Tag Archives: developers

CRYENGINE Update adds Vulkan API Support

cryengine update adds vulkan api support to linux mac windows games

Since #CRYENGINE 5.4 Preview includes powerful and simple-to-use features. These include assets for artists, designers, and coders. Yet that’s not all CRYENGINE update 5.4 now includes Vulkan API support. So hopefully this will be a step toward #games with Linux ports and #Windows. Right off the top, Kingdom Come: Deliverance and Prey come to mind. Let alone Homefront The Revolution.

So CRYENGINE update 5.4 opened up preview access. Therefore the suite of major new features that will help developers achieve their vision. Makomg the ever-evolving engine even more accessible. The update is available right now on Github. Where users can also find the full update notes. While also accessing the development roadmap. Which is shaped in conjunction with the CRYENGINE community.
So keep in mind, the Github build does not show Linux native, yet more Windows support. Despite a few key features in the SDK.

Highlights in update 5.4:

Vulkan API Support: In 5.4 the engine includes a beta version of the Vulkan renderer to accompany the DX12 implementation from last year. Vulkan is a cross-platform 3D graphics and compute API. Which enables developers to take advantage of high-performance real-time 3D graphics. With balanced CPU / GPU usage. For the preview release, Vulkan support in CRYENGINE will be compatible for projects on PC. And the aim is to deploy additional Android support in future.

Substance Materials: Users can now use Substance Archive files (*.sbsar) to create Substance Graph instances for texture generation. This is a workflow which was used by Crytek’s development team during the production of the award-winning Robinson: The Journey as well as the current production Hunt: Showdown, and is now available to all users within the Sandbox Editor.

Entity Components: CRYENGINE’s new component entity system provides a modular and intuitive way to create games. It allows level designers to place standard prefabs into the game. which can be used via Schematyc for event updating. This expands the ways in which non-coders can simply and rapidly create entire games with CRYENGINE.

Templates:

C# Templates: Expanding the Launcher improvements, the engine now includes a selection of templates. Getting users up and running quickly. Several templates have been brought over and updated from the C++ template section. Including the Blank Plugin and a C# Third Person Template.

Terrain Upgrades: 5.4 expands the terrain system with upgrades to further raise the fidelity for landscapes. Objects may now be marked to become part of a terrain mesh. Allowing a much higher level of detail and dramatically extending the capabilities. And flexibility of CRYENGINE’s terrain editing tools. Developers can also take advantage of an improved terrain shader. This will support terrain object blending for blends between objects and the terrain with material falloff.

5.4 Feature – Terrain Blending

For full details on everything included in this expansive update, please visit www.cryengine.com and the full release notes contained in the documentation.

So we have reached out to Crytek for further details. Yet this CRYENGINE 5.4 Preview is a step in the right direction. For both Linux and even Windows. While involving more developers and community members to move Vulkan API forward over DX12. Stay tuned for more details.

The Windows Store is getting Linux?

the windows store from microsoft is getting linux distros in gaming news

Since this is not really gaming news, it is worth noting. Hence Microsoft’s Build developer conference plays host to Windows and Microsoft’s other endeavours. Hence one on the biggest announcements, Microsoft will host #Ubuntu, Fedora, SUSE Linux. Since all of these distributions are coming to the Windows #Store. These major Linux distro’s can be installed on #Windows. While they will have the same command line utilities available. Yet still be a full installation running in a virtualised environment. All side-by-side on Windows 10.

Developers

So Microsoft is helping developers. Since Windows received support for Bash in the command line. And this would allow developers to develop on Windows between operating systems. So now we have news that anyone can set up a virtual Linux install with Windows 10. Although we are keen to see how much capability this will allow. Despite the lack of Windows 10 on my home computer.
Yet developers will not have to waste time finding tools. Even other apps to create the virtual environment. So having availability in the Windows store also means the apps will work on Windows 10 S. Hence making the Surface laptop more appealing for students in computer science.

Students and Windows 10 S?

Since Microsoft trying to appeal to students and pro-users that feel neglected by Apple. And we know that Microsoft offers higher end laptops that look like other Apple laptops. So now Microsoft is working on making Linux a more important part of Windows. Hence developers will not just use a Bash terminal, but run it all in a virtual environment. Which is similar to how Linux users do it, run a VM with Windows, some even using KVM or Xen.

Since the idea here is to persuade engineering and computer science students to run Windows. While being able to develop on an open-source platform. So Microsoft is expecting those users to flock to Windows 10. Which should be interesting to see if developers take the bate and switch. Since Windows is still a clunky operating system. And I can’t help but wonder how this will play out in Linux gaming?

What are your thoughts. Tell us in the comments below. Will you install a virtual environment of Ubuntu, Fedora, and SUSE Linux on Windows 10?

Devolver Digital offers support for developers blocked from GDC

devolver digital submissions open for developers blocked from gdc

So #publisher Devolver Digital of Titan Souls, Broforce and the Hotline Miami series. While all of these titles are #available on Linux, Mac and Windows PC, #GDC has be a huge opportunity showcase their #games.
Since this support is being setup for this year’s Game Developers Conference. Some creators have been unable to attend due to the Trump administrations’ Muslim ban.

In a recent press release, Devolver outlines that they are accepting demo submissions.

Devolver Digital is now accepting submissions from creators and developers unable to attend this month’s Game Developers Conference in San Francisco due to the recent ban on travel to the United States from certain foreign countries.

Devolver Digital will set up gaming PC’s and HTC Vive sets (if necessary) to demo games from developers affected by the ban in the nearby offsite location used by Devolver Digital during the conference.

So until February 20, applicable developers can submit their demo’s for GDC. Hence the San Francisco event set for February 27 – March 3 can submit via the publisher’s offsite ‘Devolver Underground’. Which is open February 27 through to March 1st, and likely to affect coming releases for Linux, Mac and Windows PC.

So this move by Devolver comes among a flood of support for refugees. While those affected by the U.S.’s sudden movement to block or limit immigration from certain countries. Many, including indie developer Rami Ismail, have spoken publicly against the ban. While others, like the creative team behind Kentucky Route Zero and Fez, have offered to convert game sales into donations. All going to the American Civil Liberties Union. The organization which has seen impressive support in the months following the November election.

Have something to say? Log in and leave your comment.

linuxgameconsortium-gaming-news-and-community

Typoman developers calling for native and SteamOS testers

typoman developers calling for beta testers on linux and steamos

So, as the the title indications, the #developers of Typoman are calling for Linux Beta Testers.

Since it took them quite a while this is the one final step in the process. If everything goes well, Typoman will #release for SteamOS and Linux on February 10th.

Brainseed Factory tested the game thoroughly on Ubuntu 16.04.1 LTS and the latest SteamOS. So the developers are not expecting any major bugs. But would appreciate your help in polishing the game before the release in February!

Beta testers inspired trailer:

Would you like to play the game for free on your system? Hence it should work on any Linux distribution newer than Ubuntu 12.xx.xx or compatible.

Please apply for beta testing via [email protected] asap!

About Typoman

Inspired by the life of devoted writers Typoman takes you on a journey to explore the power of words in the everlasting battle between good and evil. You slip into the role of a character made of letters, struggling to make your way through a dark and hostile world. Despite your small stature you have a powerful gift: You can craft words which will have an effect on the environment. But choose your words wisely – they can either be a blessing …or a curse

Typoman Features:

  • Wield the power of altering the world by by creating, changing or destroying words
  • Solve ingenious and challenging puzzles with a unique aesthetic mix of typography and pen & ink graphics
  • Captivating, carefully drafted, on-the-fly told story using witty word puzzles and puns
  • Surreal, atmospheric game world
  • Featuring Steam Trading Cards, Badges, Leaderboards and Achievements
  • Distinct soundtrack specifically composed for the game

So Brainseed Factory is an independent game studio based in Germany’s former capital city Bonn. The studio is founded by Bilal Chbib and is made up of 7 creative minds and gaming enthusiasts. Hence all of whom love playing but also creating unique memorable games. With Brainseed Factory’s debut title Typoman the studio managed to secure awards and nominations at industry events worldwide.

So again, feel free to contact the studio via [email protected] to jump into Typoman.

A couple of other posts worth checking out, Semispheres and getting votes in for BATTLECREW.

Have something to say? Log in and leave your comment.

linuxgameconsortium-gaming-news-and-community

Steam VR Vive showing signs of Linux support

Steam VR Vive showing signs of Linux support at dev days

Looking at that hefty stack of #Steam Controller‘s, it makes a person wonder just how much native support is going to be available at #DevDays?

Apparently further details of Linux and VR support have been cropping up on Twitter. Steam Dev Days has been kind to native support this week. As part of its annual effort to educate developers about PC gaming and Steam VR platforms.

Valve outlined that developers have published more than 10,000 titles on Steam for Windows, PC, Linux, and Mac over the past 10 years. A milestone, seeing only a little over 2,600 of those titles are available on Linux.

Steam VR support was brought to the gaming community just six months ago with the launch of the HTC Vive. And now Valve points out that developers have already published over 600 VR experiences via Steam. This also includes those using OpenVR.

However it seems there have been dev’s keen to make the VR transition to Linux, according to a couple of recent tweets:

It looks like Steam VR is being shown off for Linux via AltspaceVR:

A new Vive Controller is in the mix as well:

Valve’s two-day event features speakers from third parties and Valve, discussing local and long-term expansions for Steam. The new VR peripheral prototypes will available for demonstration and design collaboration for attendees.

Some of the featured content includes “VR content”, “Vulkan graphics”, “steam controler”, “building Unity games for Linux/SteamOS” and “the future of VR and PC games”.

The adoption of SteamVR Tracking does continue, there are over 300 licensees planning to incorporate the technology for entertainment VR, automotive, televisions, and toys. Many of these products will ship in 2017.

To learn more about what is happening in Steam Dev Days, check out the official website. Details right now seem viable, but we will keep on top of the Dev Days progress as more content is revealed.

linuxgameconsortium-gaming-news-and-community

CryEngine shows plans for Vulkan support

CryEngine show definite plans for vulkan api support

CryEngine release version shows hope for Linux users

According to recent #updates, the middle of October, #Crytek should be rolling Vulkan API support.

The roadmap has been released, including specific #details about the upcoming CryEngine 5.2 and 5.3.

Version 5.2 is set with DirectX 12 multi-GPU support, the complete DX12 renderer, then full C++11 support for engine code, possibly PhysX support and even more.

Now, with version 5.3 due out in mid-October, the developers have planned full support for the Vulkan API. Along with other graphics and rendering updates, audio improvements, sandbox enhancements and still more.

Hopefully by then we will see the release of Homefront: The Revolution on Linux, with Vulkan support.

linuxgameconsortium-gaming-news-and-community

Phantaruk survival-horror adventure hits Steam

phantaruk fps survival horror comingto linux and mac

Developed by #Polyslash and published by Playway, Phantaruk tells the chilling story of the vanished crew aboard a deserted research vessel somewhere in space…

Phantaruk combines survivalhorror with #adventure and #stealth mechanics. Expect true shivers down your spine as you fight for your life. You are the victim of experiments and suffer from the infection of a parasite attacking your body from the inside with deadly toxins. Your chances of survival glows slim as you investigate the mysterious ship with every passing minute. Only by finding and using medical syringes can you heal before it is too late. To make matters worse, a beast known from long-forgotten fables and ancient myths is roaming the ship spreading terror and death to anyone blocking its path.

Your task is to learn what happened on the ship and to find means of escape before deadly toxins drain your strength. Explore and survive dark corridors full of danger and recover notes left behind by the crew offering tips and insights to an exit. Progress with caution as evil moves in the shadows. Peek around corners, crawl through ventilation shafts, fight or flee when danger approaches, and be on a constant lookout for flashlight batteries…

What about a Linux release?

“Unity been chosen as the Phantaruk‘s engine. At the moment we are considering other versions. It all depends on how well the Windows version will be received by players and media. We will stay in touch and update you when decision will be finally taken.”

Typically, when we see releases such as Phantaruk, thist outlines the developers initial concerns, “how well received with the release be?”. This is not an uncommon practice, actually developers are more and sceptical about cross-platform releases when the development team is small.
But we know what you are thinking, it’s Unity, this should be a button press away from a Linux port, right?
It’s not that easy, the developers still has to test and support their release. Again, this goes back to that small development/support team.

We would suggest that you VOTE in the Steam Discussion.

Phantaruk is available now on STEAM for Windows PC with a 25% discount.

linuxgameconsortium-gaming-news-and-community

Steam Hardware Survey shows drop in Linux but not entirely accurate

According to the Steam Hardware Survey, the current split of users is 95.5% for Windows, 3.6% for Mac OSX, and 0.8% for Linux. Which does not count #SteamOS, and there are likely other #inaccuracies with the survey. But the Linux #figures are 0.04% less than they were before (a relative drop of about 4.8%).

Windows users are up, and Mac OSX is flat.

A 4.8% drop in a month may not look promising to some, but this nothing to be too concerning about. If developers are intending to target a platform with 0.8% marketshare, then chances are they can benefit from the long shelf life for their release. No publisher is counting on the platform reaching a massive two-week launch window sales figures. Changes with the use and further development of Vulkan are yet to come, so the pendulum will swing back soon. As Valve creates a significant new first-party content for Linux. And they seem to be waiting to put their full effort into it.

”linux-game-gaming-gamer-news”

Itch.io introduces a unique early access with itch.io refinery

itchio refinery new earlyaccess toolset developers linux mac windows pc

Itch.io released a blog post introducing a #newtoolset for managing early access games called itch.io refinery. The refinery is now live for #developers and growing faster, bringing in a bunch of features not #available with Steam Early Access.

Features in the refinery include:

Limited keys

Developers can now limit the total number of keys available for purchase. This makes for a great way to slowly roll our a game for testing or to target those who are most interested in your game (i.e. from a mailing list.)

Exclusive content (rewards)

Exclusive content is a way of providing a limited quantity reward to a buyer if they purchase your project at a specific price point. Adding a reward to a project is a great way to give exclusive perks to early buyers.

Command-line tools and delta patches

With our command-line tools, developers can push a new build directly to itch.io right from your build script. Additionally, only the changed files will be uploaded by you and downloaded by players to create delta patches, so no more complete re-downloads just for patching. This is great for players of in-development games that are being patched constantly.

Selling physical goods

Another use case for rewards is selling physical goods along with digital content. In this example you might create a reward above the minimum price that comes with t-shirt. As more shirts become available you can boost the quantity. Developers can specify on the reward that you’d like to collect a shipping address. Developers can also add a custom field to get the size of the shirt.

Restricted community access

Developers can now create a message board only available to the people who have bought your game. This is a private hub where creators can be open about your game’s development and gain useful feedback from your players.

Games with itch.io refinery

There are already 5 games that are (or are going to be) using the toolset. Check them out, they’re rad:

Overland is the First Access program used the itch.io refinery to sell an early version of the survival strategy game to a select people. Just 500 people were able to buy Overland thus far, with new content coming each month plus Steam support.

The other games that use the refinery or plan on using the service include a fine range of titles for Linux, Mac and Windows PC. Escher-esque puzzler Manifold Garden, detective adventure Jenny LeClue and roguelike shooter GoNNER.

”linux-game-gaming-gamer-news”

CRYENGINE V revealed at GDC 2016 on a “pay what you want” basis

cryengine-5-pressrelease-2016

Crytek unveiled the newest CryEngine toolkit at GDC 2016. Keeping with #competitors Unreal Engine 4 and Unity, the engine does not come with a massive upfront #license fee. CRYENGINE V can be accessed on a “pay what you want” basis, providing access to “the engine’s feature-set and full engine source code”. And all payments made can be forwarded to Crytek’s #IndieDevelopmentFund, up to 70 percent.

Of course, CryEngine 5 will feature expanded support for VR development, the HTC Vive, OSVR, Oculus Rift and PlayStation VR named among the headsets supported. Other new features include C# compatibility, advanced volumetric cloud system, FMOD Studio support and even more.

The latest evolution of CRYENGINE also introduces CRYENGINE Marketplace. The Marketplace will enable developers to access individual assets from Crytek’s own library, as well as thousands of materials, sounds, and 3D objects created by the CRYENGINE community and other trusted vendors.

Here are the details form CRYENGINE V press release:

  • C# Enabled: A new API that allows developers who know C# to start scripting in CRYENGINE V right away. 
  • Reworked Low Overhead Renderer: Significantly increases the performance of today’s hardware in graphically intensive applications. 
  • DirectX 12 support: Utilize the latest branch of DirectX to take greater control of hardware resources. 
  • Advanced Volumetric Cloud System: Optimized for VR to give clouds full 3D spatial rendering for higher quality with minimal performance hit.
  • New particle system: Create stunning real-time fluid effects, handled almost entirely on the GPU.
  • A new launcher and UI: Navigate CRYENGINE more intuitively thanks to a streamlined UI which includes realigned features and new icon groupings.
  • FMOD Studio support: Allowing greater flexibility in audio middleware selection.
  • CRYENGINE Answers: A dedicated channel where the CRYENGINE community can share questions and answers.

Crytek’s Founder, CEO & President, Cevat Yerli, said: “CRYENGINE V represents our commitment to not only offering developers today’s most advanced engine technology, but also to making it as accessible as possible. The arrival of CRYENGINE Marketplace, the revamped engine UI, and new support channels will make it easier than ever to tap into the power of CRYENGINE – at a price that feels comfortable for each and every individual. Community is at the heart of our Pay What You Want Model, which we hope will foster closer collaboration between us and developers as well as developers amongst themselves.”

Meanwhile, Crytek is still developing games: here’s new footage from its debut VR effort The Climb:

The full details are on the full press release, and for those interested in the game engine itself, check out CryEngine website, while CRYENGINE on Linux documentation is also available.

”linux-game-gaming-gamer-news”

OSVR announced Epic Unreal Engine will provide native support for the new technology

epic-joins-osvr-for-native-unreal-engine-support-on-linux-mac-windows-pc

Sensics, the #developer of groundbreaking #virtualreality (VR) technologies and co-founder of OSVR, announced today a new collaboration with #Epic to bring native OSVR support to the Unreal Engine 4.12, one of the world’s most popular game engines. This integration gives developers who are using Unreal the ability to instantly support hundreds of VR display, input and output devices.

“The exponential increase in the number of VR devices makes it difficult for developers and manufacturers to keep up. New HMD’s, motion trackers, hand and finger sensors, eye trackers, body suits, motion platforms and more are coming to market every month,” said Yuval Boger, CEO of Sensics and co-founder of OSVR. “By providing native support for OSVR within the Unreal Engine, Unreal users will never have to worry again about keeping up with ever-changing APIs and new devices. Developers using Unreal can now leverage OSVR to easily build amazing VR experiences for hundreds of different devices.”

Architected and maintained by Sensics, the OSVR software platform connects applications and game engines to the many VR displays, along with the multitude of input and output devices by using a common universal interface. This means that developers don’t need to worry about the API particulars of any given device. The platform plugin also gives device manufactures all they need for their hardware to be able to support existing applications as well as any future applications. OSVR software runs on multiple operating systems including Linux, Android, Windows and Mac OSX.

Native support for the Unreal engine also means that an increasing number of upcoming VR games and experiences will support OSVR, offering a wider range of content to VR enthusiasts and gamers owning OSVR-supported hardware such as the OSVR Hacker Development Kit.

“We’re excited to announce that OSVR will be natively integrated into Unreal Engine 4.12, based on the contributions of Sensics and the open-source community,” said Nick Whiting, lead VR engineer at Epic Games. “Its inclusion in the engine gives developers out-of-the-box access to many more types of VR devices that use the OSVR ecosystem, and helps ensure that Unreal Engine 4 remains the top choice for developing high-quality, cross-platform VR experiences.”

“OSVR is designed to accelerate innovation and ultimately provide developers a growing foundation of hardware and software technologies to leverage towards building great content and bringing the best possible VR experience to gamers everywhere,” said Chris Mitchell, OSVR lead at Razer, the co-founding company of OSVR. “By providing this native integration into Unreal, it is easier than ever to tap into the benefits of the OSVR software platform.”

For more information, or to download the Unreal Engine for free, visit UnrealEngine.com.

To find out how to join OSVR and contribute to the future of VR, please visit: OSVR.org.

Vulkan Beta drivers now officially available for NVIDIA and AMD supporting Linux and Windows PC

vulkan-api-officially-released-in-beta-for-linux-and-windows-pc

Today, in an #announcement through ArsTechnica, the #Khronos Group has #released version 1.0 of the Vulkan API specification, the next-generation version of OpenGL. Originally based on AMD’s proprietary Mantle API, Vulkan API is an open-source, low-overhead API that promises huge performance gains, but in 3D applications, giving developers low-level control of graphics and CPU hardware, similar games consoles PlayStation 4 and Xbox One.

As well as publishing the spec itself, the Khronos group has also published a set of conformance tests to demonstrate compliance with the specification. Nvidia today has released a driver that passes these conformance tests for Windows and Linux. Drivers from Imagination Technologies (for Linux), Intel (also for Linux), and Qualcomm (for Android) have also passed the tests. AMD has a beta driver too, but unlike Nvidia’s effort, AMD’s has not passed the tests yet.

These tests, are all available on GitHub, with the Khronos Group accepting outside contributions. 3D developers that find any areas where these drivers differ from the manufacturers in incompatibility, in hopes of submitting to conformant tests and highlighting the inconsistency, making it easier for the driver developers.

So far Unity, Epic (Unreal Engine), Valve (Source 2), and Dice (Frostbite), and among others have all pledged to support and be involved with the creation of Vulkan. Currently none have games that make use of the API. Croteam has promised that The Talos Principle will support Vulkan at launch, which should be updated on Steam as well.

For the full post and breakdown of Vulkan, check out ArsTechnica news.

”linux-game-gaming-gamer-news”

Amazon introduces new Lumberyard game engine with Linux support in development

lumberyard-game-engine-releases-from-amazon

Amazon has just #announced the launch of a new game engine in #development called Lumberyard. What makes this really newsworthy, the A-Z service/content/product provider is putting this system in your hands for the low, low cost of #Free. Talk about putting this inline with the Linux community mindset.

The company says the software is capable of building triple-A games for PC’s, consoles, mobile devices, and even VR platforms. And while it costs nothing to download and use, Amazon says it will make its money back by selling various additional web services to developers. The engine is “deeply integrated” with both Amazon Web Services, the company’s cloud computing platform, and Twitch, the video streaming site Amazon bought for $970 million in 2014.

In terms of visual technology, Lumberyard takes highlights from CryTek’s CryEngine. Coming loaded with everything developers need to create lush, triple-A game environments from advanced particle effects to real-time fluid dynamics. The same tools that made the Far Cry series so impressive. Amazon outlines that their engine can be used to create games for Windows, Xbox One, and PS4. However, updates are in the pipeline to make game development possible for Linux, Mac, iOS and Android.

The catch, Lumberyard limits what servers developers can use for game development. Even if this is the next Dota 2, this will mean no use of cloud resources from Amazon competitors like Google or Microsoft. Putting the creator in a position to buy server support from Amazon.

While that seems restrictive, this is really not that bad of a trade-off. Designing a single-player title, there will be no need to buy server time, so game makers get to develop a high-end game with tools that are free of charge. And even if a multiplayer game is created, as long as Amazon stays cost effective withoutt price-gouging indie devs, then this will be a fair arrangement for both sides.

What are your thoughts on Lumberyard? Are you game developer, let us know if this is a tempting offer in the comments, and what you think the pros and cons of getting into bed with Amazon.

”linux-game-gaming-gamer-news”

GPUOpen site launches with a very mixed response from the community

amd-gpuopen-website-launches-with-linux-users-doubting

AMD has gone out of their way to embrace #opensource in a new way. The GPUOpen site launched this week, geared toward helping #developers provide the best #experiences for users on Linux, Mac, Windows PC and consoles. GPUOpen has been setup to assist developers in getting the most out of the GPU using open source resources and tools.

Nicolas Thibieroz reports for the GPUOpen site:

GPUOpen is composed of two areas: Games & CGI for game graphics and content creation (which is the area I am involved with), and Professional Compute for high-performance GPU computing in professional applications.

GPUOpen is based on three principles:

The first is to provide code and documentation allowing PC developers to exert more control on the GPU. Current and upcoming GCN architectures (such as Polaris) include many features not exposed today in PC graphics APIs, and GPUOpen aims to empower developers with ways to leverage some of those features. In addition to generating quality or performance advantages such access will also enable easier porting from current-generation consoles (XBox One™ and PlayStation 4) to the PC platform.

The second is a commitment to open source software. The game and graphics development community is an active hub of enthusiastic individuals who believe in the value of sharing knowledge. Full and flexible access to the source of tools, libraries and effects is a key pillar of the GPUOpen philosophy. Only through open source access are developers able to modify, optimize, fix, port and learn from software. The goal? Encouraging innovation and the development of amazing graphics techniques and optimizations in PC games.

The third is a collaborative engagement with the developer community. GPUOpen software is hosted on public source code repositories such as GitHub as a way to enable sharing and collaboration. Engineers from different functions will also regularly write blog posts about various GPU-related topics, game technologies or industry news.

More at GPUOpen

The AMD’s GPUOpen initiative has caught the attention of quite a few people, but Linux gamers have taken to Reddit to express their views. Some redditors remain very sceptical and have questioned AMD’s efforts, wondering if it will actually amount to anything significant….

”linux-game-gaming-gamer-news”