Thanks to the community a bunch of demo games built in Unreal Engine 4 now work on 64bit Linux, so give it a try! The current Unreal Engine only supports 64bit Linux, so remember that if you plan to try the test games.
There's still a lot of work to do to get Linux supported fully in the Unreal Engine ecosystem like UnrealFrontend, the Editor (although the community has done work there), but it doesn't look like 32bit will be officially worked on due to Unreal themselves focusing on 64bit.
I especially like this:
Source
See the wiki page here for the games. I tested out Tappy Chicken, Swing Ninja and the Mobile Temple tests and all ran great on my machine, so that's already made me feel good about the future with Unreal Engine. See a screen-shot below:
I hope the progress on it all doesn't slow down. In the wake of bad news coming from Crytek we need Unreal Engine.
If you try any of the tests let us know how they run for you.
There's still a lot of work to do to get Linux supported fully in the Unreal Engine ecosystem like UnrealFrontend, the Editor (although the community has done work there), but it doesn't look like 32bit will be officially worked on due to Unreal themselves focusing on 64bit.
I especially like this:
QuoteWe would like Unreal Engine 4 on Linux to have the same recognition as Windows and OS X platforms. Our hope is that 3rd party vendors will include Linux when making plugins, addons, or Middleware for it.
Source
See the wiki page here for the games. I tested out Tappy Chicken, Swing Ninja and the Mobile Temple tests and all ran great on my machine, so that's already made me feel good about the future with Unreal Engine. See a screen-shot below:
I hope the progress on it all doesn't slow down. In the wake of bad news coming from Crytek we need Unreal Engine.
If you try any of the tests let us know how they run for you.
Some you may have missed, popular articles from the last month:
Quoting: vultureseems time for me to finally say goodbye to 9800gt ;) everything requires shader 1.5 so i only see black screen
What do you mean? I think my 9800GT supports OpenGL 3.3 and GLSL 3.3, am I wrong? I don't see why they shouldn't work.
I get this error with proprietary drivers version 331.79:
Using binned.
4.3.0-0+UE4 7038 3077 379 0
C:\UnrealEngine\master\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp(71): LowLevelFatalError
Failed to compile shader. Compile log:
0(7) : error C3012: invalid value '3' for layout qualifier 'binding'
0(8) : error C3012: invalid value '3' for layout qualifier 'binding'
appError called:
Failed to compile shader. Compile log:
0(7) : error C3012: invalid value '3' for layout qualifier 'binding'
0(8) : error C3012: invalid value '3' for layout qualifier 'binding'
Signal 11 caught.
EngineCrashHandler: Signal=11
Exiting due to error
Starting ../../../Engine/Binaries/Linux/CrashReportClient
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Quoting: berarmaQuoting: vultureseems time for me to finally say goodbye to 9800gt ;) everything requires shader 1.5 so i only see black screenWhat do you mean? I think my 9800GT supports OpenGL 3.3 and GLSL 3.3, am I wrong? I don't see why they shouldn't work.
yep, my bad didn't notice i looked up glx version... sigh. still, screen is black without crashing and i can listen to music. only one that crashes in 10sec is reflections
glxinfo | grep version
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
OpenGL core profile version string: 3.3.0 NVIDIA 331.67
OpenGL core profile shading language version string: 3.30 NVIDIA via Cg compiler
OpenGL version string: 3.3.0 NVIDIA 331.67
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler
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Just wait till 32-bit version will be released.
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The "stylised" demo is not working very well here, with the open source drivers and a Radeon HD 6670. Everything is rendered in yellow, and the sun graphics/textures come out with a black sun outline on a yellow square.
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Hello! I found this site by searching for UE4 linux demos an hour ago. Nice site! Guess I chose the right day to go looking =)
They all run fine on my hardware which I will list below. Like others have said I find the HDR to be completely out of whack. The only issue I ran into was trying to get them to span on my 5760x1080 triple monitor setup. You can use standard UE4 command line arguments like -WINDOWED or -FULLSCREEN, -ResX=5760 and and -ResY=1080. I pretty much always have to run windowed to get games to span my full res with linux as running fullscreen 99 times out of 100 results in the game only using the res of one of my monitors. What it looked like was happening was that it was rendering at 5760x1080 but it was "centered" between my left and middle monitor instead of being "centered" on the middle monitor so I wasn't getting the whole left side of the image and my right monitor was only using about a 3rd of it. Hope that makes sense as I don't know how else to describe it. I assume both the res and HDR are bugs that will be ironed out as UE4 matures on linux
Linux Mint 17
3x 27" 1080p AOC IPS monitors
Asus Sabertooth 990fx v2
AMD FX-8350
8gb kingston HyperX
2x EVGA GTX 580 (SLI)
250gb Samsung 840 evo ssd
They all run fine on my hardware which I will list below. Like others have said I find the HDR to be completely out of whack. The only issue I ran into was trying to get them to span on my 5760x1080 triple monitor setup. You can use standard UE4 command line arguments like -WINDOWED or -FULLSCREEN, -ResX=5760 and and -ResY=1080. I pretty much always have to run windowed to get games to span my full res with linux as running fullscreen 99 times out of 100 results in the game only using the res of one of my monitors. What it looked like was happening was that it was rendering at 5760x1080 but it was "centered" between my left and middle monitor instead of being "centered" on the middle monitor so I wasn't getting the whole left side of the image and my right monitor was only using about a 3rd of it. Hope that makes sense as I don't know how else to describe it. I assume both the res and HDR are bugs that will be ironed out as UE4 matures on linux
Linux Mint 17
3x 27" 1080p AOC IPS monitors
Asus Sabertooth 990fx v2
AMD FX-8350
8gb kingston HyperX
2x EVGA GTX 580 (SLI)
250gb Samsung 840 evo ssd
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I tried a few of the demo files and they work great for me with an AMD 6850 graphics card and Catalyst.
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While the Mobile Temple demo worked fine for me on my desktop, the Blueprint one was quite low-FPS, the Effects Cave even worse, and the Elemental Demo brought my poor old system to a crawl.
It allocated 2GB of my 4GB RAM, then produced about one frame every minute or so. It even stopped X on my second monitor from updating the gkrellm and xclock running there, and dropping to the console (so I can kill -9 the bugger) took several minutes. I was just about to reset the machine, in fact, when the console appeared. All the while, the demo's sound ran fluently, though.
It allocated 2GB of my 4GB RAM, then produced about one frame every minute or so. It even stopped X on my second monitor from updating the gkrellm and xclock running there, and dropping to the console (so I can kill -9 the bugger) took several minutes. I was just about to reset the machine, in fact, when the console appeared. All the while, the demo's sound ran fluently, though.
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It seems the shaders used in the demos work only in OpenGL4. They should warn about this even if the reasons are a bit stupid. It seems the shaders are converted to GLSL4 for no special reason or benefit. Taken from this IRC log:
http://www.teemperor.de/ue4-logs/ue4linux/2014/07/04.html
http://www.teemperor.de/ue4-logs/ue4linux/2014/07/04.html
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It's quite telling when these small simple demos features flawless mouse handling, while finished games made with Unity usually struggle like crazy.
I really, really welcome Unreal to our platform.
I really, really welcome Unreal to our platform.
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