Please create an account to participate in the Slashdot moderation system

 



Forgot your password?
typodupeerror
×
Intel Games Linux

Valve & Intel Collaborating On Open-Source Drivers 66

An anonymous reader writes "It looks like Valve's Linux team that's still growing has found much interest in open-source graphics drivers. Intel Linux graphics driver developers and Valve's Linux team were meeting for the past week to look at each other's code, work out performance goals, and collaborate on new features. Ian Romanick of Intel blogs, 'The funny thing is Valve guys say the same thing about drivers. There were a couple times where we felt like they were trying to convince us that open source drivers are a good idea. We had to remind them that they were preaching to the choir. :) Their problem with closed drivers (on all platforms) is that it's such a blackbox that they have to play guess-and-check games. There's no way for them to know how changing a particular setting will affect the performance. If performance gets worse, they have no way to know why. If they can see where time is going in the driver, they can make much more educated guesses.' Perhaps the companies are paying attention to Linus Torvalds' memo to NVIDIA?"
This discussion has been archived. No new comments can be posted.

Valve & Intel Collaborating On Open-Source Drivers

Comments Filter:
  • Re:Erm (Score:5, Insightful)

    by Gadget_Guy ( 627405 ) * on Friday July 20, 2012 @04:40PM (#40717787)

    In Valve are serious about gaming on a linux base, it can't be at the ground zero of current Intel GFX. Well, it can - but I won't be the slightest bit interested.

    Well Valve can't be serious about Windows gaming either, because even their most recent games still run pretty well on Intel graphics.

  • Re:Erm (Score:5, Insightful)

    by gman003 ( 1693318 ) on Friday July 20, 2012 @08:04PM (#40719929)

    To put it more succinctly:

    Valve understands that a *fun* game will be fun. As long as the graphics are good enough to support the gameplay, the ame will be fun whether you're running it at 2006-era graphics or at 2016-era graphics.

    Valve understands this. They make a fun game, then make it run on the lowest hardware they expect will be commonplace. They design their system to be scalable. They allow features to be disabled, have an extensive set of shader fallbacks. Examine this somewhat-outdated wiki page [valvesoftware.com] detailing the features enabled and disabled for each DirectX level in the original Half-Life 2. That's no longer current, I believe - they patched it to use a newer engine revision that I think dropped support for some of the lower levels, and I know it added higher ones.

    I have played that game many times on many different computers. It was fun on my Athlon 3000, Radeon X700 build. It's fun on my dual-Xeon, Radeon X1900 rig. It was fun on my Core 2 Duo, GeForce 9600M laptop. It was fun on my Phenom II X3, Radeon 4830 build. It would probably be fun on this new Core i7, GeForce 660M laptop, but I haven't replayed it yet on this.

    The only machine it wasn't fun on? My ancient Pentium II, Rage Pro laptop, and that was because it glitched like crazy - corrupted textures, BSOD after a few minutes. The machine just could not handle some of the things that were actually necessary for gameplay - the Havok physics (used in puzzles), the fade-in shaders (used for one-way gates), the dynamic lights (used to highlight gunfire). Remove those, and it wouldn't have been a fun game, so Valve just didn't remove it.

    But the rest? Water refract/reflect shaders? Rim lighting? Normal maps? Soft shadows? Turn them off if necessary. They don't make the game less fun. Less immersive, perhaps - that's why they have them as an option - but the fun doesn't change.

    And the fun is what is important.

He has not acquired a fortune; the fortune has acquired him. -- Bion

Working...