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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.
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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...
I hope they will sort these issues out. That's probably another reason to start with OpenGL rather than DX...
1 Likes, Who?
QuoteSeveral 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?
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Isn't the Mac version using OpenGL too or already Metal?
1 Likes, Who?
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.
I'm tired of excuses.
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noooooooooooooooo! I was so hyped for this one.
2 Likes, Who?
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
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
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The word 'developer' has it's definition stretched WAY too far way too often.
3 Likes, Who?
They're just making it sound hard so they get the glory when it's done, I hope.
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Quoting: MyeulCI 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.
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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.
Otherwise this would be a real downer cause I was really looking forward for this game.
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