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Thread: Details On Crytek's CRYENGINE Linux Engine Port

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  1. #1
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    Default Details On Crytek's CRYENGINE Linux Engine Port

    Phoronix: Details On Crytek's CRYENGINE Linux Engine Port

    One of the big announcements this week at GDC was Crytek finally announcing CRYENGINE on Linux. The visually impressive CRYENGINE that powers many popular titles will be natively available on Linux. I spoke with a lead Crytek Linux developer at the Game Developer's Conference about their great engine on Linux...

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

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    One thing that i don't like too much about CRYENGINE and Source (and possibly also the efforts in UE4) is this thing of a D3D -> OGL translation layer...

    IMHO, is reducing performance...and in the end, it's almost as the same as WINE....well, not exactly the same because "only" that is translated and i guess the rest is pure native, not to mention possibly a lot of optimisizations in that translation layer , but still, i would prefer pure OGL....

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    Quote Originally Posted by AJSB View Post
    One thing that i don't like too much about CRYENGINE and Source (and possibly also the efforts in UE4) is this thing of a D3D -> OGL translation layer...

    IMHO, is reducing performance...and in the end, it's almost as the same as WINE....well, not exactly the same because "only" that is translated and i guess the rest is pure native, not to mention possibly a lot of optimisizations in that translation layer , but still, i would prefer pure OGL....
    Afaik, Valve (Source) already tansitioned to a pure OpenGL renderer. I guess/hope Crytek will follow, but for now that should be fine.

    Btw. from all major game-engines only Frostbite (3) is missing, isn't it? At least, DICE showed a Linux-friendly attitude

    EDIT: Ok, idTech 5 (and the gamis using it) would be nice, too. Ironically enough, that this engine was the most likely one to be ported some years ago, and now ... lol :P
    Last edited by alexThunder; 03-21-2014 at 03:09 PM.

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    Quote Originally Posted by alexThunder View Post
    Afaik, Valve (Source) already tansitioned to a pure OpenGL renderer. I guess/hope Crytek will follow, but for now that should be fine.
    Source 2 is D3D right now but I think they have plans to port it over to OGL.

  5. #5
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    Quote Originally Posted by johnc View Post
    Source 2 is D3D right now but I think they have plans to port it over to OGL.
    Could I get a reference to where this is stated?

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    Quote Originally Posted by computerquip View Post
    Could I get a reference to where this is stated?
    Seems like it's more accurate to say that the shaders are D3D and they're doing the translation to GLSL like with the Source 1 engine:

    http://youtu.be/45O7WTc6k2Y?t=6m49s

    It definitely sounds like it was initially written for D3D and now they're trying to redo it in pure OpenGL.

  7. #7
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    Quote Originally Posted by alexThunder View Post
    EDIT: Ok, idTech 5 (and the gamis using it) would be nice, too. Ironically enough, that this engine was the most likely one to be ported some years ago, and now ... lol :P
    Oh the supreme irony indeed

    JC will eat his own words

  8. #8
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    Quote Originally Posted by alexThunder View Post
    Afaik, Valve (Source) already tansitioned to a pure OpenGL renderer. I guess/hope Crytek will follow, but for now that should be fine.
    Source, no (togl is taken directly from dota2, which is their game using the most up-to-date source). Maybe Source2 will have native opengl support.

    Quote Originally Posted by AJSB View Post
    IMHO, is reducing performance...
    At least according to valve, togl is ~20% faster than native directx in apples:apples comparisons.

  9. #9
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    Quote Originally Posted by AJSB View Post
    One thing that i don't like too much about CRYENGINE and Source (and possibly also the efforts in UE4) is this thing of a D3D -> OGL translation layer...

    IMHO, is reducing performance...and in the end, it's almost as the same as WINE....well, not exactly the same because "only" that is translated and i guess the rest is pure native, not to mention possibly a lot of optimisizations in that translation layer , but still, i would prefer pure OGL....
    Since Valve's togl translates HLSL -> GLSL at the bytecode level it is in no way comparable to wine . Togl should get you native speeds.
    Last edited by blackout23; 03-21-2014 at 03:11 PM.

  10. #10
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    Mapping D3D to OGL calls is really naive approach. Of course it is the simplest solution, but it reduce performance a lot.

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