Recommended Posts

Valve cranks up Linux gaming, makes it faster than Windows

Valve's distaste for Windows 8 has led the company to take on an increasing interest in Linux, and the new Valve Linux blog shows that, with some work, the Source Engine actually runs faster on it than it does on Windows. The company used a testbed with an Intel i7 3930k, Nvidia GeForce GTX 680, and 32GB of RAM to pit Left 4 Dead 2 on Windows 7 against Ubuntu 12, and the results are rather interesting.

At first, Valve's Linux port of Left 4 Dead 2 ran at only 6 FPS on the i7 machine, but after tweaking the game to make effective use of the efficient characteristics of the Linux kernel and OpenGL, the Valve Linux team was able to eke out a much higher 315 FPS. Using the same machine running Windows 7 and Direct3D, the same game ran at 270.6 FPS, or roughly 14 percent slower.

After optimizing the Source Engine for the Linux platform, Valve wondered why OpenGL was outperforming Direct3D at a technical level. Their research found that, on the same hardware, there are "a few additional microseconds [of] overhead per batch in Direct3D which does not affect OpenGL," indicating that Direct3D may not be as efficient as Microsoft would like developers to believe. There are still challenges ahead for the Valve Linux team, however, as the state of Linux graphics card drivers is still a tumultuous affair. The team has yet to work with AMD and Nvidia, but collaboration with Intel's engineers took place just last month.

Source: The Verge

Even though gaming on linux would be nice, not every company feels the same way about linux developing just because there isn't moolah$$ to be made there, compared to windows.

Also, stupid question but hey.. If linux is "open" wouldn't cracking/pirating be easier?

Also, stupid question but hey.. If linux is "open" wouldn't cracking/pirating be easier?

not really... you CAN run non-opensource programs in linux. There are plenty and games are among them. Piracy in Windows is as easy as in Linux, it comes with the demand.

  • Like 1

This would be more interesting if they did this with a modern engine. But since this is valve we'll only get to see this "it's faster than windows" thing with the hideously outdated source engine.

Well, the more support Linux gets, the more support my Macs get. I'll take OpenGL games over DirectX any day! (see Quake 3).

This would be more interesting if they did this with a modern engine. But since this is valve we'll only get to see this "it's faster than windows" thing with the hideously outdated source engine.

What exactly is wrong with the Source engine out of curiosity? it still looks and performs great!

  • Like 2

If companies jump on board with this like Valve is hoping and port their games over, could OS X and Linux really be the next gaming platform? I'll switch when all my games are supported, and Windows 7 is at end of life.

No, there are people who will NEVER use anything but Windows, just look at any thread involving Linux or OS X, it always devolves to Windows fanboys bashing everything and anything not Windows, performance enhancements like mentioned here are of no concern to them.

Even though gaming on linux would be nice, not every company feels the same way about linux developing just because there isn't moolah$$ to be made there, compared to windows.

Also, stupid question but hey.. If linux is "open" wouldn't cracking/pirating be easier?

1. Companies should be looking linux as an opportunity to make money in the future. Sure windows has marketshare now, and is obviously the best for immediate profits, but linux has a lot of potential to make them money in the future. If more companies do what valve is doing, linux has a very real chance to take off. Its the only way to get past this chicken and egg scenerio of "We don't support linux because it doesn't have marketshare" and "Linux has low marketshare because companies don't support it"

2. I doubt linux would have any effect on the prevalence of piracy, windows games area already cracked day 1, and drm has proven to be ineffective in the first place. The real way to combat piracy is to provide a convenient service to your customers and make high quality games. If you don't treat customers like criminals, they will be more likely to buy the games.

Well, the more support Linux gets, the more support my Macs get. I'll take OpenGL games over DirectX any day! (see Quake 3).

What exactly is wrong with the Source engine out of curiosity? it still looks and performs great!

You aren't forced to buy new games because it's incompatible with older versions, while Source is constantly updated without the forced upgrade or forcing you to purchase your games all over again

source engine is pretty amazing... even amazing for the year that was created. it still looks pretty good and they can optimize it if they want to... but anyway, linux is capable of running unreal engine games for example, that's a most up-to-date base for comparing. osx is also capable of running such games and afterall, osx and linux are both derivated from the same thing, so they're more equal than it seems

I'd like to see what "thenetavenger" has to say about this. He always claims on the front pages that Direct3D is superior to OpenGL. I guess this goes to show he couldn't be more wrong.

Linux and OpenGL are more than capable at competing against Microsoft's Direct3D. In fact, from every test I've seen, Doom3 also runs faster using OpenGL too. Not only that, but developers can target a much broader set of platforms with OpenGL (Linux, OS X, Android, iOS, and more).

  • Like 1

I like some actual evidence of this. as all my experience shows that the linux kernel is not more efficient than the NT kernel(the NT kernel is newer tech with some stuff that the linux kernel should have had but doesn't). and OpenGL I've never on any system see perform better than D3D. I've seen it perform more stable with illegal meshes(basically handling more error before crashing and burning) but not outperforming.

Technically using Linux doesn't make it faster, OpenGL does.

It is good Valve are pushing Steam to Linux but i don't see many developers porting their games over to Linux, unless it is easy and cost effective for them.

It's Linux and the Linux OpenGL implementation that is faster.

Technically using Linux doesn't make it faster, OpenGL does.

It is good Valve are pushing Steam to Linux but i don't see many developers porting their games over to Linux, unless it is easy and cost effective for them.

Except the blog post specifically mentions that the Linux version ran faster than the Windows OpenGL version. They then improved the Windows OpenGL code and sped that up as well, but it's still not quite as fast as Linux .

After this work, Left 4 Dead 2 is running at 315 FPS on Linux. That the Linux version runs faster than the Windows version (270.6) seems a little counter-intuitive, given the greater amount of time we have spent on the Windows version. However, it does speak to the underlying efficiency of the kernel and OpenGL. Interestingly, in the process of working with hardware vendors we also sped up the OpenGL implementation on Windows. Left 4 Dead 2 is now running at 303.4 FPS with that configuration

Is the visual quality identical?

I have a sneaky suspicion that for more advanced engines, like Frostbite 2.0, D3D will win. I am all for linux gaming, but right now Windows dominates that.

it's not easy to tell.. i'm pretty sure that the game studio can "choose" in which API the game will be smoother.. depends on the work for each one upon the game dev...

In general, Direct3D is designed to virtualize 3D hardware interfaces. Direct3D frees the game programmer from accommodating the graphics hardware. OpenGL, on the other hand, is designed to be a 3D hardware-accelerated rendering system that may be emulated in software. These two APIs are fundamentally designed under two separate modes of thought.

As such, there are functional differences in how the two APIs work. Direct3D expects the application to manage hardware resources; OpenGL makes the implementation do it. This tradeoff for OpenGL decreases difficulty in developing for the API, while at the same time increasing the complexity of creating an implementation (or driver) that performs well. With Direct3D, the developer must manage hardware resources independently; however, the implementation is simpler, and developers have the flexibility to allocate resources in the most efficient way possible for their application.

Until about 2005, another functional difference between the APIs was the way they handled rendering to textures. The Direct3D method (SetRenderTarget()) is convenient, while prior versions of OpenGL required manipulating pixel buffers (P-buffers). This was cumbersome and risky: if the programmer's codepath was different from that anticipated by the driver maker, the code would have fallen back to software rendering, causing a substantial performance drop. However, widespread support for the "frame buffer objects" extension, which provided an OpenGL equivalent of the Direct3D method, successfully addressed this shortcoming, and the "render target" feature of OpenGL brought OpenGL up to par with Direct3D in this respect.

Outside of a few minor functional differences which have mostly been addressed over the years, the two APIs provide nearly the same level of function. Hardware and software makers generally respond rapidly to changes in DirectX, e.g. pixel processor and shader requirements in DirectX 9 to stream processors in DirectX 10, while new features in OpenGL are mainly implemented first by vendors and afterward retroactively applied to the standard.

http://en.wikipedia.org/wiki/Comparison_of_OpenGL_and_Direct3D

One gripe about OpenGL I have is the texture quality in games, they always seem to be more smudgy and unrealistic compared to its DirectX counterpart. Anyone remember the Rage megatexture fiasco. Actually everything from ID software after quake 3 looks horrid.

Well, the more support Linux gets, the more support my Macs get. I'll take OpenGL games over DirectX any day! (see Quake 3).

What exactly is wrong with the Source engine out of curiosity? it still looks and performs great!

Of course it performs great. It's something like 8 years old and relatively simplistic on the visuals front(from what i've seen) compared to games of other, more modern engines. It'd be kind of hard for it not to perform well on everything including your toaster.

Is the visual quality identical?

I have a sneaky suspicion that for more advanced engines, like Frostbite 2.0, D3D will win. I am all for linux gaming, but right now Windows dominates that.

OpenGL isn't any less powerful than D3D, its just that D3D is easier to develop for.

One gripe about OpenGL I have is the texture quality in games, they always seem to be more smudgy and unrealistic compared to its DirectX counterpart. Anyone remember the Rage megatexture fiasco. Actually everything from ID software after quake 3 looks horrid.

That's just because ID has been a joke lately, not because of opengl :rolleyes:

If companies jump on board with this like Valve is hoping and port their games over, could OS X and Linux really be the next gaming platform? I'll switch when all my games are supported, and Windows 7 is at end of life.

I don't think OSX and Linux will become the "next" gaming OSes, I just think that PC gaming will shift from Windows only to true multi platform (which is good for everyone...except MS)

One gripe about OpenGL I have is the texture quality in games, they always seem to be more smudgy and unrealistic compared to its DirectX counterpart. Anyone remember the Rage megatexture fiasco. Actually everything from ID software after quake 3 looks horrid.

If large companies like Valve get behind OpenGL, development will speed up and OpenGL will become more competitive with DirectX
This topic is now closed to further replies.
  • Posts

    • New AMD graphics driver fixes install issues and FSR 4.1 crashes on RX 7000 GPUs by Taras Buria AMD is rolling out yet another graphics driver. Version 26.6.4 is now available for download, bringing two important fixes. One is for those still using Windows 10 and having trouble installing driver 26.6.2. In fact, this patch is coming from the recently released hotfix, so it is not new if you are already running version 26.6.3. The second fix is for RX 7000 owners. AMD recently brought FSR 4.1 support to the previous-gen graphics cards, but there was a bug with certain games crashing when using FSR 4.1. I experienced this issue with Forza Horizon 6, so today's driver should take care of that. Here is the official changelog: Intermittent install issue seen when installing AMD Software: Adrenalin Edition 26.6.2 on Windows® 10 systems for Radeon™ RX 7000 series and above graphics products. Intermittent application crash may be observed in some games with AMD FSR Upscaling 4.1 enabled on Radeon™ RX 7000 series graphics products. Known issues include the following: Intermittent application crash or driver timeout may be observed while playing Battlefield™ 6 on AMD Ryzen AI 9 HX 370. AMD is actively working on a resolution with the developer to be released as soon as possible. Texture flickering or corruption may appear while playing Battlefield™ 6 with AMD Record and Stream on some AMD graphics products. AMD FSR Upscaling and AMD FSR Frame Generation may show as inactive in AMD Software: Adrenalin Edition while playing Battlefield™ 6 when enabled on Radeon™ RX 9000 series graphics products. Failure to install may be observed while installing AI Bundle components in some regions with limited access to HuggingFace and GitHub. Model flickering or rendering failure may be observed in Maxon Cinema 4D and Blender on Radeon™ RX 7000 series and above graphics products. Users experiencing this issue are recommended to install AMD Software: Adrenalin Edition 26.3.1. Intermittent application crash may be observed on some models while running Blender on Radeon™ RX 7000 series and above graphics products. Users experiencing this issue are recommended to install AMD Software: Adrenalin Edition 26.3.1. You can download the AMD Radeon driver 26.6.4 from the official website here. Full release notes are available on the same page.
    • Amazon may use OpenAI and Nova models after Anthropic reportedly raises costs by Karthik Mudaliar Amazon is reportedly considering to use OpenAI models and even its own Nova family of AI models after Anthropic raised the cost of using Claude inside Amazon services. According to a report from The Information, Amazon is weighing its options to reduce costs under a new arrangement with Anthropic. But back in April, Amazon said it would invest $5 billion more in Anthropic, with the possibility of adding up to another $20 billion if certain commercial milestones are met. That investment actually came on top of another $8 billion Amazon had already put into the Claude maker. Anthropic, meanwhile, committed to spend more than $100 billion over 10 years on AWS technologies, including Amazon’s Trainium chips. Amazon isn't just a customer of Anthropic but also one of the most important backers and cloud partners. This is why it makes it interesting that Amazon is considering other alternatives to handle its internal workloads. Although Amazon has been building its own options for a while now. Its Nova family of AI models was announced in late 2024 for Amazon Bedrock, with models aimed at text, image, and video tasks. Amazon pitched the model around cost and latency at that time. With that said, OpenAI has also become a more realistic option recently for AWS customers as well as for Amazon itself. Earlier this year, OpenAI brought its latest models and Codex coding agent to Amazon Bedrock, after changes to its previously more restrictive Microsoft cloud arrangement. This allowed AWS to serve even those customers who wanted other alternatives from Claude, without having to move workloads out of Amazon's cloud. Evaluating alternatives could also be due to commercial pressure and not necessarily a sign of a damaged partnership between Amazon and Anthropic. Whether or not Amazon is actually considering switching entirely to OpenAI's models or its own Nova models remains unknown at this moment.
    • Samsung introduces new AI classroom tools and interactive displays at ISTELive 2026 by Fiza Ali Samsung has announced several new education-focused software features and interactive displays for schools during ISTELive 2026, taking place in Orlando, Florida, from 28 June to 1 July. The focus of these updates is on making shared classroom displays easier to use for teachers while giving IT administrators more control over managing devices. One of the key additions is the Samsung Account Management Solution (AMS). In many schools, multiple teachers share the same interactive display throughout the day, which means signing in and setting everything up can become repetitive. With AMS, teachers can log in by scanning a QR code or tapping an NFC-enabled ID card. Once signed in, their personalised workspace, including wallpapers, bookmarks, app shortcuts, and files, can be instantly accessed through Home Personalisation. Samsung has also included a screen lock feature, allowing teachers to lock the display if they need to step away briefly. Furthermore, the company is also updating its Education Portal with new tools designed for school IT administrators. The portal will allow IT administrators to register teachers, enrol devices, and manage user access from a central dashboard. Administrators can also link NFC cards to teacher accounts, making sign-ins quicker across shared displays. Another addition is a Tags feature that lets schools organise displays by building or classroom. Those tags can also be used to send emergency notifications to selected Samsung Interactive Displays through compatible platforms such as InformaCast and Raptor. Moreover, the tech giant's AI Assistant is gaining several new features aimed at supporting everyday classroom tasks such as lesson planning and classroom engagement. One of the features is Circle to Search, which lets teachers circle text or images on the display to quickly find related information, videos, or web results without interrupting the lesson. The content can then be brought into Samsung Whiteboard. Another feature, Live Transcript, converts spoken lessons into real-time captions, which could be useful for students with hearing impairments or those in multilingual classrooms. The AI Assistant also introduces AI Summary and AI Quiz. The summary tool creates summaries of recorded lessons, while AI Quiz generates questions based on lesson content so teachers can quickly check how well students are following along. Teachers signed in through Samsung AMS can also return to their previous AI-generated lesson materials without logging in again. Alongside the software updates, Samsung has expanded its Android-based Interactive Display range with three new models: the WAF-S, WAFX-PS, and WAHX-M. The WAF-S and WAFX-PS ship with Android 16, bringing updates to security, accessibility, and overall usability while maintaining compatibility with Google's education services including Google Classroom and Google Drive through EDLA certification. Meanwhile, the new WAHX-M is the biggest addition to the lineup, introducing a 98-inch display for larger spaces such as lecture halls and conference rooms. It will also be available in 65-inch, 75-inch and 86-inch sizes. Samsung says the WAHX-M further includes on-device AI features such as voice commands, text-to-speech, and an AI calculator, alongside support for Samsung AMS and AI Assistant. Samsung AI Assistant has been available since April, while Samsung AMS and the updated Education Portal will begin rolling out in July.
    • It's been $24 (single) or $89 (4-pack) for many days on both Amazon and Walmart as far as I know. That isn't a big discount. If these end up like the 1st gen, the 4-pack will routinely get down around $80, give or take a dollar. I think they have even hit $69 at times.
    • Microsoft brings Claude to its own Azure infrastructure, powered by Nvidia GB300 Blackwell by Karthik Mudaliar Anthropic's Claude models are now generally available in Microsoft Foundry on Azure and are running on Nvidia's GB300 Blackwell Ultra systems. Nvidia wrote in its announcement that the models are hosted on Microsoft Azure and accelerated by GB300 Blackwell Ultra GPUs, with Quantum-X800 InfiniBand networking used to support larger agentic systems and specialized sub-agents that can operate across business domains. This is great for customers and enterprises that want to build autonomous and domain-specific AI agents using Claude without moving outside Microsoft’s cloud platform. Microsoft currently offers Claude models in Foundry in two forms: “Hosted on Azure,” which runs end-to-end on Azure infrastructure and is generally available, and “Hosted on Anthropic infrastructure,” which remains in preview. This separation is quite important for organizations that have procurement, compliance, data processing, or internal governance requirements tied to Azure. Anthropic currently has 11 Claude models listed in Microsoft Foundry, including Opus 4.8, Sonnet 4.6, and even the unavailable Mythos and Fable models. Billing is handled through Claude Consumption Units (CCUs). Microsoft says CCU is an invoicing unit for Claude models in Foundry, with token usage converted using Anthropic’s published per-model token rates. The usage is billed through Azure Marketplace just like models from other distributors and appears on the customer's Azure invoice, while eligible spend can count against a Microsoft Azure Consumption Commitment. For starters, GB300 NVL72 is a rack-scale, fully liquid-cooled system that combines 72 Blackwell Ultra GPUs and 36 Grace CPUs. Nvidia has listed 37TB of fast memory, 130TB/s of NVLink bandwidth, and FP4 Tensor Core performance of up to 1,440 petaflops with sparsity. The deal is also part of a three-way partnership between Microsoft, Nvidia, and Anthropic. Under the deal, Anthropic has committed to buying $30 billion in Azure compute capacity and contracting additional capacity up to one gigawatt. Nvidia and Microsoft also said they would invest up to $10 billion and $5 billion in Anthropic, respectively.
  • Recent Achievements

    • Reacting Well
      NovaEdgeX earned a badge
      Reacting Well
    • Week One Done
      NovaEdgeX earned a badge
      Week One Done
    • One Year In
      BA the Curmudgeon earned a badge
      One Year In
    • Conversation Starter
      rosiecharles earned a badge
      Conversation Starter
    • First Post
      KMilenkoski1202 earned a badge
      First Post
  • Popular Contributors

    1. 1
      +primortal
      536
    2. 2
      +Edouard
      269
    3. 3
      PsYcHoKiLLa
      150
    4. 4
      Steven P.
      97
    5. 5
      macoman
      65
  • Tell a friend

    Love Neowin? Tell a friend!