Originally posted by Fry-kun
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February 2014 Steam Hardware Survey Shows Linux At 1.3%
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Originally posted by smitty3268 View PostIf you bought the games through non-Steam, and aren't running steam when you play them, then I'm pretty sure they don't want to count you in the first place. The point is for them to see how many people are using steam and what kind of hardware they should focus on, not to count everybody in the world.
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Originally posted by Dukenukemx View Post
If you own an older AMD graphics card, then you're stuck with open source. If you're new to Linux and have AMD hardware, you're going to switch back to Windows and forgot this mess.
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Originally posted by BSDude View PostIf you have an older card, you're completely out of luck on Windows. There is no support for pre-5000hd series cards in catalyst.
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Originally posted by Prescience500 View PostIt amazes me how many of the people use 64 bit computers and operating systems, but all of the games are 32-bit. I wonder when they are going to start phasing out 32-bit computing for home use? Enterprise might make sense to keep it longer for special software, but not home use.
And not all games are 32-bit. Even Unreal Tournament 2004 has a 64-bit client.
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Originally posted by Prescience500 View PostIt amazes me how many of the people use 64 bit computers and operating systems, but all of the games are 32-bit. I wonder when they are going to start phasing out 32-bit computing for home use? Enterprise might make sense to keep it longer for special software, but not home use.
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Originally posted by ssam View Postit amazes me why people still install 32bit linux on machines capable of 64bit. 64bit is faster for many things (compiler can assume SSE and has more registers to play with), more secure (NX bit, better ASLR) and better tested (most developers are using 64bit). The major distros will install 32bit versions of libraries when you need them. Is there really any thing left now that is harder to get working on 64bit?
I totally agree that everything should be 64bit these days, but I'm just giving my experience.
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Originally posted by Dukenukemx View PostWINE is the limiting factor.
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I have to wonder why Valve doesn't contribute to WINE? There must be a good reason.
The PC game industry has been extremely Microsoft centric and games are generally programmed with Microsoft owned and controlled tools/apis.
This is obviously intentional on Microsoft's part to enhance lock-in and make it as hard as possible to port or run games on other platforms or devices.
WINE and emulator-type solutions are distant second-class patches.
Ideally, games would be programmed with vendor-agnostic OS-agnostic tools/apis. Devs could trivially make versions for any supported platform.
The concept is completely sound, but the involved parties are generally very small and huge progress has happened, but at a slow pace. Tools like SDL have fairly recently matured and made cross platform game programming in C quite a reality. Valve has done some small technology improvements, but their main contribution is credibility and publicity far more than actual software or technology.
The other big issue is the rise of iOS/Android. Those two are very PC-like platforms that have arguably taken over casual and consumer computer usage. Win/Mac/Linux are still extremely important for business, productivity, servers, and content creation. But it makes sense to move gaming away from Win/Linux/Mac and towards iOS/Android which are more consumer and casual use friendly. We will see more netbook form factor Android and maybe iOS devices in 2014, so even mouse/keyboard gaming should be more realistic on Android/iOS.
Most people love PC gaming for the customizable hardware or reusing the system they already bought for work/school or the open decentralized nature. Android has all of that, and iOS have most. No one, or almost no one, loves PC gaming for the Windows OS piece.
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