
alsomesauce
Published
Works without any issues that I ran into. Did not try remote play together.
Local Multiplayer only. Worked great with controller and keyboard. Didn't try multiple controllers.
Pretty cool for an indie fighting game. Production value is low, but it's still fun!
Ran in current Proton 7.0-4
Played just fine as far as I can tell
No idea how it plays natively. The game 'feels' a little odd, but it really seems that's more an aspect of it being basically a tech demo.
Ran great under proton
This has a native port but I prefer to run under proton to avoid any issues with older games not being updated/supported and having a poor native experience. This game runs great under Proton.
Plays well enough but I'm not a refresh rate snob either. Was getting close to 60 at least (didn't bother to check with a HUD or anything).
PROTON_NO_ESYNC=1 DXVK_ASYNC=1 %command% --vulkan-only
Past the tutorial level and the workshop, framerate TANKS. Dropping to low settings was playable for the rest of the game @ 1080p for the rest of the game for me (with the launch options).
I see a lot of folks with Nvidia hardware complaining about the performace (some with better gpus than my Vega64) so it's unclear if there's some coorolation there or simply that my threshold for "playable framerate" is different.
PROTON_NO_ESYNC=1 DXVK_ASYNC=1 %command% --vulkan-only
Past the tutorial level and the workshop, framerate TANKS. Dropping to low settings was playable for the rest of the game @ 1080p for me (with the launch options).
I see a lot of folks with Nvidia hardware complaining about the performace (some with better gpus than my Vega64) so it's unclear if there's some coorolation there or simply that my threshold for "playable framerate" is different.
[UPDATE]
Since ProtonDB reports STILL can't be edited (seriously???), I've since noticed that this game uses between 35-50%+ of every core on my CPU (usually with one of the CPPC desginated highest clocking cores 80-90%). Could be that 16 cores (32 threads) all being busy is doing a lot of grunt work in this game.
VKD3D_CONFIG=no_upload_hvv PROTON_USE_WINED3D=0 WINE_CPU_TOPOLOGY=4:0,1,2,3 %command%
Had similar experience with Proton Experimental as described by others. After certain area transitions or given enough time, frame rate would tank. Sometimes turning off/on Detailed Objects would reset this issue (it causes the graphics to reinitialize it seems).
Using Proton GE 9 w/ the specific command options ensured that this particular kind of long play/area transition degredation did not occur. Most recently tested over a 5 hour session w/ no exit to menu or game restart.
Dropping to Proton 7 GE fixed stutter issues with Proton 9 GE I didn't notice previously.
VKD3D_CONFIG=no_upload_hvv PROTON_USE_WINED3D=0 WINE_CPU_TOPOLOGY=4:0,1,2,3 %command%
Had similar experience with Proton Experimental as described by others. After certain area transitions or given enough time, frame rate would tank. Sometimes turning off/on Detailed Objects would reset this issue (it causes the graphics to reinitialize it seems).
Using Proton GE 9 w/ the specific command options ensured that this particular kind of long play/area transition degredation did not occur. After longer playtime (several dozen more hours) I found that instead of an overall framerate reduction, there were instead frequent freezes when performing certain actions. Most noteably any time I switched between weapon I/II.
Once I dropped down to Proton 7 GE with the same command line options, all of those issues disappeared. Played another 100 hours that way.
As an additional note, on a different machine that I have with an Intel Arc A770, I had to use 'PROTON_USE_WINED3D=1 WINE_CPU_TOPOLOGY=4:0,1,2,3 %command%' and forced DirectX 9 version to run for the best consistency. This was an absolute must on any laptop I tried to run it on with Intel integrated graphics as well (mostly Skylake and older tested).