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Gaming

The state of Linux gaming in the SteamOS era

After 14 months in beta, where does Valve's new platform push stand?

Kyle Orland| 249
Don't mess with the penguin. Credit: Aurich Lawson
Don't mess with the penguin. Credit: Aurich Lawson
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For decades after Linux's early '90s debut, even the hardest of hardcore boosters for the open source operating system had to admit that it couldn't really compete in one important area of software: gaming. "Back in around 2010 you only had two choices for gaming on Linux," Che Dean, editor of Linux gaming news siteRootgamer recalls. "Play the few open source titles,Super Tux Kart and so on, or use WINE to play your Windows titles."

Ask anyone who was involved in the relatively tiny Linux gaming scene before this decade, and you'll get a similar response. "For a long time, it was just me porting games, and I did my best, but an industry that has an employee pool of one isn't a big industry," said veteran Linux programmer Ryan C. Gordon, who has worked on over 75 Linux gaming ports over the last 15 years. "It was slow for years on end with only a few decent commercial releases becoming available,"Gaming on Linux site editor Liam Dawe agreed.

That began to slowly change around 2010, when The Humble Indie Bundle launched with an insistence that every included game come with a Linux option (thanks in no small part to the fact thatLinux players were some of the most generous in the bundle's pay-what-you-want scheme). It also didn't hurt when services likeDesura andUbuntu Software Center appeared around the same time, giving Linux gamers a few user-friendly centralized repositories to purchase and organize their games.

But there's one primary reason that Linux gamers can enjoynearly 1,000 professional, commercially distributed games today, and it goes by the name of Valve. "At the end of 2013, when Valve released the beta of SteamOS everything changed," Dean said. "After years of promoting the various Linux distributions, we had a major gaming company not just porting their games to Linux, but actually creating their own Linux-based operating system. It was an incredibly exciting moment and a turning point for Linux users."

Now, more than a year into the SteamOS era (measuring from that beta launch), the nascent Linux gaming community is cautiously optimistic about the promise of a viable PC gaming market that doesn't rely on a Microsoft OS. Despite technical and business problems that continue to get in the way, Valve has already transformed gaming on Linux from "practically nothing" to "definitely something" and could be on the verge of making it much more than that.

Holding up a steady target

With SteamOS, Linux game developers finally have a single, viable distribution to target.
With SteamOS, Linux game developers finally have a single, viable distribution to target.

A company as big as Valve putting its weight behind Linux—and behind a specific distribution of Linux, to boot—had a clarifying effect on what used to be a tough market for even willing developers. "I've long thought that we needed a base Linux distribution to tell developers to 'just target that,' and SteamOS is the perfect candidate for it," Dawe said. "Time and time again the same thing developers ask me is how the hell do they get their games to work across all distributions, and [now] you don't need to."

"Distributing games for Linux [was] a big problem because of different distributions," Croteam programmer Carlo Jez said. "Shipping them for Steam avoids that problem entirely, so we know that all the necessary libraries will be installed on every system.” Valve's SteamOS efforts provided "the crucial step of stabilizing the platform enough so that we could actually ship something that we could be sure it would work for enough people," Croteam CTO Alen Ladavac added.

Croteam had dipped its toes into the Linux waters as far back as 2001 with a port ofSerious Sam: The First Encounter. Now, a Linux version is an included target in every project the developer works on. Getting to that cross-platform default took some incremental work over the years, Ladavac says, as the company phased out programming and graphics tools dependent on the Windows-exclusive DirectX and Direct3D. These days, Ladavac says making PC games that are truly platform agnostic isn't hard for the company. "Since we already have OpenGL on Windows, the same OpenGL works in 99 percent of the cases on Linux, so that’s not really much of an issue."

The team at Aspyr Media is in the same boat. The company known for porting many popular Windows games to the Mac has released six titles for Linux since the SteamOS announcement, including ports of major 2K Games titles in theBorderlands andCivilization series. “The Mac guys really do 90 percent of the work for us, as far as getting everything on OpenGL," Aspyr Senior Linux Engineer Ian Bullard said. "The first [Linux version] we did was a lot of work, but the port time has gotten a lot shorter the more that we do. Every single title gets faster [to port] now."

Even companies that don't want to spend significant time or effort on porting can sometimes generate a decent Linux version by simply recompiling through popular engines these days. "There are great games shipping for Linux from development teams with no Linux expertise," Gordon points out. "They hit the 'export to Linux' button in the Unity editor and shipped it and it worked out alright. We didn't get flying cars, but the future is turning out OK so far."

"It definitely helps when major engines support it out of the box," he continued. "A lot of companies in the mid-2000's that didn't specifically care about Linux were willing to talk to me about a port because Epic gave it a vote of confidence at the engine level [with Unreal Engine 2]. Unity, Unreal Engine 4, Source 2, Cryengine... these are a lot of votes of confidence and will make for easier ports of specific games, too."

Performance problems

TheseLeft 4 Dead 2 zombies could look a few percent better on a Linux box, but only with some careful driver and optimization work.

Though SteamOS' stabilizing influence has made Linux ports easier in many ways, there are still plenty of hurdles to getting games running smoothly on the platform. One of the big outstanding issues, even after years of concerted effort driven by Valve and hardware makers, is driver support.

"The official closed-source drivers for AMD graphics cards for one example are notoriously bad on Linux," Gaming on Linux's Dawe said. "Their open source driver effort seems solid, but [it] has a little way to go before it hits that golden performance target... Unity engine-based games also seem to get lower performance on Linux, and considering how many developers use it now, that is a concern of mine."

Theoretically, games on Linux can get extra performance out of equivalent hardware, since the operating system itself takes up less overhead. Valve has proven this point itself, witha Linux port ofLeft 4 Dead 2 that outperforms the frame rate of its Windows counterpart by roughly four percent on the same hardware. That's a small bump, but it could be a selling point for PC gamers that want every last bit of oomph from their gaming rigs.

Without optimized drivers and development tools, though, those performance gains are going to be hard for the average developer to see. "If someone specifically went and optimized on Windows and optimized on SteamOS, I think they could get more frames per second on SteamOS, but it is a major undertaking that would require a lot of people to change I think," Aspyr's Bullard said.

Croteam's Ladavac recalled how driver-based issues have gotten in the way of these potential performance gains, in his experience. "From the start we had problems with high resolution, which doesn't make any sense—how would the resolution impact the difference between drivers? The problem seems to be the OpenGL shader language—the compilers embedded in the drivers are not as optimized as those for DirectX. Over the years it’s slowly improving—it’s still not the same, but those things are very complex and very large and have to support all the different hardware... It will take some more time until it catches up to the performance of DirectX."

Still a niche within a niche

Borderlands: The Pre-sequel is one of only a handful of AAA games that major publishers have decided to launch concurrently on Windows and Linux.
Borderlands: The Pre-sequel is one of only a handful of AAA games that major publishers have decided to launch concurrently on Windows and Linux.

For all the excitement and effort from Valve and others, and the explosion of available games over the last few years, the Linux gaming community is still relatively small. Those I talked to in the community estimated the entirety of the Linux gaming market is still one to two percent the size of the Windows gaming market. That's up from essentially "zero percent" a few years ago, but it's still a small sliver from a business perspective.

Aspyr VP of Publishing Elizabeth Howard says the Linux ports her company has worked on generally sell about half as well as those same games ported to the Mac. That can make getting approval to work on a Linux version an uphill battle, she said. "If [a publisher thinks] the Mac already isn’t worth the investment, then Linux is even tougher."

A dedicated following

While the raw number of Linux gamers is relatively small at this point, the ones that are around tend to be much more devoted and helpful than average Windows users, according to some developers. "The biggest surprise and the most enjoyment we’ve had with doing this is the sheer helpful involvement that the Linux community has," Aspyr Senior Sales Manager Michael Blair told Ars. "They fix their own bugs, they provide us with invaluable feedback. [Linux Engineer] Ian [Bullard] has fixed multiple bugs from user feedback on reddit. How often does that happen [on Windows]?"

"They’ve been incredibly supportive not just with the bugs but how they choose to spent their money," Bullard added. "They’re trying to support Linux by spending their dollars there, because that is just part of the larger ecosystem, and making this all work is showing that it’s a viable marketplace. So it’s been thrilling. Before we launched anything on Linux, we were like 'Are we just going to get our butts handed to us?' Yet the opposite happened. They’re naming their first children after us and stuff like that just for supporting the platform."

Still, Howard says she tries to sell the idea of a Linux version to everyone that approaches Aspyr for a Mac port. Having an established track record of decently selling Linux ports under her belt definitely helps, she said. "It helps to show there’s not a downside, there’s not zero [revenue] at the end of this. [My pitch is] 'Who knows what’s to come, so let’s give it a shot.'"

With a handful of exceptions, though, the game industry's biggest publishers still seem reluctant to release their major blockbusters for Linux's limited audience. That means gamers must stick with Windows if they want to experience most of the blockbusters that get the majority of gamer attention and sales.

Croteam's Ladavac thinks that for many major publishers, who already treat the Windows version as an afterthought after the consoles, Linux is going to inevitably be even farther down the list. “After adding Windows to [the consoles], Linux would be the third tier there, which would make some sort of reason for them not to invest. It’s the 10 percent of their 10 percent of their 10 percent or something."

"Unfortunately until Valve fully releases their OS and quality Steam Machines start shipping [the availability of AAA games on Linux] is not likely to change." Dean says. "I suspect the decision whether to port a title to Linux/SteamOS is more down to market share rather than technical difficulties."

This all brings up another major question for SteamOS followers: how long is this "beta" going to last, exactly?

Getting through "Valve Time"

The Alienware Alpha started as a Steam Machine, but it launched last year as a Windows box after Valve delayed the official SteamOS launch.
Credit: Alienware
The Alienware Alpha started as a Steam Machine, but it launched last year as a Windows box after Valve delayed the official SteamOS launch. Credit: Alienware

While Valve has unquestionably built a viable Linux gaming market from practically nothing, the company's lackadaisical development timeline might be holding the market back from growing even more. In the last year, the initial excitement behind the SteamOS beta launch seems to have given way to"Valve Time" malaise in some ways.

SteamOS has always been a means to the end of powering Steam Machines: living room-based boxes with console-style design and ease of use with PC innards and upgradability. Aftermaking a splash at last year's CES with a number of announced hardware partners, though, Valve's Steam Machine effort wasdelayed into this year, seemingly to wait for a finalized SteamOS to run. Some hardware makers stopped waiting andjust released their own Windows-based living room boxes. Valve's innovativeSteam Controller, a key part of the company's efforts to allow for a keyboard-and-mouse-free living room experience, has gone through anumber ofredesigns during beta testing. It hasn't been publicly discussed or shown since last May.

Valve declined to comment for this story, but the company has said it will be discussing "new living room devices" and the Steam Controller alongside a SteamVR headset at the Game Developers Conference in March. In any case, Valve's months of public silence regarding its Linux initiatives seem to obscure some heavy lifting the company continues behind the scenes to turn SteamOS and Linux into a viable gaming platform.

“It might look like that from completely outside perspective, but from what I see I don't think they've stalled, really," Croteam's Ladavac said. "It’s being worked on within different fronts... There’s still lots of small details you can't really announce, 'We now have 100 little bugs fixed,' [for example]. It’s not just things in Steam itself, but constant efforts with [independent hardware vendors] to fix drivers, things on the distribution side so the OS comes with the appropriate libraries. There are a lot of things going on, and everything is improving slowly, but it will take some time before you can see something [officially announced]."

Everyone seems to be following Valve's lead here, and many appear willing to give the Steam-maker the time it needs to perfect things. "We have an immense amount of respect for Valve in wanting to do this right," Aspyr's Blair said. "We absolutely believe in their decision to delay the release. You really want to put your best foot forward, and I think they’re doing that, and we really appreciate it as gamers."

"Steam Machines will never be an overnight success, and Valve know this I'm sure," Gaming on Linux's Dawe said. "Valve have been building up the Linux game collection to strengthen the initial push, as a platform obviously needs games first. The great thing about Valve is their history of supporting things for a long time (like their updates to the originalHalf-Life), so I imagine it will be a slow but steady push."

If Valve can iron out the final technical and business problems with SteamOS and its attendant Steam Machine hardware, it could easily lead to many players becoming "accidental Linux gamers" in their living rooms, as Aspyr's Howard puts it. Still, those I talked to seemed more doubtful that those players will be clamoring to give up the entrenched Windows standard on their desktop PCs.

"My attitude has always been that the best desktop platform for gaming is the one that lets you keep all your apps going and still plays your games acceptably," Gordon said. "Many Linux gamers have spent their whole lives shutting down their e-mail, word processor, IM, etc.—disrupting their whole digital life—and rebooting into Windows to treat their machine as an Xbox for an hour or two. It would be equally unacceptable to make Windows users do the same for Linux games."

For those already running Linux on their main machines, though, finally having significant gaming options on their platform of choice will continue to be a happy side effect of Valve's still-developing push into this new market. "Ido know that in the absolute worst case, the chicken-and-egg problem is solved," Gordon said. "You get people to a platform with games, but games won't come until people are on a platform. Valve being there has clearly given developers the faith to stick their toes in the water right away."

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Listing image: Aurich Lawson

Photo of Kyle Orland
Kyle OrlandSenior Gaming Editor
Kyle OrlandSenior Gaming Editor
Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He oncewrote a whole book aboutMinesweeper.
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