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Today, Valve replied to our message asking about the situation with Half-Life: Alyx and Linux support and we got our answer.

Originally, the official statement that was sent to us (at the bottom here) mentioned it was only being confirmed for Windows. As it came closer to release, we messaged Valve again to see if they could be any clearer and here's what they sent to us today:

The game will be playable on Proton with DX11 at launch. Post-launch, we'll be aiming to provide Vulkan and Linux support through subsequent updates.

This is excellent news of course, showing truly that Valve is committed to Linux gaming for their return to the Half-Life saga. Now you just need a Virtual Reality kit and a decently powered computer but at least you will have a bit of extra time to prepare for the Linux version.

"Playing as Alyx Vance, you are humanity’s only chance for survival. The Combine’s control of the planet since the Black Mesa incident has only strengthened as they corral the remaining population in cities. Among them are some of Earth’s greatest scientists: you and your father, Dr. Eli Vance."

You can wishlist/follow Half-Life: Alyx on Steam. The release for Windows will be on March 23, once a date is set for Linux and when we learn more we will let you know.

If you missed it, Valve put out some Half-Life: Alyx gameplay videos which we've included below:

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Additionally, Gabe Newell and Robin Walker of Valve spoke to IGN in a new video that went up today.

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56 comments
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lejimster Mar 18, 2020
Kinda surprised they aren't going with Vulkan from launch, I wonder if they have issues to iron out with that renderer first?
Spyker Mar 18, 2020
My Valve Index is on its way, but I won't get it before launch time.
So I won't complain about the lack of native Linux support at launch. As Liam I understand that such a big game started its development way before Vulkan become a thing, so that probably explain the lack of official Linux support for now.
TheRiddick Mar 19, 2020
I have a Quest now but I will wait until Vulkan and Linux updates appear before jumping on this one.
Plus the AUD is crashing through the floor atm so that means minimal buying stuff for some time (allot of stores are operating on USD to AUD conversion systems which is NASTY).

Still waiting for several comfort add-ons to arrive as the Quest is probably one of the heaviest headsets out there, I really hope Quest v2 puts some of that weight on your head (clip on compute unit & battery?). Its kinda crazy.

PS. The Valve Index package comes to over $2000AUD here, the Quest only cost me $650AUD + accessories!!!!!! Valve just aren't interested in the Aussie market (many companies avoid us, especially now).


Last edited by TheRiddick on 19 March 2020 at 2:22 am UTC
Comandante Ñoñardo Mar 19, 2020
I have a Quest now but I will wait until Vulkan and Linux updates appear before jumping on this one.
Plus the AUD is crashing through the floor atm so that means minimal buying stuff for some time (allot of stores are operating on USD to AUD conversion systems which is NASTY).

Welcome to Argentina.
ElectricPrism Mar 19, 2020
Excellent.
I have my Valve Index ordered
and have waited a while so games
and support could catch up since
Valve Index's launch.

Very excited to dive into VR and enjoy.
ghiuma Mar 19, 2020
Fantastic is good news, too bad that valve has decided not to support the Italian language, many developers don't care about our market ...
sub Mar 19, 2020
I'm really disapointed.. Valve doesn't release its own game with vulkan and for steam OS at release ?? And they make it with dx11 after participating massively on vulkan for years ?? I don't get it..
They just don't believe themselves on linux gaming then, It would not be surprising if they delay more and more alyx linux release.
It's likely a case of when production started, Vulkan was still too new and rough or didn't have extensions needed to get the kind of performance they wanted. As we've seen with Artifact (RIP) and Dota Underlords, their newer stuff is usually Vulkan at release.

Who knows. Maybe the Windows version is targeting Vulkan.
But drivers on Linux are still lacking stuff?

So they offer the D3D11 code path just for Proton/DXVK?
sub Mar 19, 2020
IDK... I've got a Valve Index this monday (a great way to fight the pandemic btw) and SteamVR works VERY badly on Linux, and often freezes my whole system. Many games also refuse to start even.

I'm sorry to say this but I play all my VR games on Windows because of that, and they will likely count as Windows sales because of this. I really hoped I can stick to Linux, but VR is where I draw the line. I can handle errors, glitches and crashes on traditional games, but not in VR.

If I may ask - what GPU?

Recently bought a 5700XT and waiting for the Index, which currently says 2-4 weeks. :(
sub Mar 19, 2020
Gabe Newell talking about mistakes.
Mentioning Steam Machines first.

https://www.youtube.com/watch?v=I0zXkwLs_lo&feature=youtu.be&t=1478
Ehvis Mar 19, 2020
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I do hope Valve will put a little bit more effort into SteamVR for Linux before releasing the Linux release. In fact, I hope this was the reason for not releasing it simultaneously. There are so many basic issues that need to be resolved. Things like not being able to reliably turn SteamVR off is a major nuisance.

I'm not sure in what way reprojection is dependent on drivers, but I know that it's still a mess on Nvidia. Basically the only way to have a pleasant experience is to make sure that the frame times never exceed the allowed time for a frame. And even then I need to move back to legacy reprojection because otherwise I get reprojected frames even if frame times are consistently low enough.

The most problematic for me is The Talos Principle VR. I've never been able to get a smooth experience with that. I can get the stutters down a lot, but never free of them.

Compared to that, *some* games on Proton work much better provided that they are designed to produce stable frame times. I played a game called "Timelock VR", which, even though graphics is fairly simple, has a very inconsistent frame times. I tried Budget Cuts recently and that was a pleasant and smooth experience with fairly constant frame times.

I'm not sure how "proper" repojection/motion smoothing feels, but for now you have the best time with stuff that was properly designed for stable frame times.

So fingers crossed that Valve will take the opportunity to get some much needed work done on SteamVR.
fabertawe Mar 19, 2020
I don't have VR or plan to get it any time soon, due to cost, but would like to try it at some point. The thing that's bugging me in these videos is the movement. "Leaping" from place to place ruins the immersion, or so I would have thought. Is it not possible to move "normally"?
Ehvis Mar 19, 2020
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I don't have VR or plan to get it any time soon, due to cost, but would like to try it at some point. The thing that's bugging me in these videos is the movement. "Leaping" from place to place ruins the immersion, or so I would have thought. Is it not possible to move "normally"?

This is a long story and it's probably not the same for everyone.

Short answer, yes. People are used to having the feeling in their senses match with the motion in their vision. This is what you have experienced all your life. As I understand from things like sea sickness, when things stop making "sense", the brain has the tendency to assume that this is due to ingestion of bad food and will effectively start making you sick in order to make you throw up whatever the "cause" is. These are fairly primal responses. And as you can imagine, when you're completely immersed in VR without any link to the real world, this can be a big problem. Accelerations are the worst. If the image shows accelerating motion and your head doesn't feel it, you'll get the harshest response. Especially if this is in rotation. You'll be too sick to continue in minutes. Getting rid of acceleration helps a bit, but it's not a complete solution. If you use a the stick to move yourself forward and you get the speed instantly, you steel feel a jolt which causes you to physically move to compensate for something your brain expects to happen, but never comes. However, you can get somewhat used to those. Although for me it's still something that I can't keep up for too long either.

At the end of the day it's simple. The picture may provide immersion, but the missing sensations in your body counter it. Whether you can adjust depends on the person. And I imagine it's easier to adjust if you're younger.
stuff Mar 19, 2020
I don't have VR or plan to get it any time soon, due to cost, but would like to try it at some point. The thing that's bugging me in these videos is the movement. "Leaping" from place to place ruins the immersion, or so I would have thought. Is it not possible to move "normally"?

There will be several Options for moving, including one to move "normally". (I think it's shown in the 2nd video from Valve if I remember correctly).
14 Mar 19, 2020
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The repositioning mechanic is annoying to watch. And, due to the lack of fluid movement, each corner looks like a new "scene" waiting for you to get in place. I'm not saying it can't be fun, but it might be hard for me to get used to (or ignore). On the flip side, it makes me think of Resident Evil games. RE5 had a stiff feel to it, yet it was grand fun after I got used to it! So, Alyx might just take a lil getting use to. And was that Dead Space style weapon upgrades?
fabertawe Mar 19, 2020
There will be several Options for moving, including one to move "normally". (I think it's shown in the 2nd video from Valve if I remember correctly).

Hah! I only watched the first and third videos

Thanks to all for commenting. I do think it looks great and would love to play it.
pskosinski Mar 19, 2020
Did you know those zombies from Half-Life actually beg player to help them? Look for "half-life zombie backwards". ;)
slaapliedje Mar 19, 2020
The fun thing is to watch people in VR for the first time. They kind of want to feel like they are in a car, so when it goes forward, they lean into it. But since a car has slight pull back from g-forces, they end up sitting in place. Since that g-force push won't exist when standing with a helmet on, they lean and drift way forward.
Especially extreme when playing games like Skyrim, where you can have smooth movements instead of teleport.
Ehvis Mar 19, 2020
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At the end of the day it's simple. The picture may provide immersion, but the missing sensations in your body counter it. Whether you can adjust depends on the person. And I imagine it's easier to adjust if you're younger.
I wonder how these games with frantic change of directions and accelerations must feel then. Must be a pukefest.

I've been meaning to try something space-y. Maybe the unusual setting and large distances make it different. Then again, I remember a certain bit from a film in one of those spherical cinemas that had a rotating starry sky. That was at least 30 years ago and I still remember what that felt like. So I'm not sure I could handle it. Which make racing games entirely out of the question. Or should I get a motion rig? :D
mike456 Mar 20, 2020
What's this teleportation thing, can't you simply walk in vr like in non vr 3d games?
stuff Mar 20, 2020
What's this teleportation thing, can't you simply walk in vr like in non vr 3d games?

Watch the 2nd video
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