Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
However: Our new, commercial version later this year/early 25 will have libraries that are dependent on things that Linux does not support.
It seems that you are somewhat confused about what Unreal Engine is and how we use it, but just "write directly for DirectX" makes no sense.
it's not the same like native
> libraries that are dependent on things that Linux does not support
1. The UNREAL Engine has a complete linux support! And alle other can be written with multiplatform c++, like QT or with an own c++ lib.
2. Then produce 2 different versions (linux + windows), specifically when you like to charge money for a test software.
If we get enough interest to cover Linux development cost, it is definitively something we will consider. We also do on demand create custom benchmarks for B2B customers, so if there is a specific need and use case, our services are available at a reasonable price point.
We do however not have plans to write this for Linux due to lacking interest or customer base. (We would need thousands of paying Linux users to justify the cost).
Niagara does rely on multi-threading, esp for some of the CPU heavy stuff.
Just because an engine supports an OS doesn't mean everything made with said engine will support that OS, it's like expecting to run Final Fantasy 7 Rebirth on a PS, then move the EXACT SAME FILE STRUCTURE to Xbox and for it work there and then the same for Windows and for it to work there too, it's not how things go at all lmao
Same for Tokyo Xtreme Racer 2025, I'm using these as examples as they are UE4 and 5 respectively. You can't just magically have it work on consoles cause it exists on PC, it has to be adapted specifically for each platform because of different system architectures and the same goes for Windows vs Linux.
(There's a reason why graphics benchmarks are lacking on Linux, it's because there's nowhere near as much demand for them as on Windows and you can't blame the devs of the benchmarks for the fact that your OS choice isn't as popular for gaming. If anything blame Microsoft, or just switch to Windows if you want full gaming support, it's how it's always been and it's how it always will be, the reason why games get more support on Windows is because there's more money changing hands and that will remain the case, Linux doesn't have the financial power that Windows has)