Quoting Gene Heskett :
> On Monday 28 October 2013 10:44:40 Barney Holmes did opine:
We don't know the gritty technical details of SteamOS yet. I was only
claiming that video games are a form of Real Time application. Things
have to go off, be processed, and return within a given time limit,
but it's not as stringent as the needs of a robotics production line.
As every gamer knows, esp. PC gamers, there are sometimes slight
glitches, short freezes and frame rate drops because the game is not
tuned to known hardware like it is for a console. Who would put up
with this while watching TV, or from their hardware CD player ? Yet, I
payed £20 for Borderlands 2 recently. Should I not have guaranteed
uninterrupted game play for that price ? But I think this is what
Valve are up to. Developers will develop for known hardware specs and
if there are glitches on other machines then "its your own problem"
(but I hope they will support DIY PC people as well). All this has
some similarity to the company, I forget the name, who sell music
production systems pre-installed on a known hardware config laptop.
> That pulls my curiosity trigger because one of my hobbies is CNC
Valve development may help with that, assuming they actually work on
any RT stuff, but I'd be very surprised if they didn?t. This is
happening with Android development being flowed back into the Linux
We should see the source code of SteamOS sometime in 2014.
I will be installing SteamOS on my PC when it comes out. If it has any
use for music production remains to be seen. What I'm tracking is the
effect these developments are having on the future of developments for
Linux audio users in the open source ecosystem.
Linux-audio-user mailing list