and the status of "ALL" Linux drivers are..... sad...
also its about how to benchmark drivers if you benchmark with outdated games like quake3 then the result is always invalid.
i know Phoronix always benchmark in this way.
also 2 years ago they also hold back the linux steam version because of macosx problems.
now they are finish the macosX work they now do have resources for linux.
also there was a contract between apple and valve apple pay for the steam clind and the openGL support and the contract between valve and apple was that apple comes first.
this means they are only allowed to do a linux clind after the macos clind is perfect.
allquixotic: ok I could believe the cases where a shader is being optimized/changed at runtime, which would require a recompile. I find it hard to believe though that memory consumption would be a reason. Shaders are small so I think you would need 100's or 1000's for it to be an issue.
Really vertex and texture data should be the main consumers of the vram.
Qaridarium: for some reason your confusing vertex data with a shader.
Remember, we're talking about the Source engine. It's pretty much going to be limited to using OpenGL 2.1 anyway. All the content in Source engine games is assuming that the user has DirectX 9.0c (OpenGL 2.1) class hardware, nothing newer. So any support for GL3+ is irrelevant in the comparison.
also the steam clind for linux is not for "Profit" its about PR and the good reputation
the people don't understand why linux is always doomed because of this they blame valve for not support linux.
even the macos and windows customers blame valve for not support linux.
Do the headers suggest the mail originated from valves office? Would love for this to be true, but I can't help but think the mail will turn out to be fake.