forces the user to generate symlinks. Package management for games isn't that important, as most of the time you are letting steam or desura manage it for you, or are otherwise installing it into your home directory with the mojo installer or shell script.

  117. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Mesa is actually specific to the intel DRM driver. Noveou and radeon drm drivers rely on gallium. If you have mesa and your graphics is the intel integrated, then what you run is Mesa, and is performance comparable to the closed windows driver.

  118. Re:And still linux sucks by Anonymous Coward · · Score: 0

    https://wiki.linuxfoundation.org/en/Packaging/Wiki

    There's been some thought put into it.
    I think expanding the zeroinstall intrastructure as the best bet. Add in the ability to conver the LSB-limited .rpm of the LSB to to it's XML representation. Add in the ability to interact with more package managers (not just yum and apt), and use containers rather than directores to install packages onto.

  119. Re:And still linux sucks by vandamme · · Score: 1

    People who get a modern OS for free are not going to pay for Office or Photoshop, they're going to use Gimp and LibreOffice. Only suckers who are convinced that free = worthless pay for them. Or have the boss pay for them. So, it wouldn't pay MS to make an Office for Linux. And if they did, it would mean Linus won, as he said.

  120. Re:And still linux sucks by Vordreller · · Score: 1

    This completely bypasses the concept of research and innovation.

  121. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Right, because all any consumer cares about is games. Get a life, dipweed.

  122. Re:And still linux sucks by Anonymous Coward · · Score: 0

    Natural Selection 2 loads like a drunken molasses-covered sloth with cement blocks on its feet even on Windows.

  123. Re:And still linux sucks by LordLimecat · · Score: 1

    * Sound was a literal nightmare (given how many sleepless nights I spent trying to fix it) when they switched from OSS / ALSA to PulseAudio.
      * Graphics is a crapshoot: if you have nVidia it can be OK if you perform the right incantation, if you have Intel you dont need to fuss with it but its not terribly performant, and if you have ATI/AMD you're out of luck.
      * Gaming mouse support (7+ button support) historically required dark magic performed on the xorg.conf file, and/or the download of various utilities to properly configure it.
      * Ventrilo (still quite popular) support requires straight up voodoo with Wine and ripped Windows DLLs (for the codecs); Skype may or may not work but (IIRC) hasnt been updated in about 3 centuries, and that all relies on you having done the right dance around pulseaudio to get mic input working.

    At least networking just works, generally.

  124. S3TC == RPZA, which is more than 20 years old by tepples · · Score: 1

    W have perfectly reasonable alternatives to S3TC.

    I thought S3TC used the same concept as Apple Video (RPZA), which shipped as part of QuickTime 1.0 in 1991. Each 4x4 pixel block has two 15- or 16-bit colors and an array of sixteen 2-bit coefficients as to how these colors are mixed to produce the sixteen pixels in the block. What's the inventive step from RPZA to S3TC?

  125. Pantone is patented by tepples · · Score: 1

    At least in 2D image manipulation, part of the reason that free software appears to lag by 20 years is that that's the duration of a patent.

  126. Re:And still linux sucks by tepples · · Score: 1

    If someone wants to create a feature for Linux, one can.

    Not unless one owns the rights to the relevant patents and trade secrets. And GPUs are full of those.

  127. Re:And still linux sucks by tepples · · Score: 1

    Does this PPAPI plug-in work in other Chromium-based browsers, or only in Google Chrome?

  128. Re:And still linux sucks by jones_supa · · Score: 1

    Some people have said that you can cram it inside Chromium, but that it is a royal pain in the ass to do.

  129. Re:And still linux sucks by Anonymous Coward · · Score: 0

    lots and lots and lots of proprietary extensions.

    It's pretty common when you have a specific piece of hardware you want to have last for X years and you KNOW will not change during that time to work towards getting a bit more out of it. This will include a lot of tweaks and changes that only work on that hardware.

  130. Re:And still linux sucks by Anonymous Coward · · Score: 0

    "There are plenty of standards in Linux as far as API's are concerned."

    I don't think you know what standard really means.