Dying Light 2 will be easily one of the biggest releases this year and the good news is that it works on Linux without any messing around. Note: personal purchase.
Tested with Steam Play Proton (specifically Proton Experimental), so far the experience has been pretty good, although with a caveat that I've yet to try co-op. At least as far as single-player goes, it works really well. Interestingly for a lot of players on Windows, the game just crashed trying to start the game - no such problem here on Linux.
Showing the true power of Proton as a compatibility layer, having such a high-profile release working out of the box on day-1 is a really fantastic thing for Linux. The original Dying Light is also one of my favourite open-world Zombie-smashers, so it's quite exciting to get to run through Dying Light 2 right away like this.
Direct Link
Both the DirectX 11 and 12 modes work, although switching from 11 (the default) to 12 did cause a hard lock-up requiring a reboot. After that though, loading back in and it continued working just fine. Performance between the two modes doesn't seem all that different either, at least on NVIDIA with the GeForce RTX 2080 Ti.
Considering how Techland supported the first game for so long, I think we can expect good things for the future of Dying Light 2. Techland have already promised 5+ years of continued support with free DLCs, various in-game events, bigger paid story DLC, new enemies, new weapons and much more.
Something to note is that the game does include Denuvo Anti-tamper, which caused a bit of a ruckus since Techland did not even mention it until right before the launch. Thankfully Denuvo has worked on Linux with Proton for some time now and doesn't appear to cause any playability issues here, although be careful if you switch between Proton versions for testing on Dying Light 2 as it may trip it up.
Be sure to also add -nologos
to your Steam launch options, otherwise you'll need to spam button-press to get through annoyingly long logo screens.
You can buy it on Humble Store and Steam.
Be sure to follow GamingOnLinux on Twitch for any upcoming livestreams!
Quoting: kokoko3kQuoting: anewsonQuoting: BielFPsThere's one thing that saddens me about this game is that, back then when they attempt to make a native version, they didn't had vulkan and the linux graphics were in a sorrow state. That resulted in a (opengl) poor performant native version specially compared to the later Proton that made use of a more performant API.
...
Interesting, I've been wondering why for some titles using proton performs better than some native ports; this explanation makes sense to me.
It performed so bad that it can't be due to the api or the bad drivers because:
1 there are examples of opengl games that perform much better
2 Drivers now are fine, but it still performs bad.
Much of the first opengl ports were just bad coded or badly wrapped.
That the first Dying Light performed bad on Linux is news to me, now I don't know how much different it would run on Windows on my hw since I don't have Windows anywhere, but I have 117 hours into the first game and performance for me is extremely good (RX480).
Last edited by StalePopcorn on 5 February 2022 at 7:41 pm UTC
Quoting: StalePopcornI'm still messing with settings but, surprisingly, after changing Sharpness from 45 (default, I think) to 60 the game looked and played smoother. I've 'FSR, Quality' setting and, while I found it playable, there was noticeable chunkiness. I'm finding the parkour not as refined as DL1 and, I haven't tried again yet since the update, but I can't bind my mouse's side buttons, but those aren't Linux related problems. Other than that I'm enjoying the game and going back and forth between this and God or War.
I have a Logitech mouse so I used Piper to assign keypad's key via macro to the side buttons but you can also look at this post https://steamcommunity.com/sharedfiles/filedetails/?id=2742770845
Quoting: F.Ultrahttps://m.youtube.com/watch?v=kKdT3RuL9jQQuoting: kokoko3kQuoting: anewsonQuoting: BielFPsThere's one thing that saddens me about this game is that, back then when they attempt to make a native version, they didn't had vulkan and the linux graphics were in a sorrow state. That resulted in a (opengl) poor performant native version specially compared to the later Proton that made use of a more performant API.
...
Interesting, I've been wondering why for some titles using proton performs better than some native ports; this explanation makes sense to me.
It performed so bad that it can't be due to the api or the bad drivers because:
1 there are examples of opengl games that perform much better
2 Drivers now are fine, but it still performs bad.
Much of the first opengl ports were just bad coded or badly wrapped.
That the first Dying Light performed bad on Linux is news to me, now I don't know how much different it would run on Windows on my hw since I don't have Windows anywhere, but I have 117 hours into the first game and performance for me is extremely good (RX480).
Quoting: NociferIt is not about what you want to pay for, but what builds the price you're gonna pay.Quoting: kokoko3kWhen you buy something, you're paying for support too, so why paying full price for a software that is completely unsupported on your platform, where platform can be Linux in general?
Hmm, no, in my case I personally pay to be able to enjoy the story/gameplay of the game and repay the devs for the effort they put into making it. Support is usually a byproduct.
And support is part of the offer, because a lot of people care about it.
Without support, prices would be way lower, because it is a cost for the developer.
So that the right price for an unsupported software is lower than the full price; it's just math.
Granted, you're free to pay more or even give extra tips to devs if you think they deserve it.
Last edited by kokoko3k on 5 February 2022 at 10:52 pm UTC
Quoting: BielFPsIndeed, i was talking about nowdays.Quoting: kokoko3kWorse than that.
They have vulkan and still use d3d.
I remember that Vulkan API was still an infant API at the time, not many hardware supported it and lacked of many resources. Nowhere near as stable and resourceful as it is today.
Add this to the fact that they where probably already developing it before the release (due to steam machines at the time) and you can see that they didn't have choice besides going for OpenGL.
Of course nowadays the opposite is true.
They went to dx11 and 12, leaving vulkan behind.
Quoting: kokoko3kIndeed, i was talking about nowdays.Unfortunately prioritizing DirectX grants free xbox support
They went to dx11 and 12, leaving vulkan behind.
Quoting: BielFPsWhat about vulkan and d3d12 then :) ?Quoting: kokoko3kIndeed, i was talking about nowdays.Unfortunately prioritizing DirectX grants free xbox support
They went to dx11 and 12, leaving vulkan behind.
Last edited by kokoko3k on 6 February 2022 at 6:46 am UTC
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