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How Valve Made L4D2 Faster On Linux Than Windows

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  • How Valve Made L4D2 Faster On Linux Than Windows

    Phoronix: How Valve Made L4D2 Faster On Linux Than Windows

    Following this morning's Here Is Valve's Source Engine Left 4 Dead 2 On Linux article, here is most of the details that were shared during yesterday's SIGGRAPH presentation about Left 4 Dead 2 running natively on Linux with OpenGL and outperforming the Windows version...

    http://www.phoronix.com/vr.php?view=MTE1NzE

  • #2
    Here's my report on the talk:

    http://www.forceflow.be/2012/08/09/v...l-anniversary/

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    • #3
      What's stopping Valve now to create a gaming console based on Linux? It would beat the pants off XBOX and PS3 even with a slightly older graphics card. Ouya needs competition!

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      • #4
        Dynamic translator vs Preprocessor

        I'm wondering if this work on the dynamic API translator between D3D and OpenGL is worth the work.
        May be they could use it as a preprocessor before compiling their game engine, thus they would avoid the involved overhead.

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        • #5
          So the game isn't truly OpenGL? It just dynamically translates Direct 3D to OpenGL? That's still impressive, but couldn't they get a bigger performance boost by replacing Direct 3D with OpenGL?

          Also, couldn't WINE do this for a performance boost?

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          • #6
            I would imagine they did this to port their existing games and will do it properly in Source 2. Maybe that's even one of the reasons for jumping to a new major version.

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            • #7
              Originally posted by Dukenukemx View Post
              So the game isn't truly OpenGL? It just dynamically translates Direct 3D to OpenGL? That's still impressive, but couldn't they get a bigger performance boost by replacing Direct 3D with OpenGL?

              Also, couldn't WINE do this for a performance boost?
              No cause any-direct3d-application isn't a fixed target as the source engine is internally.

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              • #8
                Originally posted by Dukenukemx View Post
                So the game isn't truly OpenGL? It just dynamically translates Direct 3D to OpenGL? That's still impressive, but couldn't they get a bigger performance boost by replacing Direct 3D with OpenGL?

                Also, couldn't WINE do this for a performance boost?
                From what I understand...
                The bottleneck would be CPU bound instead of GPU bound.
                Multiple threads have to be used in order to translate D3D to OpenGL so that there isn't a huge bottleneck.
                Last edited by SolidSteel144; 08-09-2012, 05:42 PM.

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                • #9
                  Maybe with the new Source engine they could go the other way around. Translate from OpenGL to Direct3D dinamically. There's only two systems using Direct3D: Xbox and Windows. Everyone else is using OpenGL or an equivalent (Sony, Nintendo, AMD, NVIDIA, Intel, Apple, Google ...)

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                  • #10
                    Originally posted by Filiprino View Post
                    Everyone else is using OpenGL or an equivalent (Sony, Nintendo, AMD, NVIDIA, Intel, Apple, Google ...)
                    Sony PS3 uses low-level libGCM (no one is using PSGL derived from GL ES 1.1+Cg), Nintendo Wii uses proprietary GX API (GX2 in Wii U).

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