The list could have used some more native ports, but I guess there aren't all that many apart from Valve and Indie games, neither of which tend to have built in benchmark modes. Maybe something similar to EuroGamer's Digital Foundry comparisons are the answer?
Also, similar OpenGL performance isn't all that surprising when Nvidia's binary blobs share much of the important code base between Linux and Windows. Because of this it's thus pretty much the same code running on both OSs.
The way I see it is that games are going to continue getting more and more expensive to make, after all they've never stopped becoming more and more expensive to develop, and as a result developers are going to start looking much harder at reuse of everything they make, including technical components. DX11 shader code can obviously only be used on Windows and XB1 while Vulkan and specially OpenGL code can be run on a wide array of platforms, including mobile ones.
Because of the costs of game development continuing to spiral out of control, the use of Vulkan and OpenGL may very well become a very sensible idea purely out of a financial perspective.
Also, similar OpenGL performance isn't all that surprising when Nvidia's binary blobs share much of the important code base between Linux and Windows. Because of this it's thus pretty much the same code running on both OSs.
Originally posted by indepe
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Because of the costs of game development continuing to spiral out of control, the use of Vulkan and OpenGL may very well become a very sensible idea purely out of a financial perspective.
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