
zero_slash_zero
Published
FPS somewhat low, but still playable
Buildings took an extremely long time (5+ seconds) to render when zoomed in, and ocasionally would do weird things
FPS averaging 15 or less (still playable though)
obs-gamecapture gamemoderun mangohud --dlsym PROTON_USE_WINED3D=1 %command%
Main menu was incredibly stuttery, to the point where I struggled to select things. Game itself was fine.
Immediate CTD about 30 frames after the game window opens if no WINED3D flag is set, nothing in Proton or game output logs.
PROTON_USE_WINED3D11=1 gamemoderun mangohud %command%
Can have a massive performance impact disabling online mode, up to 60fps noted on low-end systems
Might be caused by Arc drivers, but I got an immediate CTD if I didn't add the force D3D launch argument. Worked perfectly after that, average 140fps on ultra settings with A770.
Works fine OOTB
No issues, switched to Proton from native to gain the FPS boost from Vulkan vs OpenGL on Arc
PROTON_USE_WINED3D11=1 %command%
Works pretty much flawlessly
Crashes on ocassion loading an already-played level
Finicky fullscreen, but works great otherwise
Game tries to yank focus if you Alt+Tab away, thus causing KDE's hidden menu bar to always be showing with the game window highlighted if the game isn't focused.
In-game FPS counter clocks my system at 300FPS average, minimum at ~240FPS
Finicky initial launch, plus fullscreen issues, but absolutely playable
Game locks your mouse cursor to the window and won't let it escape even with other means.
Took three tries to get the game to launch, every time before it would immediately crash after a few times. Works fine after those first three times.
Crashes on launch with shader compilation error
PROTON_NO_D3D10=1 PROTON_NO_D3D11=1 %command%
Error is as follows:
memory:63:25: E5005: Function "transpose" is not defined. at gml_Object_oShdrShockwave_Draw_64
Likely borked on Linux, tried multiple proton versions to no avail
Works great save for bug in WS
Rarely the game just completely loses the ability to use Fn keys as a quick shortcut to run actions on an object, might be a game bug
Game locks up in White Stars if too many ally ships are bunched together such as during preparation when usually at least 15 ally ships sit at home JG. The game seems to lock up the entire system for a few moments before everything else returns to normal, and it seems to keep running but won't push any more frames, as I can interact with UI and hear them being invoked, but not see anything.
Crashed instantly
Couldn't find any log files so couldn't debug why. Tried poking around a bit to see if I could get anything working but nope.
Just works, performance is impressive
Defaulted to ultra graphics settings, and managed to stay at a rock solid 60fps. Uncapping framerate pushed it to 100fps average.
Remove libdrm.so.2, libGLdispatch.so.0, libstdc++.so.6 and librt.so.1
Game kicks itself out of fullscreen, and given I struggled hard even seeing the game window content, not having fullscreen was a dealbreaker
Messed with my KDE wallpaper over and over
Most games I expect some level of tinkering with on Linux, but given this one is both a) native to Linux as advertised and b) has major bugs, I flat out cannot recommend it given it's so broken.
Works OOTB, stutter issues from time to time.
Unusually large stutters every few minutes (once per round at most)
%command% -vulkan
Massive stutters, caused by what appears to be the game completely reinitializing the graphics system every few hundred frames. Stabilizes after a few minutes, but still painful.
The OpenGL stutters are about 200ms every 15-20 seconds, which is still certainly playable, and much better than the Vulkan stutters.
Works flawlessly out of box
I've got a potato computer and with all settings down to min it runs at a good 15fps.
Much easier to play with gyro
Dropped graphics and set TDP cap to 7 watts.
Mouse wouldn't work beyond a ~120 degree FoV
Works fine
Couldn't change resolution once graphics API was switched to Vulkan
Added mangohud and gamemoderun to launch arguments, which helped a lot. Works fine out of the box, can be improved by messing around with in-game settings. Performance is improved (only if you're not bound by memory speed) by switching to Vulkan graphics API.
gamemoderun mangohud %command% -vulkan
Added -vulkan command line flag to force Vulkan, and it worked with zero issues, even after tossing mods on top. The command line flag is by no means required, the game still works fine with dx11, but performance is improved with a native graphics API. My 800 hour world performed spectacularly on ultra settings with zero issues.
Works fine, triggers Intel Arc GPU timeout bug
There's a handful of games on Intel Arc that trigger some sort of bug in Chromium and break Chromium/Electron apps (black screen, Gecko is unaffected) until the desktop session is restarted. This is one. Be warned.
Log lines along the lines of the following in dmesg
[1306066.529281] Fence expiration time out i915-0000:03:00.0:Xwayland[3996018]:3d2!
[1306079.956584] i915 0000:03:00.0: [drm] GPU HANG: ecode 12:1:85dffffb, in Xwayland [3996018]
[1306079.956590] i915 0000:03:00.0: [drm] Xwayland[3996018] context reset due to GPU hang
Ocassional crashes, still playable
Alt+Tab to an app on the same workspace kept the game in focus, while alt+tab to other workspaces switched focus properly
Random crashes throughout play, not sure as to origin
Borked with Arc A770
DXVK_CONFIG_PATH=/home/niko/.local/share/Steam/steamapps/common/Starfield/dxvk.conf gamemoderun mangohud %command%
"GPU does not meet min requirements" error everyone's so used to. Move on if you're on Arc. Tried spoofing a RTX 3090 with dxvk.conf (PCIe ID 10de:2204) to no avail.
Crashed instantly every time
Install VC++ 2019
Seems to be related to GPU initalization but am unable to get any log files (game seems to delete them after crash?) so cannot debug further.
Unusually low texture quality, but working fine out of box with higher FPS than expected
Texture quality much lower than expected