Linked by Thom Holwerda on Thu 26th Apr 2012 18:23 UTC, submitted by Radio
Games "I am still struck by just how interested Valve is in Linux as a platform; it is certainly beyond my original expectations. This Linux work just is not some half-assed attempt by them to make it look like they are a Linux-friendly organization. Gabe's vision to support, embrace, and promote Linux are amazing, assuming they execute, which looks to be very high probability at this point." Nice scoop from Phoronix. Seems to all tie in quite well with the prospect of a Steambox running Linux.
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Well Ubuntu based distributions that wold be the core target audience of any company making games for Linux makes it pretty dead simple to install the closed source drivers via the Additional Drivers applet. Makes it pretty seemless to install and update the drivers to the versions tested to work on Ubuntu and derivatives like Mint, Studio and Kubuntu.

Targeting "Linux" in general and only targeting Ubuntu are different things. I doubt that there are a lot of gamers running Linux, and if you cut that already-small number down to "only people running the closed-source binary drivers on Ubuntu," then you're talking about undertaking a pretty huge porting endeavor (they'd have to re-write a lot of code here, to move D3D engines to OpenGL) for a pretty small market indeed.

The Gallium3D drivers though do offer allot more in terms of features, but support for newer OpenGL and OpenCL versions isn't there yet and allot of things have to be added in from Git to have all of the currently available features and performance enhancements that have yet to be merged.

With AMD dropping support for their DirectX 10/OpenGL3.3 class hardware in Catalyst Control Center after 12.7 for Windows as well as Linux we'll hopefully see a fire lit under the Gallium3D devs to get things in order for the merge windows of the fall distributions.

That would be nice, but if the current state of affairs hasn't lit a fire under the Gallium devs, then I bet that isn't going to either.

I get the impression that the amount of GL3 code that exists in Mesa now is due in large part to Intel; that's why so far pretty much only their hardware is actually supported. The main problem isn't lack of motivation on the developer's part, but lack of resources. Creating a whole lot of new drivers, tracking fast-moving changes in hardware and keeping the state-trackers up-to-date with the current OpenGL standard is extremely time-expensive. I guess the biggest problem is just that they don't have the man-hours to do it.

Edited 2012-04-26 23:48 UTC

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