Psychonauts 2 was originally crowdfunded via Fig back in 2016, and now near a year after the Windows release the Native Linux version is now available. This comes along with an update that added more languages and fixed an issue with the Strike City checkpoint at the end of the level.
In the notes, they mentioned this about the Linux port:
The game may crash at launch or when attempting to alter Display settings such as Window Mode. Please try the following troubleshooting solutions:
- Use alternate display drivers, found in Software & Updates > Additional Drivers
- Go to Settings > Appearance and reposition the Activities bar to the bottom of the screen
- Use an alternate desktop environment (DE) such as Gnome on X.Org or Ubuntu on Wayland
- Try changing the resolution with the "Resolution Scaling" slider found in the Settings > Graphics menu
Some pretty strange advice but that's what they said…
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Game Features:
- Experience an imaginative, cinematic story that mixes humor and intrigue, brought to you by legendary game designer Tim Schafer (Grim Fandango, Brütal Legend, Broken Age).
- Explore unique environments using Raz’s ability to dive into people’s brains to battle their inner demons, unlock hidden memories, and resolve their emotional baggage.
- Leap acrobatically through the air, traversing tightropes and trapezes in a varied, challenging, and joyful platforming experience.
- Wield a powerful array of psychic powers to blast, burn and levitate things, or even slow down time itself to solve environmental puzzles and battle strange enemies.
Nice to see it finally happen.
Available from Humble Store and Steam. Currently GOG does not have the Linux version.
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I doubt that they are using proton or such. They are using unreal engine, which can export to Linux, right
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Quoting: Free_gamerQuoting: GuestOf course they didn't try very hard with this port. It's not even a proper GNU+Linux native version, it's the Windows version running in a wrapper iirc. And they're asking for £55 too!
Do they just distribute the game with a version of WINE/proton, or did they come up with their own wrapper (like Virtual Programming did)?
They game does seem really interesting and I also have the first game, but for this price I'd rather wait till there are videos and reports online showing how well it runs (I don't want to repeat what happened with the Witcher 2 where it took months before the port was really playable).
It was on sale on humble bundle store a couple of days ago, I got it. It runs smoothly, I just have problems if running gamescope or mangohud, so i wonder how it would work on steam deck
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For what it's worth, the game via Proton yields better performance than the native version. On my system (full AMD), with the latest mesa-dev drivers and in-game FPS limiter set to 144, the native version performs between 50-70fps as opposed to Proton which hits 144fps consistently.
Another note to share: For those with dual GPU systems (i.e iGPU+dGPU), you must use the DRI_PRIME command in Steam even if you've configured the dGPU as the primary GPU in your desktop session. This is the first title I've come across that ignores that configuration and requires the DRI_PRIME command.
Last edited by r2rX on 25 May 2022 at 8:02 am UTC
Another note to share: For those with dual GPU systems (i.e iGPU+dGPU), you must use the DRI_PRIME command in Steam even if you've configured the dGPU as the primary GPU in your desktop session. This is the first title I've come across that ignores that configuration and requires the DRI_PRIME command.
Last edited by r2rX on 25 May 2022 at 8:02 am UTC
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Quoting: r2rXFor what it's worth, the game via Proton yields better performance than the native version. On my system (full AMD), with the latest mesa-dev drivers and in-game FPS limiter set to 144, the native version performs between 50-70fps as opposed to Proton which hits 144fps consistently.
Another note to share: For those with dual GPU systems (i.e iGPU+dGPU), you must use the DRI_PRIME command in Steam even if you've configured the dGPU as the primary GPU in your desktop session. This is the first title I've come across that ignores that configuration and requires the DRI_PRIME command.
50-70 fps against 144fps? Damn ... Now that sounds very bad
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lol - okieeeessss... Reading that "troubleshooting" I sense the smell of yet another poor "port".
They should rather just say, "if it doesn't work then run it under Proton".
But I don't blame them. This is the reality in this. Until we have a *significantly* higher market share, these are the level of the "ports" we should expect. Those who are so against Proton and insist on "native or nothing" - this is the reality you advocate for.
Last edited by Beamboom on 25 May 2022 at 8:55 am UTC
They should rather just say, "if it doesn't work then run it under Proton".
But I don't blame them. This is the reality in this. Until we have a *significantly* higher market share, these are the level of the "ports" we should expect. Those who are so against Proton and insist on "native or nothing" - this is the reality you advocate for.
Last edited by Beamboom on 25 May 2022 at 8:55 am UTC
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Quoting: toor50-70 fps against 144fps? Damn ... Now that sounds very bad
It seems that the games VSYNC implementation needs some work. After disabling it, the game is running at 144fps consistently. I tested it on and off while the game was running on the iGPU but missed trying to disable it once running on the dGPU.
Granted, this is on a Wayland session with Adaptive Sync enabled. If necessary, a third-party frame-limiter could be used to curb the max fps while the in-game VSYNC is disabled, assuming the in-game limiter doesn't work.
Quoting: headless_cyborgSo, trying this on an RTX 3060 laptop. FPS limit set to "unlimited", yet I only had 55-60 fps with 35% GPU usage.
Then I disabled V-sync and it's now at 170 FPS. I have a 144Hz monitor so I guess V-sync got the wrong impression about how many FPS it should push out. Ultimately went from "meh port" to "ok, this runs good".
Thanks for testing it out (and inspiring me to check). So until a patch is released for the game, the native version should have VSYNC disabled for best performance.
Last edited by r2rX on 25 May 2022 at 9:59 am UTC
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Haven't had a chance to play it yet, but from the files which have downloaded already, this is not a wrapper based port, it's a fully native one, based on Unreal Engine 4's Linux version.
For example:
(Further poking around in the files confirms this isn't based on any kind of wrapper: it links to a bunch of native Linux middleware, has Linux, OpenGL, and Vulkan backends to all the various UE4 systems (like the RHI). This is very much the real deal.)
And there's no evidence yet that this is a 'lazy' port of any kind: I suspect that the issues mentioned are things which came up once or twice in testing, and are as likely to be caused by some weird DE bug as they are with the game. The mere fact that they're being mentioned shows that at least the game got some testing, which is more than can be said of nearly anything with Proton.
For example:
Psychonauts2/Binaries/Linux> file Psychonauts2-Linux-Shipping
Psychonauts2-Linux-Shipping: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked, interpreter /lib64/ld-linux-x86-64.so.2, for GNU/Linux 3.10.93, BuildID[xxHash]=74554fa8dbb34852, stripped
(Further poking around in the files confirms this isn't based on any kind of wrapper: it links to a bunch of native Linux middleware, has Linux, OpenGL, and Vulkan backends to all the various UE4 systems (like the RHI). This is very much the real deal.)
And there's no evidence yet that this is a 'lazy' port of any kind: I suspect that the issues mentioned are things which came up once or twice in testing, and are as likely to be caused by some weird DE bug as they are with the game. The mere fact that they're being mentioned shows that at least the game got some testing, which is more than can be said of nearly anything with Proton.
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Quoting: sulixAnd there's no evidence yet that this is a 'lazy' port of any kind
I'm glad my first impression was wrong and I take it back. Aside from that mentioned vsync performance issue, it sounds like a good performer and a good effort overall. That's a relief :)
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Quoting: RaabenQuoting: sulixAnd there's no evidence yet that this is a 'lazy' port of any kind
I'm glad my first impression was wrong and I take it back. Aside from that mentioned vsync performance issue, it sounds like a good performer and a good effort overall. That's a relief :)
But then, "The game may crash at launch" didn't make too optimistic...
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I went ahead and grabbed it and yes, vsync option disabled, it runs amazingly well. Seems like a great port, but I didn't play more than a few minutes in since I still need to finish the original game.
Last edited by Raaben on 25 May 2022 at 5:18 pm UTC
Last edited by Raaben on 25 May 2022 at 5:18 pm UTC
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