Linked by Thom Holwerda on Tue 17th Jul 2012 22:19 UTC, submitted by Nth_Man
Games "The truth is that this is the first post of the Valve Linux blog. This blog is where you can find the latest information from Valve about our Linux development efforts. Avoid the rumors and speculations that multiply on the Web. Instead, come to the source - a blog where people who are interested in Linux and open source game development can get the latest information on Valve's efforts in this arena. In this initial post, we'll introduce the team (and a bit of its history) and then give you a snapshot of what we're currently doing." Steam, Source, and Left 4 Dead 2 coming to Linux. We know why.
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RE[4]: At last...
by Nth_Man on Sat 21st Jul 2012 08:36 UTC in reply to "RE[3]: At last..."
Member since:

> support SOME of the features THIS way if its AMD, THAT way if
OpenGL is a low-level API. Normally, games developers using OpenGL don't use it directly, but through a higher level library. That higher level library is the one that also deals with the different cases (Windows, Linux, Mac, Android, iPhones, the version that consoles use, etc.). Some people think (me, too) that OpenGL should do some of the work that those higher level libraries do.

In they seem to be happy with the idea that Intel and Valve collaborate with the Intel Mesa driver and so, since on July 17 they announced in the front page:

Valve ports Left for Dead 2 to Ubuntu with OpenGL

Valve Software has started a new Linux blog; the first entry discusses their port of Left for Dead 2 to Ubuntu Linux. Future work involves “optimizing a version of L4D2 running at a high frame rate with OpenGL”, porting the Steam client, and “porting additional Valve titles”.

> And how EXACTLY does that fix
No, that doesn't fix it. Improving drivers and the Source engine is a good thing but also... the proposal of forking, that you said, keeps being valid.

Reply Parent Score: 2

RE[5]: At last...
by bassbeast on Sat 21st Jul 2012 18:48 in reply to "RE[4]: At last..."
bassbeast Member since:

Don't get me wrong, I have no problem with Valve and Intel working together, just that it still doesn't solve the problem.

The problem, and the reason why so many ignore OpenGL for DirectX is just as you state that DirectX does take some of the higher level work out of it and more importantly DirectX 10 is DirectX 10 period. It doesn't matter which card it is, if its an HD5450 or the latest Nvidia, if it says DirectX 10 then you know what it supports and the only question is how fast will it pump those features out.

That is why I've been saying for years the community needs to fork OpenGL, because when you are talking about something like graphics subsystems, where even being a second or two off can cause quite noticeable problems and even make a game unplayable, the use of shims and extensions is frankly unacceptable.

So I do hope this one day gets fixed, that OpenGL again becomes a truly viable alternative to DirectX for developers instead of needing to put in more work just to get the same level of output. Of all the places one could use shims and extensions something as time critical as graphics is simply not the place to do it, but time and again Kronos has made it clear they care about CAD more than they do about gaming.

Reply Parent Score: 2