Michael Larabel wrote:If you aren't going to submit a test case yourself but are just making a request, first do your due diligence. For example, in recent weeks I've had countless requests of having Metro: Last Light benchmarks on Linux... And I've had to respond as many times -- via the forums, Twitter, etc -- that the Linux version of Metro: Last Light in Steam doesn't even have the benchmarking mode that's found on Windows. So make sure the game can at least be fully-automated and suits my requirements before trying to get me to run said test(s).
Well that just sucks. The closest thing I've found to a benchmark is this:
http://www.youtube.com/watch?v=rfThaG975uQDo be sure to watch the whole thing and not just the beginning, where it appears that the Linux version runs faster. At the end, he goes into the config files to match the graphical settings, and then runs the test again on Windows.
I tried to find out why the Linux version doesn't support the DirectX 11 features of the Windows version. Those features (e.g., tessellation) are indeed supported by OpenGL and therefore by the AMD/NVIDIA Linux graphics drivers, but I found this:
Then today (May 2013), OpenGL 4 tessellation on Mac OS X works fine on NVIDIA GPUs and does not work on AMD Radeon and Intel HD Graphics GPUs. I’m curious to see how OpenGL 4 tessellation will evolve with the new OS X 10.9.
http://www.geeks3d.com/20130513/opengl- ... -mac-os-x/And this:
foijord wrote:Here's something that I discovered accidentally: OS X doesn't support OpenGL 4! All you get is 3.2, which was recently supported through Lion. WTF Apple?!? Support for the latest OpenGL version supported on your GPU is something you take for granted on any other OS. I don't think Apple even sells a computer that doesn't have an OpenGL 4.0 capable GPU, so there's really no excuse for this. I was looking forward to getting a new MacBook Pro or Air and playing around with the tessellation shaders and writeable memory buffers, but that will only be possible if running Windows or Linux on it.
http://forums.appleinsider.com/t/151376 ... t-opengl-4So my theory is that since OpenGL 4/DirectX 11 features only worked on NVIDIA cards on Mac or didn't work at all (at the time of the port anyway), they just didn't bother with porting DX11 features from the DirectX version to the OpenGL version. And then the Linux port was simply the Mac port with the OS-specific code re-written. The video options screen is exactly the same on Mac:
http://www.youtube.com/watch?v=m6bMDNOGl5U