Check out our Monthly Survey Page to see what our users are running.
We do often include affiliate links to earn us some pennies. See more here.
YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link
I was seriously looking forward to getting some space combat action with 'EVERSPACE' [Steam, Official Site], but it's sounding like the developers are having major issues.

I follow a lot of posts on Steam, so that I can keep up with promised ports and a developer just said this about it:
QuoteI'm not that much involved, but here is what I gathered from meetings: Several mouse cursor issues (Mouse always getting set to the center when we turned drawing of the system mouse cursor off, mouse offset when changing window size, mouse position being clamped and not being able use the whole screen), fullscreen not working non-natively, massive flickering and shader precision issues because we're using a unit setup that is apparently too big for OpenGL (but works like a charm on DirectX). Many of these issues could be fixed, but there remain massive lighting issues when materials appear too dark or bright and everything is white. Not sure if and when these can be solved, it is tedious.

Their wording is sounding less and less likely as time goes on.

This sadly seems like something we see all too often. A developer promising a Linux version, but not doing enough early testing. They said back in March in would be on Linux (and promised on the Kickstarter), then in September we were told it will hopefully be on Linux before the month is up. It's now November and we are still waiting.

Considering Linux support was a stretch-goal on their Kickstarter, they already took the funds to make it. I hope this doesn't turn into another crowdfunding sore spot for us. Article taken from GamingOnLinux.com.
1 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. You can also follow my personal adventures on Bluesky.
See more from me
The comments on this article are closed.
All posts need to follow our rules. For users logged in: please hit the Report Flag icon on any post that breaks the rules or contains illegal / harmful content. Guest readers can email us for any issues.
28 comments
Page: 1/2»
  Go to:

MayeulC Nov 14, 2016
This game looks nice, and as always, I find it really interesting when developers share technical details about their issues, even if it could be a bit more detailed in this case.

I hope they will sort these issues out. That's probably another reason to start with OpenGL rather than DX...
liju Nov 14, 2016
Several mouse cursor issues (Mouse always getting set to the center when we turned drawing of the system mouse cursor off, mouse offset when changing window size, mouse position being clamped and not being able use the whole screen), fullscreen not working non-natively,
Are these those that SDL layer with unity should solve?
micha Nov 14, 2016
Isn't the Mac version using OpenGL too or already Metal?
Lordpkappa Nov 14, 2016
It's not the first Unreal engine game to be ported to Linux, more efforts to support the platform and maybe i'll consider to buy it.
I'm tired of excuses.
drmoth Nov 14, 2016
noooooooooooooooo! I was so hyped for this one.
Guest Nov 14, 2016
Im starting to think a lot of these issues are not so much that Linux is complex, but that these 'developers' are artists / designers / basic coders with lots of engine specific experience. i.e they are not traditional 'programmers'. A slight spanner in the works outside the sandbox that they work within and it's just straight faces all around.

As people have said Vulkan will help with this, but so would hiring someone who understands programming and computers as a whole into the game studio. It often seems this is an Achilles heal of Linux development, many don't even have a Linux test rig. A few proper desktop/OS level programmers could send bug reports and have things fixed upstream for other studios & the FOSS community to benefit from too.

Feral interactive seem to have a good bit of this concept sorted. So its not Linux as much as it is inexperience and poor resourcing.


Last edited by on 14 November 2016 at 12:09 pm UTC
Guest Nov 14, 2016
The word 'developer' has it's definition stretched WAY too far way too often.
Nyamiou Nov 14, 2016
They're just making it sound hard so they get the glory when it's done, I hope.
skinnyraf Nov 14, 2016
I hope they will sort these issues out. That's probably another reason to start with OpenGL rather than DX...

And penalise 90%+ of your clients to make life easier for the 2%? OpenGL has limitations that DX doesn't.
opera Nov 14, 2016
Sounds like usual issues during development. I expect these to be fairly fixable.
Otherwise this would be a real downer cause I was really looking forward for this game.
tuubi Nov 14, 2016
View PC info
  • Supporter Plus
The word 'developer' has it's definition stretched WAY too far way too often.
That's a bit like saying the word "academic" is stretched too far too often. It's a general term that applies to a wide range of specialists. I'm a developer, but that just means I develop software. Nothing more.
Guest Nov 14, 2016
The word 'developer' has it's definition stretched WAY too far way too often.
That's a bit like saying the word "academic" is stretched too far too often. It's a general term that applies to a wide range of specialists. I'm a developer, but that just means I develop software. Nothing more.

I agree. Thats my point. Until we identify why such lackluster support and often what seem like excuses are traded we can't begin to understand if it is Linux that is at fault or the developer .. or both. So we can't improve Linux and get more titles on the platform.

It is my experience that many ( admittedly indie ) devs are artists with some game engine knowledge and basic Java / C+ understanding.That is to say desktop specific issues, niggles or OpenGL quirks cannot even begin to be dealt with. It's just therefore easier to blame OpenGL / Linux rather than accept they don't know what they are doing and don't have the time to work it out.




caveat* not every 'developer' is the same as there are success stories. But clearly there is a trend here hence the discussion.


Last edited by on 14 November 2016 at 1:29 pm UTC
Jahimself Nov 14, 2016
I was waiting as well for this linux port. Quite sad if it does not happen.


"
I hope they will sort these issues out. That's probably another reason to start with OpenGL rather than DX..
."


"And penalise 90%+ of your clients to make life easier for the 2%? OpenGL has limitations that DX doesn't."

If you start with OpenGL you won't penalise anyone appart yourself a bit of extrawork on the earlier stage of the devloppment. But in Everspace case it is too late. That's why linux user push so earlier for linux adoption, in order to make it happen. Otherwise devs when encountering problems just give up. What is weird is that they don't not get this problem on MAC :(
lucifertdark Nov 14, 2016
This is what happens when developers use Microsoft limitware like DirectX.
Jahimself Nov 14, 2016
Maybe they can give a call to feral so that they sort out the problem and get a little % on linux sales as a reward?
Lordpkappa Nov 14, 2016
And penalise 90%+ of your clients to make life easier for the 2%? OpenGL has limitations that DX doesn't.

OpneGL has it's advantange, more close to metal, but not easy to do e real MT.
It's different API, but works in Windows, Mac and Linux and if you want to support this 3 OS it's the more logical choice.
dubigrasu Nov 14, 2016
Mouse cursor is warped to the middle, it's a part of how things work for "fullscreen" windows. Means you can get relative mouse movement without a cursor hitting screen edges. Very, very easy to get around this - a bit of math and handling your own cursor (which they should be doing anyway) and the problem is solved.

It sounds like they have their shaders set to use low or medium precision floats, though maybe there's some kind of in-engine conversion going on that only works for them with directx? It sounds like they're blaming OpenGL on the problem, but the thing is that GL and DX can use the same precision and number ranges, so....more info required.
I think a post like this is likely to stimulate devs work on the Linux port if placed where the game's devs are active.

Edit: have you contacted the devs with this bit of info?


Last edited by dubigrasu on 14 November 2016 at 4:00 pm UTC
MayeulC Nov 14, 2016
I hope they will sort these issues out. That's probably another reason to start with OpenGL rather than DX...

And penalise 90%+ of your clients to make life easier for the 2%? OpenGL has limitations that DX doesn't.
Well, OpenGL is cross-platform, even to a larger extent than the 3 main desktop OSes. The alternative ones, first, then the (majority of) consoles, as well as mobile devices. That's not even counting exotic hardware out there (smart TVs, vehicle infotainment, software rasterizers, etc...) that's potentially more than 2% market share, especially as you factor in future proofing your product (avoiding lock in, potentially more platforms too, and better forward compatibility potential).

That said, it's not a magic bullet either, and DX consists of more than just D3D, but the same argument applies.

I would also be curious concerning the said limitations of OpenGL compared to DirectX, on the technical side.
In my experience, working with OpenGL was not that complicated (and seems to become simpler/more explicit down the vulkan path). Your mileage may vary, though, depending on your tastes and what you are familiar with.


Last edited by MayeulC on 14 November 2016 at 3:17 pm UTC
Corben Nov 14, 2016
That is sounding way worse than in their last Kickstarter Update:

Linux State of Mind

We know the promised Linux support is dragging along but we're making progress. We fixed the graphic glitches using OpenGL 4.0 and we see some good performance, too. We also got the mouse controls working in windowed mode but in full screen we still got quite a few issues. It turned out to be a lot harder to port the game to Linux than we originally thought, but rest assured that we are still working on it and hope to get the remaining issues solved, soon.

What's disturbing me is, that they worked on a XBox One version before the Linux version, even though the Linux stretch goal was reached, but the console stretch goal wasn't. So it looks like the work on the Linux version was indeed started way too late, and now we might never get it :-(
Who knows what deal they had to sign, to get in on XBox One, maybe now we have to pay the price. Just guessing :->

If this really fails, it was the last Kickstarter game I pledged, that promised Linux support. Because here I pledged a lot of money. All Kickstarter games promising Linux support (also those with Linux only as a stretch goal), should present a working demo, like System Shock or Greedy Guns did. Here we can be quite sure to get a Linux version.

Meh, it would be too bad if Everspace won't come to Linux.
Shmerl Nov 14, 2016
Unreal now is almost ready with Vulkan support. Can they use that?
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.