Re:“We currently have no plans to support Xwayland”
by shmerl on Friday July 21, 2017 @09:58AM
(#14820571)
> I've heard about vulkan for quite some time now, still haven't seen it used widely.
It's recent, so its usage is gradually growing. Unity engine now supports it, with Unreal and Cry on the way. Once major engines will have it, it will implicitly be used in much larger numbers.
Re:“We currently have no plans to support Xwayland”
by nextlevelwizard on Saturday July 22, 2017 @05:07AM
(#14826148)
I have no idea how game development works, so would this mean that you can just compile Linux and Windows binaries from the same source code? Or is it just easier to make it multi platform? Also is there any thing like with Xbox vs Playstation were you have to do some platform specific tricks to get the performance up or is that way further in the line for optimisation?
Re:“We currently have no plans to support Xwayland”
by shmerl on Saturday July 22, 2017 @11:18PM
(#14830732)
It would allow using higher performance design where it's supported. Walled garden platforms like PS and Xbox will require duplicating the work anyway, thanks to MS and Sony being lock-in jerks in general. It wastes engine developers' efforts for no good reason, but there isn't anything they can do about it.
As long as Linux is just sort of viable there won't be wide adoption, because why would you change everything about your computing life for something that's +/-0% gain. Even at 10% better experience you might have to consider hard if changing over is worth the effort. Linux needs to magically become superior in many ways for people to hope on board in large numbers.