
Sketch
Published
Won't even start.
Attempts to start, get an error saying the drivers don't support HDR, but an option to play anyway. Clicking yes has it stall and then crash without doing anything. I'm suspicious that the idtech launcher is to blame, for this.
Microphone
The game runs flawlessly, but due to how the microphone selection is set up, there's no in game voice chat. Admittedly it's a bit easy of a workaround, as the Discord is fantastic, complete with rich integration (albeit unusable on Linux), but the lack of voice chat is a mild irritation on an otherwise flawless experience.
Also https://discord.com/invite/drg to save you the trouble of looking for it.
Proton-6.1-GE-2
sometimes game would not recognize input devices
sometimes input devices would not be recognized on startup
On 5.13-6, would regularly experience a dip in performence of 33%/20FPS in crowds
6.1-GE-2 would frequently crash
must disable mfplat in order to connect to multiplayer
The user claiming to have zero issues running GE's fork, for 10 hours, is either extremely lucky, or inaccurate. After trying out various settings, having heard that GE's 6.1-2 version significantly boosts the performence, he's correct about that. However, 6.1-GE-2 is beyond unstable. I frequently was unable to join matches, would crash upon joining, and would crash midway into a match from simple actions like shooting one of my weapons. I tried updating my system, because I saw how recent his report was, and that seemed to fix things at first, but it was mostly just a placebo, as after one good run, I started crashing in the middle of runs again.
As it is now, it is beyond unplayable with 6.1-GE-2, since while you'll max out your performance, the connectivity is so atrocious that you'll be lucky to get one complete run, in an hour of trying to maintain a connection. So your choices are effectively two bad options, here. You can either: -Run the game, bottlenecked from some unoptimized code in Valve's official version or -Run the game at near native performance, but crash so frequently you'll barely be able to play it That or you just buy a stronger CPU, so even when bottleneck'd it doesn't matter.
Having seen reports generate actual fixes down the line, before, I'm hoping that leaving this will lead to someone behind Valve's version, to implement whatever fixes are in GE's, without the instability. Seeing as how they eventually got the fixes he put in for the RE Engine games, in.
black screen
Originally couldn't start it, because Proton said I was missing some C related packages for Wine. I updated my system, so as of writing I'm using the latest everything on PopOS (despite what the text to the right of me may say). After that I was originally able to get it to work once, using Proton Experimental and the launch commands
WINE_FULLSCREEN_FSR=1 WINEDLLOVERRIDES="mfplat=d" %command%
albeit it hung on a black screen for a while, with the update. I could re-download all my mods, however I could not even get the list of rooms to load.
The cursor response felt off, and to see if if it would perform better, I tried closing the game, and setting it to DirectX 12, and deleting the launch command, because I remembered that in earlier versions that the game required disabling mfplat to connect online. It hung on the black screen, and eventually the game just crashes. The Steam Overlay detects input, as it hangs but the FPS counter ticks up to 60, from 1.
I have tried launching with the command, and without, for 6.1-GE.2 6.3-7 and Experimental
I have also tested Guilty Gear Strive with Proton Experimental, and the same launch commands, and the game loads and connects normally. And because both use UE4 I think the problem lies with Deep Rock specifically.
Hope this is thorough enough for whoever keeps tabs on this page, for Proton
add -dx11 to launch commands behind %command%
be sure to add -dx11 to your game's launch parameters, if you try launching in DX12 at any point. The launcher doesn't really seem to correct stuff before starting the game, or something like that, whatever it does it locks you out of starting in dx11 after doing so.
If you're savvy enough to install the GE fork, and put in a launch command, yeah I'd say it's worth it
It's not detected at first, when it finishes communicating with the server it suddenly recognizes my controller. I am using a Hori Fighting Stick MINI for Nintendo Switch.
Training mode hangs and freezes the game, upon choosing the training dummy. Using the command WINEDLLOVERRIDES="mfplay.dll=d" %command% fixes this, albeit the reports I found said command in on Github, say pre-rendered videos will no longer play.
As of writing, I have not tried any multiplayer or things like that, I'm just testing things out, but I've got about half an hour in of mission mode, and it all seems fine, as well as Training now loading with the command.
As per usual, Unreal Engine games seem to work fine under PopOS, with either the latest Valve version, or GE fork, with the mfplat disabled command.
Full Screen locked my keyboards inputs into just the game, no matter what workspace or window I switched to
Controller not detected at first (HORI Switch Fighting Stick Mini), but eventually was. However, keyboard inputs became locked to the window and nowhere else.
Switching to Experimental, from GE-6.13 led to me losing all my save data. (Personally not a big deal, I only had like, two stages of missions cleared, and that was is, but warning in advance for switching Proton versions)
Using GE 6.13 and WINEDLLOVERRIDES="mfplat=d" %command% Mission 16 and 17 in the second area of missions, led to significant dips in framerate and game speed. Experimental does not have this problem, and instead has even worse slowdown in character select menus, and the avatar lobby, but in actual gameplay it works flawlessly.
I want to be clear, the game actually plays perfectly with Experimental, even better than GE-6.13, but there are significant slowdowns in menus where GE had none, and in turn I really don't think this game should be counted as Platinum. Or at least not if you're not running Manjaro, as there are significant issues associated with this experience.
Full Screen eats your keyboard inputs, and you can't type or do anything else in any window
Game runs fine if you just use a keyboard. My Hori Fighting Stick Mini used to work, by just waiting a sec for it to detect it, but now the game seizes, rapidly changes which inputs it's displaying prompts for (two types of Keyboard, and controller Button prompts), before seizing again and doing the rapid oscillation again.
game seizes at start, if you have a Hori Fighting Stick Mini (Switch) plugged in
game will seize for several minutes, resume, and then proceed to seize again, if you have a Hori Fighting Stick Mini controller plugged in. I have not tested it with any other controllers.
The controller detection, as mentioned earlier. It wasn't like this a week ago, and today I updated the OS via the Pop Shop, and now this is happening.
I'd really like to know if this is an issue on my PC, an issue with System76, or an issue with Steam. I'm in the ProtonDB discord if you see this.
Absolutely not. I don't know who's responsible, but after updating my computer, the game is absolutely unplayable.
full screen eats your keyboard inputs
leaving a hori fighting mini plugged in, trashes everything
literally one frame per second, in training
sometimes it won't start
the game freaks out if you leave controller detection on, and start it up with a hori fighting mini plugged in. I forced off the controller detection and remapped the buttons on this to keyboard buttons. That got around the slowdown at the start menu, but now when I go into training with Giovanna, I have literally below 1 FPS in it
I'm in the discord, if anyone knows what happened here, please let me know.
It's literally unplayable, in this state.
chops out every other frame of audio, and is slow
Literally unplayable.
Just absolutely terrible performence
gamepad works as intended, but the game itself only has partial controller support. You still have to use your mouse to make menu selections
my controller is an 8bitdo Pro 2 controller, set to Xbox mode
it helps to change the right pad to a mouse, because some menus only respond to mouse inputs. I also adjusted the triggers for the response to be roughly the same throw as the bumpers, with the grips and right stick to be nudging. You can find my layout under "adjusted triggers" in the community layouts
I just use experimental out of habit. The game has run flawlessly since the Proton 6.0 days, before the Deck even launched. I whole heartedly recommend this one, especially because the devs keep releasing new free tables
Significant frame drops at specific areas, consistently, if using native Proton. I didn't check if this fix also works for the latest full release, or experimental, but with GE-Proton7-49, if under Power management you enable tearing, it stops the frame drops.
If McPig is reading this, the specifics are as follows. Across both Proton Experimental, and GE-Proton7-49, the areas that I tested were Pizzascape, Wasteyard, and Fast Food Saloon. While frame drops can occur anywhere in the game, in vanilla settings, those three consistently would frame drop at specific areas. Fast Food Saloon I remember off the top of my head, so you can test for yourself. It drops at the first horse race, but with my settings it no longer drops.
Not a big deal in casual play, but going for P Ranks it made it thoroughly unpleasant to attempt, but now it's great on Deck.
random slowdowns on every version of Proton
I figured out what fixes the random slowdowns. If you open the power management menu, whatever the menu the three dots button opens, it instantly stops chugging and dropping frames. I have no idea why this happens, but hopefully McPig can use that information to deduce what's going on, assuming they want it to be verified on Deck.
just various tweaks like adjusting trigger response and re-mapping them to shoulder buttons, as well as disabling stick super jump
set GPU Clock Speed to 700
fixed in the notes
Open the power menu, set GPU Clock Speed to 700. I initially set it lower, and experimented in the areas listed in my earlier reports, increased it by 100, and kept checking until I found more slowdown. 600 is almost flawless, but Crust Cove and getting hit by Pepperman caused slowdown still. 700, however, plays exactly the same as my Windows desktop plays, so far. Enough so that I was comfortable going for P Ranks on the Deck, where before the slowdown detracted enough I'd avoid so.
What I think is going on is the Deck is setting the clock speed lower than the game actually needs, and getting throttled when the action slightly increases. If you're worried about the battery life, I get somewhere between 5 to 6 hours of Pizza Tower on a full charge, at 700hz. Which I've only gotten better hours with Planescape, which runs at literally 15 fps, with barely any animations, so that's kind of hard to beat.
Right Trigger = Run L4 = Body_Slam B = Taunt Directional Super Jump = Off
I've tested multiple levels that specifically gave me significant slowdown before, and none of them chugged for even a second. It plays noticeably smoother now, presumably thanks to whatever further tricks Glorious Eggroll has implemented alongside Wine 8 staging, but needless to say it runs supremely smooth now. You can check my previous reports for verification on how particular and diligent I've been with this, and that it runs perfectly now.
I will continue to test levels, but as of writing not a single one has once dropped frames.
So if you have two monitors, and are on Pop, at least, it might think your secondary monitor is your primary monitor. It does for me at least. So before I start a run I minimize it, right click, "move to the other monitor" twice, and then maximize it. This locks it onto my actual main monitor properly.
changed trackpad to work as mouse. Put L3 on L4, R3 on R4, and magnifier on R5
only technically, because of the resolution and graphical tweaks. See notes for further details.
Much of the text is made for reading on a full monitor. Mapping the magnifier is recommended.
I made the folowing graphical changes:
For Snowrunner's options:
-Display Mode: Fullscreen
-Display Resolution: 1024 x 576
-Sharpening: Off
-Effects Quality: Medium
-Texture Filtering: x2
Steam Deck's performance options:
-Per-game profile
-Disable Frame Limit
-Allow Tearing
-Half Rate Shading
-Scaling Filter: FSR, sharpness 5
Anything not mentioned was left unchanged.
For performance it gives an incredibly smooth gameplay experience, rarely ever dips down, and as long as you play on the Deck itself, the visuals aren't really discernibly different from standard Medium settings, with linear scaling and standard performance settings. I think if you used some of those screen glasses, or an external monitor, this would obviously look pretty bad compared to the stock settings, but on the tiny 800p Deck screen it looks good.
But Snowrunner is also an incredibly slow paced game. If you favor graphical fidelity, I can confirm the game also plays fine, and never dips further, if you use stock Medium/Performance settings, and hard cap the FPS in game at 30. Of note, I'm talking strictly about using the in game FPS limit, using Valve's will induce input latency.
In short, use my settings if you want smoother gameplay, use the stock settings hard capped to 30 if you want better graphics.
Once you perform the fixes in this thread, yeah. The game runs flawlessly.
The game at one point started trying to render in an abnormally low resolution.
The pre-rendered cutscene wouldn't start at first. But there's a fix in these reports.
The fixes to my setup at least, were in the thread when I checked.