Valve hired their first wave of Linux developers, hiring more
phoronix.com
phoronix.com
I've bought a number of games from steam when they have been on sale, games that have a Linux port available.
Of course I am unable to run them without buying the Linux copy separately at present but once this is implemented I will already be able to play a fair cross-section of my games on Windows and Linux.
Of course this could be a net negative for my productivity.
http://www.phoronix.com/scan.php?page=article&item=valve...
It is of course possible that they are planning a console and that this is why they are focusing their efforts.
If they do develop a Linux based console then hopefully it will still make sense for them to support "proper" Linux as part of that.
Valve can not really enter the mobile marketplace in a meaningful way. Both Microsoft and Apple will likely try to put the squeeze on Valve with their own respective OS marketplaces. (I think neither will successfully be able reproduce Steam's high quality user experience and extras.)
I think we are about to see a divergence in desktop/HTPC/semi-mobile platforms.
For example, ChromeBook/Box , Raspberry Pi , Android , Ubuntu Devices and I'm sure many others as time goes on.
it seems reasonable that people will want to run games on these platforms beyond what is currently possible just with JS/webGL.
Now think about it, what do all of these plaftorms have in common?
Another point to bear in mind , is that one of the significant advantages Steam has over OS specific marketplaces is that it allows you to sync the same games over different devices.
For example it would be nice to be able to buy a game for your Windows PC and then be able to also run it on your HTPC or Tablet device which may well be running non Windows OS.
Microsoft is playing a longer game than most people can see. So is Valve.
I've had an employee (friend) verify these facts to me.
Even though I don't game anymore, this still makes me very happy. A big step for Linux on the way to becoming a first class citizen in gaming, one of the last big moats to its general acceptance.
It seems to me that Steam is not written in native windows code and that's why it runs so sluggishly. Some say they have no idea what I'm talking about, while others agree. What does HN think?
Edit: Just to be clear, I would consider the VGUI layer to be pretty lightweight. There is no virtual machine for any language runtimes. It is purely a layout engine, with some very basic styling defined mainly by the rendering of images and gradients.
Outside of rendering, from my own experience with using it, there's nothing in particular about it that makes it slow, except that it has no built-in asynchronous facilities in place for you to use. You have to make sure you never block the UI thread.
This is really just a guess of course, but I would pin the slowness on too much IO waiting (ie. poor thread design). To be fair though, Steam in most cases has stayed pretty responsive.
Recently (less than a year ago), I had a switch in hardware from a Athlon X2 3200+, 4GB RAM machine to an i5-2500K, 8GB RAM and 2 SSDs. Sure there was a noticeable difference in responsiveness, but never on either machine would I consider Steam "so unresponsive".
Specifically, it's most unresponsive on the "preparing disk space" page when installing games. It takes multiple seconds for no apparent reason. There's no high CPU usage and no high I/O usage. It's also very slow to start, and very slow to let me play a game.
My theory is it's due to some degree of online activity, that it's gated on my internet bandwidth. Since I only play single-player games, that's a huge annoyance to me, and I often don't start playing games because I know I'll have to sit through Steam startup for several seconds.
That's massive. Pretty much any of my non-steam games will be launched and playable within 10 seconds.
(I also hate unskippable intro videos; I'm fairly sure I've collectively spent much longer searching for ways to delete / skip such videos than I have ever lost watching them.)
There's a lot of entitled software out there that arrogantly assumes sovereignty over your machine. I don't accept it.
It often runs like a dog on my Core2Quad but is usually butter smooth on my P4 laptop.
For all my Source games: "-novid -w 1920 -h 1080 -window -noborder"
They desperately need to drop their reliance on flash.
Once they do that, I think it would vastly improve.
And as others have stated there's also great free solutions like Blender.
Lightwave isnt available for Linux either.
Edit: And I expect as browser technologies continue to expand, we'll see more web-based competitors. In particular, with WebGL, I'm surprised we haven't seen things like all-GPU image editors to compete with the slow giants we have to deal with now.
I much prefer Inkscape over Illustrator for my vector art. I much prefer Audacity over... actually I'm not sure what's considered the direct commercial competitor here for post-processing audio. I mildly prefer Photoshop over Gimp for graphics design and tablet drawing, but after almost a decade of using each, they're practically interchangeable for me. I mildly prefer Blender over 3DS Max for making game models (though I admit it has been a while for me—I hear the recent Blender releases have amazing improvements). And that's not even taking into account the difference in license costs.
I'm not claiming to be an expert in any of these industries, but I don't think I'm completely naive here either. I can imagine there is a strong majority of experts who would never considere free/open source alternatives to things they've been using since they graduated their respective art school and paid thousands of dollars in licensing fees. I feel they're missing out, even though I'm biased towards open source.
P.S. I said "some of the best."
Audio is an interesting market. Sound Forge comes to mind, but based on the time I've spent in studios, I'm going to speculate that professional audio is either done with hardware, or really old software.
The particular example I'm thinking of was a MacOS9 computer (in 2009 or so). The tech told me two things kept him back; he had all the plugins he needed for the software he used (and that many were not available in newer suites), and something about realtime recording.
Roadmaps: http://tracker.ardour.org/roadmap_page.php http://ardour.org/development/post3.0
MIDI: those Atari apps you're thinking of didn't do audio.
General utility: perhaps you need to talk to various people who do, in fact, use Ardour instead of ProTools. As for the comparison with Reaper - Reaper is a very impressive project, but if you try it for pro- usage rather than home-style recording, you will very rapidly discover quite a lot of basic issues that they have not addressed, but were being done correctly by Ardour 8 years ago. I look to Reaper for good ideas and impressive development speed, but they really are focused on the needs of a different type of market segment than I really pay the most attention to.
It is true that there is no single DAW that is to everyone's taste, and Ardour is probably a more "acquired" taste than many others. At this time, I would say that more or less no DAW can easily "replace" any of the others. You can't really replace ProTools with Nuendo either.
jsprinkles: we distribute binary copies of Ardour from ardour.org that run on any Linux distribution (just about - we discovered a wrinkle that interferes with this on a few platforms, and the next release(s) will correct this).
disclaimer: I am the lead author of Ardour.
I've kept up with Ardour progress over the past 6 years and it has consistently gone nowhere while the major players innovate continuously. The assertion that Ardour has a chance at competing with the professional packages is absurd given that they've been promising basic MIDI support for years now, a feature that was present in software packages on the Atari. Add to that the fact that the project doesn't even have a roadmap for future development and it all looks pretty grim.
My previous career was audio engineering, and I can't help but laugh when the FOSS crowd insist that Ardour and Audacity are capable of replacing the industry leading software packages.
I think you might see interest in the platform develop if there weren't dozens of distributions to worry about. The distributions hamper Linux development, because you have dozens of different variants to try on, all with different versions of things and different bugs. As another commenter said, I bet you could get something Pro Tools quality if there was a consistent Linux-based desktop, not four or five frontrunners all doing GNOME differently.
I truly believe Adobe holding back their products is one of the largest roadblocks linux has to get widespread adoption amongst the design/developer community.
A lot of the more "arty" people I know would consider giving them a Windows computer to use as a personal insult and would probably be more open to switching to Linux than Windows.
Getting arty people to use desktop Linux could be a huge net positive if they decide to help "pretty" the place up a bit.
[1]: http://elementaryos.org/ [2]: http://elementaryos.org/docs/human-interface-guidelines [3]: http://elementaryos.org/discover
I love blender though, my 3D tool of choice so at least 3D artists are well catered for.
Best to whom? None of the listed ones are used at all by professional game studios.
I'm so sick of these articles. Ever since the Mac version came out this site and other Linux focused blogs have insisted Steam for Linux is minutes away. Every single time they've been proven wrong or miss their timeframe.
It probably is being built, but the last person who has legitimate up to date info on the project is Phoronix. They seem to just be making things up.
I wouldn't be surprised if they have it "90%" ready-to-go and just need some serious domains experts to do the last 90%. Not to mention for bugfixing , updates down the line as well as maybe porting some of their new tech (HL3 engine?) to Linux.
If Steam picks Ubuntu then I hope they work with Canonical to get Unity to perform as fast for games as Unity 2D (and Gnome 2).
Thank you Gabe and Valve, for bringing things a step ever closer.
Putting "echo OFF > /sys/kernel/debug/vgaswitcheroo/switch" effectively boosts my battery time from 1 hour to 3 hours.
What I'm seriously hoping from Valve is not a game per se, but a linux distro (or a standard) that is compatible with my drivers, multimedia devices (dual hdmi monitors - I'm looking at you) and audio/video.
I would pay serious money for that kind of a distro.
yes, that would be great! Major distros (I use Kubuntu) are understaffed and concentrate on getting the new features from their upstreams integrated, not on making sure fancy hardware is supported. It's a question of resources. Although I think Valve is less likely than a hardware vendor to have a business reason for doing this work.
If fixing your laptop battery is as simple as that one liner , perhaps your can write a script that detects hardware at startup and runs that line if appropriate and then submit it back to Ubuntu?
But their entering to the Linux scene in general is good, since it might encourage others to do it as well, and eventually non DRMed distributors like GOG will push for more Linux games too.