Report shows that games on SteamOS run much slower than on Windows 10

First you say it's irrelevant, now you say you don't care for the games mentioned. Just because you don't care doesn't make your statement any more valid.

And for future reference to those throwing around this "I Don't Care" argument, stop that, that's not a valid statement, truly if you didn't care, you wouldn't bother to post in the first place...
You don't 'have to not care' to post a comment. Everyone is entitled to their opinion and they're entitled to talk about it. If you don't agree with it, well and good but If you don't like it, don't flame them and their comment, just ignore it and move on.
 
You don't 'have to not care' to post a comment. Everyone is entitled to their opinion and they're entitled to talk about it. If you don't agree with it, well and good but If you don't like it, don't flame them and their comment, just ignore it and move on.

Excellent, I'll take your advise and move on. Because, now "I don't care" about any further off topic post, including my own.
 
Can't say I didn't see it coming given that:
1. most games run on DirectX... Linux can only handle OpenGL (natively), which means having to rewrite your renderer to use that API
2. drivers for Linux don't get the same love as on Windows

Valve's bet here is Vulkan (successor to OpenGL), which was presented this year at GDC.

It will obviously take some time for it to actually get used in AAA titles and once that happens nvidia/AMD will just have to follow suit with good drivers.

They'll still have to go up against MS' DirectX 12, which also aims to reduce a lot of woes, so it won't be an easy fight.

Vulkan is Amd's Mantle with improvements. it was open source to play with, it's base code is AMD's handy work.
 
Vulkan is Amd's Mantle with improvements. it was open source to play with, it's base code is AMD's handy work.
That's actually the other way around: the Mantle spec was actually created by DICE's Johan Andersson (Technical Director of the Frostbite engine, used in all the modern BF games).

AMD just saw a good opportunity in doing a proper low-level API for everyone to use and partnered with DICE to create the Mantle API.
This in turn also triggered MS to come up with DX12, which is also based on much of the same spec that guy wrote.

Vulkan (managed by the Khronos group) is basically AMD's mantle + contributions from Unity + Epic (of Unreal Engine fame) + Valve.

I recommend you read this excellent post for the full story:
http://www.gamedev.net/topic/666419...-on-dx12vulkanmantle/?view=findpost&p=5215019
 
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