65 points

Interesting take. I wonder if the amount of platform dependent bugs is generally that low for games. I’m a developer, but not a game developer. I would assume that platform dependent stuff comes into play a lot more, when using shiny new tech like direct storage, which is probably used more by AAA titles and less by indie games?

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43 points
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You don’t get many platform-specific bugs if you use cross-platform libraries like SDL2 for OpenGL/Vulkan context creation and human interface.

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30 points

With my limited experience with Vulkan and multiple targeted platforms, I can confirm that AAAAAAAAAAAAAAAAAAAAAA

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28 points
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13 points

If you’re an engine developer, it’s a reasonably common problem.

If you’re a game developer using a cross platform engine, it’s pretty uncommon, as the engine developer has already accounted for most of it.

If you’re somewhere in the middle, it’s probably somewhere in the middle.

It surprises me how many indie devs avoid some of the higher level / more popular engines for this reason alone. But I assume they just must enjoy that sort of stuff much more than I.

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7 points
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It surprises me how many indie devs avoid some of the higher level / more popular engines for this reason alone. But I assume they just must enjoy that sort of stuff much more than I.

The problem with indie devs is purely a lack of knowledge and resources. They don’t feel comfortable testing and packaging binaries for distribution on Linux. A decent number of them are also self-taught and actually have almost no exposure to desktop Linux at all. So it’s actually a much higher hurdle than you think.

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9 points

The difference is money. Vulkan is an incredibly terse spec compared to dx12. You’d think that would make it much more consistent to work with, but really, it’s all it can do to keep up with msft and IHVs who pour money into coaxing AAA devs to use dx12. Then, even when the app gets something wrong and causes issues for end users, the IHV just makes a special case in the driver to correct it, because having a big important dx12 title run correctly on their hw is important to sell units.

Meanwhile, the same IHVs barely bother to support anything beyond the basic vulkan requirements, because it doesn’t gain them anything to do more. If a vulkan game experiences issues, IHVs don’t care because it won’t sell well anyway.

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12 points

This game runs on the Godot engine, so it has a common base to work with.

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18 points

I made games primarily for Windows which we also compiled for Linux. It is mostly input/output stuff, aka hardware issues. That is, audio issues, input issues, storage issues, dependency issues. Modern game engine mostly handle the rest. It wasn’t such a big deal to fix, but most gamedev lacked experience with Linux, and most projects are already over budget and late, so fixing Linux for an extra 2-5% of sales didn’t make much sense at small scale. Proton kind off fixed all of this tho.

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92 points

This went in a different direction than I expected, in a good way.

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154 points

I remember a gamedev complaining about this on Twitter but the outcome he came to was that he hated that Linux users submitted bug reports, stating the OS itself was broken and he refused to help any of them.

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58 points

You shouldn’t remember the ravings of idiot minds.

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28 points

Only recalled cause of this dev doing effectively the inverse.

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16 points

I was not faulting you. I was advising best practices.

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75 points

I remember threads like this from back when Valve was pushing Steam Machines. Won’t name names, but there were very successful developers throwing tantrums once the bug reports started to flood in. Many weren’t prepared to actually provide support and spent years regretting it (according to postmortems.) I managed to get a refund on one game after the developer’s Twitter rant went completely off the rails re: Linux being unfit for desktop. Weird that they were 100% fine with Linux when it meant getting my $15, $20, or $30. Makes you think!

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3 points

Garry from Facepunch was pretty down on Linux from Rust (the game) because of the high bug to purchase ratio and because some stuff just didn’t work on the Linux version of Unity but worked fine on Windows. I mean, fair enough.

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5 points

Looking in to it a bit more, it looks like they handled this extremely well, admirably even! https://rust.facepunch.com/news/updated-linux-plans

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38 points

Good devs are good regardless of context, they may have their personal preferences but in the end welcome bug reports and feature requests, especially the helpful ones because it helps the project. Bad devs are dicks regardless of context as well, all they care about is review rate and other numbers appear in the scoreboard

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19 points

Professionals have standards.

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29 points

IIRC it was Planetary Annihilation and the guy ranting wasn’t even a programmer.

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5 points

stating the OS itself was broken

A dependency was missing, betcha?

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7 points

Yeah this article is a nice juxtaposition to that deranged rant. Hopefully if more game devs see it they’ll appreciate the Linux gaming community a bit more.

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2 points

I’ve seen that several times. I expected that’s where this post was going, nice to see that was wrong.

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23 points

This made me so happy, you wouldn’t imagine.

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1 point

imagining right now really hard

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36 points

remember the other several occasions where developers hated actually getting feedback from these linux users cause they actually would have to fix their shit? but not many actually did

cause i remember, they only care as far as money goes

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1 point

Maybe to reframe it, it’s like job security?

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4 points
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