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Linux does exceptionally well on OpenGL and Vulkan under both nVidia Proprietary as well as AMD and Intel Open Source drivers.
The particular note of increase performance is on the Intel Open Source drivers, where Linux runs circles around Windows.
I doubt anyone concerened with performance will be using an Intel GPU. However, this might come to advantage when multiple-GPU Vulkan using different adapters is developed, and can use the integrated GPU for compute functions and CPU-Memory side shaders.
And Intel is trying again to produce a dedicated GPU so if thos time it succeeds, the driver stack won't be a problem on Linux :)
Theres also alot of benchmarks on youtube of people comparing bad ports and/or games with wrappers, which is simply not fair.
But with Proton and Vulkan, I truly feel that we will eventually see matching performance between Linux and Windows, and faster performance for native Linux ports, that are of course ported with care.
https://www.phoronix.com/scan.php?page=category&item=Linux%20Gaming
https://www.phoronix.com/scan.php?page=category&item=Operating%20Systems
Dota 2 (Vulkan + OpenGL) and Portal (OpenGL) on Ubuntu 18.04 + Win10 Pro:
https://www.phoronix.com/scan.php?page=article&item=rtx2080ti-windows10-ubuntu&num=2
Dota 2 (Vulkan + OpenGL) on Ubuntu18.04 + Win10 Pro + macOS 10.13.4:
https://www.phoronix.com/scan.php?page=article&item=dota2-mac-vulkan&num=2
Xonotic (OpenGL) on Ubuntu18.04 + Win10 Pro + macOS 10.13.4 too:
https://www.phoronix.com/scan.php?page=article&item=dota2-mac-vulkan&num=3
Dota 2 (Vulkan + OpenGL), OpenArena (OpenGL), Portal (OpenGL) and Xonotic (OpenGL) on Ubuntu18.04 + Win10 Pro:
https://www.phoronix.com/scan.php?page=article&item=win10ubu-amd-nv-ref&num=2
Dota 2 (Vulkan + OpenGL + D3D11), Portal (OpenGL) and XPlane11 on Ubuntu18.04 + Win10 Pro - on a Dell XPS 9370 with integrated Intel UHD Graphics 620:
https://www.phoronix.com/scan.php?page=article&item=uhd620-windows-ubuntu&num=2
OpenArena (OpenGL) on Ubuntu 18.04 + Fedora 28 + Clear Linux + Antergos + Win10 (altough the focus was Ryzen 7 CPU performance more than GPU performance):
https://www.phoronix.com/scan.php?page=article&item=ryzen-2700x-winlin&num=7
Then there is this page with a list of benchmark results, but I didn't find later articles going into the corresponding analysis:
https://www.phoronix.com/scan.php?page=news_item&px=Wine-Linux-D3D11-D3D9-GL-Data
Also here is some other pertinent benchmark, altough not for games...
various benchmarks on Ubuntu18.04 (native) + Win10 Pro + Ubuntu18.04 (Wine 3.10)
https://www.phoronix.com/scan.php?page=article&item=wine-ubuntu1804-win10&num=2
https://steamcommunity.com/groups/steamuniverse/discussions/1/541907867770822642/
Portal uses a wrapper just Incase anyone didn’t know, along with CSGO, TF2, HL2, and all other source based games.
The only game that doesn’t use a wrapper is DOTA2 when using Vulkan. When OpenGL is used, the same wrapper is used that other source games use.
The main reason I did these benchmarks, was phoronix always uses Ubuntu (yuck), and I’m almost for certain he keeps the composite extension enabled. My specs are in my profile, and it’s a very lean machine with the composite extension disabled.
Because of my setup and settings, Linux is actually faster or the same, unlike the results in those benchmarks. If you want matching gaming performance to windows, disable the composite extension and use a window manager instead of a desktop environment.
I actually bet you there is still lots of Quake source code in Source 2. I seriously BET YOU.
You can argue the degree of whats being wrapped from different wrappers, but ToGL is still a wrapper PERIOD. ToGL is essentially a transition layer from Direct3D to OpenGL. So its WRAPPING Direct3D calls to OpenGL. In other words, ToGL is a Direct3D wrapper.
I used to despise wrappers, but I've become more open minded, and actually embrace wrappers now. Proton is amazing, and I'm looking forward to the advancement of it with the Vulkan API, which I believe, in time, will deliver the same, if not more performance than the game running on Windows.
As far as I know, and I even just googled this to make sure, Source 2 is not a "totally seperate engine". If that were the case, porting any Source game I'm sure, would take a tremendous amount of work, or be impossible without having the game be completely different mechanics wise. In fact, according to this chart, youre completely wrong.
https://en.wikipedia.org/wiki/Id_Tech#/media/File:Quake_-_family_tree_2.svg
And about ToGL, translation layer is a fancy term for WRAPPER.
It translates, or WRAAAAAAAAAAAAAPS thiiiiiiiiiiings, woooooooooooooooooooooooow