Live data from Hacker News

Linux gamers on Steam cross over the 3% mark

gamingonlinux.com

161–170 of 560 posts

Re: Linux gamers on Steam cross over the 3% mark

#161
post #31

I didn't expect Linux to be above macOS despite Wine's awesomeness. - Windows 94.84% - Linux 3.05% - macOS 2.11%

Apple really shot themselves in the foot with their insistence on dropping OpenGL and not having an in house Vulkan implementation. Games that want to support macs need to add Metal renderers.

>Games that want to support macs need to add Metal renderers.

...and ARM support. That's the bigger footgun, imo.

Re: Linux gamers on Steam cross over the 3% mark

#162
post #80

I was really proud that my kids (8,10,12) all have used linux for gaming for the last several years. Steam runs perfectly for most games. And, they know how to to use "flatpak update" to update the sober runtime for Roblox (I know this is not steam, but it is an example of how well other things run on linux). I'm so proud (and ashamed they play Roblox, but choose your battles). But, Fortnite. I tried to run a Windows…

This really sucks... Fortnite is a must-have for many people (myself included).

Re: Linux gamers on Steam cross over the 3% mark

#163
post #26

I just made the switch. I had been developing on Windows for the last couple of years, mostly to get used to the ecosystem. I wanted to be able to write C and C++ like I do on Linux, without an IDE and with the native toolchain (i.e. no cygwin). On top of that, I play Overwatch every night. Windows just seems to have zero focus on performance though. React based start menu with visible lag, file Explorer (buggily) pa…

I never understood why file search is SOOO bad on windows (mac too). Its so damn slow and even feature wise I never figured out why it was so difficult to just search for files in this directory

The “Everything” application is what you want:

https://www.voidtools.com/support/everything/

Re: Linux gamers on Steam cross over the 3% mark

#164
post #66

Earlier quoted context omitted.

Out of curiosity, why are such high fps numbers desirable? Maybe I don't understand how displays work, but how does having fps > refresh rate work? Aren't many of those frames just wasted?

I run a 500hz monitor. Generally, you want your FPS to match your refresh rate.

Huh, I didn't know those existed now. I think the last time I was shopping for a monitor, 144Hz was the new hotness.

Things have come a long way since then!

Re: Linux gamers on Steam cross over the 3% mark

#165
post #31

I didn't expect Linux to be above macOS despite Wine's awesomeness. - Windows 94.84% - Linux 3.05% - macOS 2.11%

This isn’t surprising at all. In this context, “Linux” means “Steam Deck,” which is basically a plug and play console being sold at cost for $300-500.

Macs actually run a lot less of the Steam library without doing pretty involved workarounds like hsing CrossOver. Since Valve sells the Steam Deck they put a lot of work into getting Windows games to run on Linux automatically. They didn’t put that effort into the Mac platform.

Re: Linux gamers on Steam cross over the 3% mark

#166
post #119

Earlier quoted context omitted.

Out of curiosity, why are such high fps numbers desirable? Maybe I don't understand how displays work, but how does having fps > refresh rate work? Aren't many of those frames just wasted?

osu (music beat-clicking game) has a built-in screen frequency a/b test, and despite running on a 60hz screen I can reliably pass that test up to 240hz. It's not just having 60 frames ready per second, it's what's in those frames.

I don't understand how this works, I guess? If your screen is 60Hz, you're drawing four frames for every one that ends up getting displayed. You won't even see the other three, right? If you can't see the frames, what difference does what's in them make?

[E] Answered my own question elsewhere: the difference is the "freshness" of the frame. Higher frame rates mean the frame you do end up seeing was produced more recently than the last frame you actually saw

Re: Linux gamers on Steam cross over the 3% mark

#167

Earlier quoted context omitted.

That's correct, and the most competitive multiplayer games tend to have fixed tick rates on the server, but the higher FPS is still beneficial (again, theoretically for all but the highest level of competition) because your client side inputs are sampled more frequently and your rendered frames are at most a couple ms old.

I think you're missing the point. The game could be processing input and doing a state update at 1000Hz, while still rendering a mere 60fps. There doesn't have to be any correlation whatsoever between frame rate and input processing. Furthermore, this would actually have less latency because there won't be a pipeline of frame buffers being worked on. Tying the input loop to the render loop is a totally arbitrary deci…

No, I'm explaining how most games work in practice.

You're right a game could be made that works that way. I'm not aware of one, but I don't have exhaustive knowledge and it wouldn't surprise me if examples exist, but that was not the question.

Re: Linux gamers on Steam cross over the 3% mark

#168
post #26

I just made the switch. I had been developing on Windows for the last couple of years, mostly to get used to the ecosystem. I wanted to be able to write C and C++ like I do on Linux, without an IDE and with the native toolchain (i.e. no cygwin). On top of that, I play Overwatch every night. Windows just seems to have zero focus on performance though. React based start menu with visible lag, file Explorer (buggily) pa…

Out of curiosity, why are such high fps numbers desirable? Maybe I don't understand how displays work, but how does having fps > refresh rate work? Aren't many of those frames just wasted?

> Out of curiosity, why are such high fps numbers desirable? Maybe I don't understand how displays work, but how does having fps > refresh rate work? Aren't many of those frames just wasted?

The reason is triple buffering:

> https://en.wikipedia.org/w/index.php?title=Multiple_bufferin...

I just quote the central relevant sentences of this section:

"For frames that are completed much faster than interval between refreshes, it is possible to replace a back buffers' frames with newer iterations multiple times before copying. This means frames may be written to the back buffer that are never used at all before being overwritten by successive frames."

Re: Linux gamers on Steam cross over the 3% mark

#169
post #80

I was really proud that my kids (8,10,12) all have used linux for gaming for the last several years. Steam runs perfectly for most games. And, they know how to to use "flatpak update" to update the sober runtime for Roblox (I know this is not steam, but it is an example of how well other things run on linux). I'm so proud (and ashamed they play Roblox, but choose your battles). But, Fortnite. I tried to run a Windows…

The problem is DRM, so there is no good answer.

The problem is anti-cheat, not DRM.

Re: Linux gamers on Steam cross over the 3% mark

#170
post #105

Earlier quoted context omitted.

I mean by this point it should be expected. Apple hasn't really backed gaming in meaningful way since the original Mac in 1984.

Releasing Game Porting Toolkit aimed at developers wanting to make a quick and dirty shim and not users getting their own windows games working is such typical Apple hubris.

The Game Porting Toolkit is weird because despite first appearances it doesn't actually help developers make quick ports. Apple built a pretty robust DirectX-to-Metal shim, but they only licensed it for "evaluation purposes", so its only value to developers is in seeing whether their Windows game runs well enough on Macs to be worth porting. If they do decide to port they still have to do it the hard way, they're not allowed to ship Apples shim to users.

It's kind of baffling because it does almost nothing to help the game developers that it's ostensibly aimed at, while it does help end-users play unmodified Windows games on their Mac, which Apple doesn't endorse.

Post reply on HN