Trying to make a software renderer compete with a dedicated GPU is
kind of, uh, an exercise in futility.

--Bob





On Mon, Jun 14, 2010 at 11:20 PM, Katrina Payne
<fullmetalhar...@nimhlabs.com> wrote:
> Well, considering how crazy this idea is... that is likely all I would be
> having with it...
>
> Regardless of whether or not it works.
>
> This is like Joker from Batman type crazy here...
>
> So, yeah, I will X3
>
> The issue is I have too much other crap on my plate right now--however, I am
> certain there are other crazy people on this mailing list who have the time
> for this suggestion.
>
> On Tuesday, June 15, 2010 12:14:42 am Bob Somers wrote:
>> Uh, have fun with that.
>>
>> --Bob
>> On Mon, Jun 14, 2010 at 8:20 PM, Katrina Payne
>> <fullmetalhar...@nimhlabs.com> wrote:
>> > This also adds a rather odd burden here, that allows Linux to get a better
>> > standing for gaming.
>> >
>> > It is not that unknown that without mixing, Linux generally does not
> require
>> > anywhere near as much over head to run as windows.
>> >
>> > The minimum requirements to run a GUI on Linux is about 256MiB of RAM.
> This
>> > even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be
> better if
>> > you really did only have 256MiB of RAM (well if you were using a DE... and
> not
>> > a slimmed down WM with only a few programs loaded into it)
>> >
>> > You can do just fine win 1GiB of RAM.
>> >
>> > Linux also, as an OS can run on some old Intel boards--that running an OS
> on
>> > would other wise be insane today. a Pentium 1 can still get (some) use
> with
>> > Linux.
>> >
>> > Not enough to really be noteworthy as a desktop PC... but, this is a lot
> less
>> > than the least you will get Windows 7 onto.
>> >
>> > So we have a nice toss up here:
>> >
>> > 1: Linux requires Software Rendering in place. IE: how rendering was done,
>> > before we got silly things like TNT and Voodoo on the market.
>> >
>> > 2: Linux requires significantly less overhead to run, as far as OS goes.
>> >
>> > If we can get it so that we can show Steam running on Linux, using mostly
>> > Software Rendering, and getting it to run as fast as the same game on
> Windows,
>> > on comparable hardware...
>> >
>> > This will definitely sell Linux as an OS...
>> >
>> > Which in turn will get various Graphics Card makers on board to add their
>> > support.
>> >
>> > You know--I kind of want to see somebody work on that goal then. I am
> almost
>> > ready to dig up some old books that go over the theory of 3d programming,
> just
>> > to pull make a software rendering engine for this idea.
>> >
>> > On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote:
>> >> Yes, 3D drivers are definitely quite lacking on the GNU/Linux front,
>> >> but if Valve shows support for the development of these drivers, this
>> >> may prompt certain GPU manufacturers to step up their GNU/Linux driver
>> >> development.
>> >>
>> >> Darren L. VanBuren
>> >> =====================
>> >> http://theoks.net/
>> >> On Mon, Jun 14, 2010 at 18:35, Bob Somers <magicbob...@gmail.com> wrote:
>> >> > Something to consider, though, is that the 3D driver support is years
>> >> > behind from *ahem* a particular GPU manufacturer. I won't embarrass
>> >> > them by saying their name, so I'll just say their initials: ATI.
>> >> >
>> >> > Their driver support for Linux is, frankly, pathetic at best. The
>> >> > Fedora team is trying to solve this with their new free drivers in
>> >> > Fedora 13 (which, I'll admit, are quite good), but it's still not up
>> >> > to par with what you need to run a game. For example, the new free
>> >> > drivers have very little (read: practically none) support for basic
>> >> > vertex and fragment shaders. It will be at least another year before
>> >> > the free drivers are up to what ATI's crappy proprietary drivers are
>> >> > now. Even worse, right now you can get the proprietary drivers running
>> >> > on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and
>> >> > not at all on Fedora 13. Literally, ATI's Linux drivers are at least
>> >> > 12 months behind, and the free ones are 12 months behind that.
>> >> >
>> >> > Unless somebody gives ATI a swift kick in the nuts the situation does
>> >> > not look good.
>> >> >
>> >> > --Bob
>> >> >
>> >> >
>> >> >
>> >> >
>> >> >
>> >> > On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren <onekop...@gmail.com>
>> > wrote:
>> >> >> Spoiler Alert. It's like the ratman drawing that says "She's watching
>> >> >> you." Canonical is she in that case.
>> >> >>
>> >> >> I'm personally a fan of Fedora, but if Steam on GNU/Linux is
>> >> >> distributed as a tarball, that'd be best in the interests of Valve.
>> >> >> Even if some people (mainly Ubuntu users) would be a bit stuck on the
>> >> >> concept of a tarball, it'd be minimal work for Valve, and maximum
>> >> >> cross-distribution compatibility.
>> >> >>
>> >> >> Darren L. VanBuren
>> >> >> =====================
>> >> >> http://theoks.net/
>> >> >>
>> >> >>
>> >> >>
>> >> >> On Mon, Jun 14, 2010 at 16:49, Harry Jeffery
>> >> >> <harry101jeff...@googlemail.com> wrote:
>> >> >>> It's all down to personal opinion, as long as it does what you need
>> >> >>> quickly and effectively then it's fine. I've yet to see the dark side
>> >> >>> in cannonical so I honestly can't say much about their ethics.
>> >> >>>
>> >> >>> Either way, I <3 Linux and so should Valve.
>> >> >>>
>> >> >>> On 15 June 2010 00:19, Katrina Payne <fullmetalhar...@nimhlabs.com>
>> > wrote:
>> >> >>>> Well a few points:
>> >> >>>>
>> >> >>>> The commands in the Linux Commandline... and well those on any UNIX
> or
>> > UNIX
>> >> >>>> Workalike have not really changed since the 1970s. You could pick up
> a
>> > book on
>> >> >>>> BASH or TCSH from the 1970s, and still have most of what you should
> do.
>> >> >>>>
>> >> >>>> This kind of has allowed for tools to be put around these base
>> > functions, such
>> >> >>>> as autocomplete, history and well--quite a few other really handy
>> > tools, to be
>> >> >>>> added into the Linux CLI, to make its functionality go above and
> beyond
>> >> >>>> anything cmd.exe is capable of.
>> >> >>>>
>> >> >>>> I still have yet to look into Microsoft's PowerShell though.
>> >> >>>>
>> >> >>>> This is why most Linux users use the CLI. It has developed into an
>> > experience
>> >> >>>> that is completely unlike the root canal that is cmd.exe. You can
>> > actually go
>> >> >>>> in, and get some functionality from it. A lot of functionality too.
> It
>> > also
>> >> >>>> gives the feeling that the user has more direct control--without
> that
>> > Pesky
>> >> >>>> GUI in the way (though, technically, this just has a bunch of other
>> > items
>> >> >>>> typically in the way, such as init.d, bash, various bash
> extensions--
>> > maybe
>> >> >>>> screen... you are just trading one thing in the way, that is, a GUI,
>> > for
>> >> >>>> another thing, that is a CLI).
>> >> >>>>
>> >> >>>> Now, that said--there are plenty of Desktop Environments ('DE') that
>> > Linux can
>> >> >>>> make use of, that pretty much make requirement of CLI use
> unnecessary.
>> > That
>> >> >>>> is, between KDE4, LXDE, XFCE, E17 and GNOME2/GTK, the average Linux
>> > user
>> >> >>>> nearly never has to do anything on the CLI. Unless something has
> gone
>> > horribly
>> >> >>>> wrong. In which case, he should be able to get the local Linux Admin
> to
>> > fix it.
>> >> >>>>
>> >> >>>> As that technically is what he'd do if something went horribly wrong
> on
>> >> >>>> Windows. He'd get his local Windows Expert to fix it.
>> >> >>>>
>> >> >>>> The "required" use of the CLI rather than GUI to properly use Linux,
> is
>> > much
>> >> >>>> like how using Vi is "required" rather than EMACS for the proper use
> of
>> > Linux.
>> >> >>>>
>> >> >>>> Also, I use Fedora, and typically find it a LOT easier to work with
> than
>> >> >>>> Ubuntu. This maybe, because Fedora tries not to be a bunch of
> asshats
>> > to the
>> >> >>>> people upstream. The same cannot be said about Canonical, the owners
> of
>> >> >>>> Ubuntu. Where, from what I have seen on their policies by past
>> > actions...
>> >> >>>> their MAIN desire is to be asshats to the upstream.
>> >> >>>>
>> >> >>>> I have a long winded rant on why I do not like Ubuntu... I mostly
> just
>> > state
>> >> >>>> that nobody uses Ubuntu Linux. Typically most people go over to
> another
>> > Linux
>> >> >>>> Distro afterwards, generally agreeing that no matter what Linux
> Distro
>> > they go
>> >> >>>> to, be it Fedora, Puppy (well, prior to being based on Ubuntu),
> Arch,
>> > Slack,
>> >> >>>> Gentoo, Knoppix, CentOS, LFS, etc., is better than Ubuntu... either
>> > that, or
>> >> >>>> they return to Windows--only using Ubuntu as a rescue disk setup.
>> >> >>>>
>> >> >>>> Right, now then. Back to your regular discussion
>> >> >>>>
>> >> >>>> ~Katrina
>> >> >>>>
>> >> >>>> On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote:
>> >> >>>>> People like the command line because it's very fast to do what you
>> >> >>>>> want if you know what you are doing. So far ubuntu seems to be the
>> >> >>>>> most user friendly linux distro and what a majority of linux gamers
>> >> >>>>> might use.
>> >> >>>>>
>> >> >>>>> Personally I'd just use arch-linux and optimize my system...a lot.
> As
>> >> >>>>> long as nVidia release decent linux drivers it's all good.
>> >> >>>>>
>> >> >>>>> On 13 June 2010 14:01, Adam Buckland <adamjbuckl...@gmail.com>
> wrote:
>> >> >>>>> > A couple of things:
>> >> >>>>> >
>> >> >>>>> > Elan Ruskin gave a good talk on porting to consoles at GDC08. The
>> >> >>>>> > slides are on Valve's website. There's something in there that
> may
>> >> >>>>> > help you here:
>> >> >>>>> >
>> >> >>>>> > #ifdef __GNUC__
>> >> >>>>> > #define MAXSI_THREADED_VARIABLE __thread
>> >> >>>>> > #else
>> >> >>>>> > #define MAXSI_THREADED_VARIABLE __declspec( thread )
>> >> >>>>> > #endif
>> >> >>>>> >
>> >> >>>>> > You may wish to use another define for windows rather than an else
>> >> >>>>> > statement in case you wish to port it somewhere else in the
> future.
>> >> >>>>> >
>> >> >>>>> > Also I agree, the Mac and Linux ports are incredibly similar. In
>> > fact,
>> >> >>>>> > on the Mac port a shell script is executed first to determine
> whether
>> >> >>>>> > it's running on OS X or Linux.
>> >> >>>>> >
>> >> >>>>> > Finally Linux could be a great consumer platform. Before it can
>> > become
>> >> >>>>> > this, it needs to learn that not everyone is a power user, and
> make
>> >> >>>>> > things simple. Learn from the Mac app bundles, and remove
> reliance
>> > on
>> >> >>>>> > the command line (for example the output is shown on the update
>> >> >>>>> > software). It scares normal users. That, and a lot of power users
>> >> >>>>> > (like myself), don't want to have to rely on the command line for
>> >> >>>>> > everything.
>> >> >>>>> >
>> >> >>>>> > On 13 June 2010 13:28, Jonas 'Sortie' Termansen
> <hlcod...@maxsi.dk>
>> > wrote:
>> >> >>>>> >> I'd like to share a few experiences about porting code and
> writing
>> >> >>>>> >> portable code. Scroll down, if you just want my thoughts on how
>> > portable
>> >> >>>>> >> the Source Engine is.
>> >> >>>>> >>
>> >> >>>>> >> Recently I've been porting my in-development digital
> distribution
>> >> >>>>> >> platform to GNU/Linux for the fun of it. Naturally, most of my
> code
>> >> >>>>> >> didn't work right out of the box. But it is worth that several
>> >> >>>>> >> subsystems actually worked at the first attempt, or with an edit
> or
>> > two.
>> >> >>>>> >> For instance, my string system and parser classes/functions
>> > compiled
>> >> >>>>> >> right away.
>> >> >>>>> >>
>> >> >>>>> >> However, stuff like accessing the filesystem, multithreading, 
>> >> >>>>> >> user
>> >> >>>>> >> interfaces, networking, and so on didn't work because it relied
> on
>> > the
>> >> >>>>> >> Windows API. The interesting part here is that POSIX does things
>> >> >>>>> >> differently; but almost in the same manner as Windows. That means
>> > for
>> >> >>>>> >> each Windows API call you use, there is often one or more POSIX
>> > calls
>> >> >>>>> >> that does the same thing (if you add a little abstraction, that
>> > is).
>> >> >>>>> >>
>> >> >>>>> >> Now, some of you heavily suggested the use of #ifdefs all around
>> > the
>> >> >>>>> >> code. You should not use #ifdefs each time you rely on platform
>> > specific
>> >> >>>>> >> behavior, but only in shared function calls or in headers. For
>> > instance,
>> >> >>>>> >> if you have to open a file. On Windows you can call the
> CreateFile
>> >> >>>>> >> function, while POSIX supports the open function. That means for
>> > each
>> >> >>>>> >> file opening, you need to write something like.
>> >> >>>>> >>
>> >> >>>>> >> #ifdef linux
>> >> >>>>> >> int FileHandle = open(Path, Flags);
>> >> >>>>> >> #elif defined(WIN32)
>> >> >>>>> >> HANDLE FileName = CreateFile(...)
>> >> >>>>> >> #endif
>> >> >>>>> >>
>> >> >>>>> >> Naturally, this isn't very pretty. And if this was used all over
>> > the
>> >> >>>>> >> Source Engine you would spend a lot of time writing #ifdefs and
>> > checking
>> >> >>>>> >> platform specific documentation. However, I am not saying #ifdefs
>> > are a
>> >> >>>>> >> bad idea. But instead of using them all over your code, you
> should
>> > move
>> >> >>>>> >> them to a shared class or function that simply implements all
> this
>> > once.
>> >> >>>>> >> In my code, I declared an abstract baseclass called
> MaxsiFileSystem
>> > that
>> >> >>>>> >> implements all the common functions to access the local
> filesystem.
>> > So
>> >> >>>>> >> now when I wish to open a file for reading, I would call:
>> >> >>>>> >>
>> >> >>>>> >> MaxsiHandle FileHandle = FileSystem()->OpenFile(Path,
>> > MAXSI_FILE_READ |
>> >> >>>>> >> MAXSI_FILE_SEQUENTIAL);
>> >> >>>>> >>
>> >> >>>>> >> This additional layer of abstraction makes it very easy to add
>> > support
>> >> >>>>> >> for new platforms as you just have to define a new child of the
>> > abstract
>> >> >>>>> >> baseclass. I have also added such a layer for my Window System.
>> > This
>> >> >>>>> >> means I call my own APIs in my actual code, and then it
> redirects
>> > it to
>> >> >>>>> >> the Windows API or GTK+ depending on your platform.
>> >> >>>>> >>
>> >> >>>>> >> You might also have noticed I implemented a FileSystem()
> function,
>> > in
>> >> >>>>> >> the same manner I have implemented a WindowSystem() function
> that
>> >> >>>>> >> returns the window system in use by the current function/class.
>> > This
>> >> >>>>> >> makes it easy to simply swap the window system on the fly. For
>> > instance,
>> >> >>>>> >> my source mod links against my distribution platform (LGPL) and
> my
>> > mod
>> >> >>>>> >> then implements some of these interfaces. It could implement the
>> >> >>>>> >> MaxsiWindowSystem class using VGUI and then my programs could be
>> >> >>>>> >> natively drawn ingame with mininal work.
>> >> >>>>> >>
>> >> >>>>> >> Other porting issues includes how the VS compiler breaks a lot
> of
>> > the
>> >> >>>>> >> C99 standard. To counter this, I have simply declared a lot of
>> > macros in
>> >> >>>>> >> my header files that replaces platform specific behavior. 
>> >> >>>>> >> #defines
> are
>> >> >>>>> >> very powerful for this. For example, to declare a thread-specific
>> >> >>>>> >> variable, I would use this header define:
>> >> >>>>> >>
>> >> >>>>> >> #ifdef __GNUC__
>> >> >>>>> >> #define MAXSI_THREADED_VARIABLE __thread
>> >> >>>>> >> #else
>> >> >>>>> >> #define MAXSI_THREADED_VARIABLE __declspec( thread )
>> >> >>>>> >> #endif
>> >> >>>>> >>
>> >> >>>>> >> And then use the MAXSI_THREADED_VARIABLE macro to declare each
>> > threaded
>> >> >>>>> >> variable. My experience is also that the GNU Compilers throw
> much
>> > more
>> >> >>>>> >> errors and warnings than the Visual Studio compiler - and it is
>> > often
>> >> >>>>> >> right to do so. Visual Studio teaches you to write bad
>> >> >>>>> >> standards-breaking code, even if you just compile using MinGW
> you
>> > will
>> >> >>>>> >> get to fix a lot of issues that makes your code rather non-
> portable.
>> >> >>>>> >> (Like avoiding Microsoft-specific extensions to the C Library, in
>> > some
>> >> >>>>> >> cases.) But Microsoft did break the standard enough that you
> might
>> > need
>> >> >>>>> >> to use some of the above methods for porting, just to get your
> code
>> >> >>>>> >> compiling using MinGW.
>> >> >>>>> >>
>> >> >>>>> >>
>> >> >>>>> >> Now to return to the Source Engine. In my experience a lot of
> stuff
>> > in
>> >> >>>>> >> the SDK code is already defined using interfaces, classes, and
> such.
>> >> >>>>> >> That means the actual porting issues have been outsourced to the
>> > Engine.
>> >> >>>>> >> This, in turn, means that the SDK code will be rather easy to
> port
>> >> >>>>> >> compared to the Engine. Fortunately, as the Source Engine
> already
>> > is
>> >> >>>>> >> highly modular using interfaces, it is easy to just swap a DX
>> > renderer
>> >> >>>>> >> with OpenGL. As such, they already have the framework to make
> their
>> > code
>> >> >>>>> >> work on new platforms - all they have to do is implement their
>> >> >>>>> >> interfaces using the local system calls. If you start to do this
> on
>> > the
>> >> >>>>> >> low-level interfaces and move upward, then soon your program
> starts
>> >> >>>>> >> working in all its glory.
>> >> >>>>> >>
>> >> >>>>> >> As for a Steam Client for GNU/Linux. It exists. I lost the link,
>> > but it
>> >> >>>>> >> seems that Valve uploads nightly builds of their Steam Client,
> and
>> > each
>> >> >>>>> >> day it works just a bit better. Last I heard, the Steam Client
>> > actually
>> >> >>>>> >> logged on and the actual UI was partially drawn. I am not sure
> why
>> > Valve
>> >> >>>>> >> is so silent about this - perhaps it's just experimental, or
> they
>> > they
>> >> >>>>> >> to make a big deal about it, like they did with the Mac.
> Seriously,
>> > when
>> >> >>>>> >> are they gonna shut up about it? Last I saw was that they made a
>> > funny
>> >> >>>>> >> TF2 comic about it.
>> >> >>>>> >>
>> >> >>>>> >>
>> >> >>>>> >> Porting programs to Linux hasn't been very hard for me, though
> it
>> > is a
>> >> >>>>> >> lot of work, if you want to do it properly. It seems that the
>> > Source
>> >> >>>>> >> Engine is already highly portable and GNU/Linux build doesn't
> seem
>> > too
>> >> >>>>> >> difficult, as it seems from the nightly builds. There is no doubt
>> > about
>> >> >>>>> >> whether we need a client for GNU/Linux, it is just a matter of
> time
>> >> >>>>> >> before they announce and release it.
>> >> >>>>
>> >> >>>>> > Bucky
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to