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Star Citizen in Wine
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Shmerl Nov 26, 2021
Quoting: ridgeLook no further
https://github.com/lutris/wine/

Well, that looks like source?

UPDATE: Looks like tags have builds: https://github.com/lutris/wine/tags

But supposedly one for Star Citizen is some special customized one.

Last edited by Shmerl on 26 November 2021 at 8:18 am UTC
ridge Nov 26, 2021
Quoting: ShmerlWell, that looks like source?

UPDATE: Looks like tags have builds: https://github.com/lutris/wine/tags

But supposedly one for Star Citizen is some special customized one.

Ah, sorry about that! I need to stop assuming everyone knows how to navigate GitHub, honest.

Lutris Wine 6.14 added a supposed fix for Star Citizen, so I believe every version after has it as well since it hasn't been stated that it's removed later on.

For all intents and purposes, downloading " wine-lutris-6.21-5-x86_64.tar.xz" from the releases page should be the one you want.

See 6.14's changelog:
Shmerl Nov 26, 2021
Thanks, I'll check the latest one.
skyrrd Nov 28, 2021
Finally found some time to try some games again so wanted to check out Space Citizen
Installig via lutris went smooth and after setting a higher map count value as sugguested the game ran stable. Or should I rather say walked...or even crawled stable ;).

I know I have a rather outdated rig with Vega 56 (oced to 1680/1100) and a Xeon 1231 but I didn't expect to get avg 15fps with frequent drops below 8 fps regardless of graphics settings and resolution.

Any tipps to improve the situation?
Else I might try again when I have better hardware and the game is closer to being complete...
Shmerl Nov 28, 2021
Quoting: skyrrdAny tipps to improve the situation?

Just a general idea - try to see where the bottleneck is. Is CPU maxed out, or GPU or memory and etc. But sometimes it's hard to identify the bottleneck. I.e. sometimes it can look like hardware isn't fully utilized but it can be still slow.

Last edited by Shmerl on 28 November 2021 at 7:47 pm UTC
skyrrd Nov 28, 2021
Quoting: Shmerltry to see where the bottleneck is.

DXVK_HUD shows CPU at 95-100% and graphics settings don't improve fps so I guess I have found my bottleneck.

Wasn't SC supposed to run even on Sandy Bridge and Bulldozer CPUs? But that would be on windows anyway - which I refuse to use anymore if not needed for work related stuff.

Well, I might fiddle around a bit as long as the free flight event lasts but I guess my hardware's just too dusty to get any playable or even enjoyable framerates right now.

Edit:
Seems like there are problems with Fsync (enabled via lutris configuration and with patched kernel)
After disabling it i get 20-30 fps with medium-high details on 1440p CPU@70-90% GPU above 90% walking around in Orison but it still is frequently locking up.
Playing online FPS is a nogo as it starts as dia-show after (re)spawning.



Last edited by skyrrd on 28 November 2021 at 8:32 pm UTC
Ehvis Nov 28, 2021
Quoting: skyrrdAny tipps to improve the situation?

Don't every use low settings because that increases cpu load to save on gpu load and SC is almost never gpu bound. Also, it also limited to the load on the render thread, so until Gen12/Vulkan are ready fully implemented, things are unlikely to improve on that front (expect 6 to 9 months to get Vulkan ready). This also means that server performance affects your fps. Not sure how Xeon cpus do on single core performance, but this may be an issue.

Run from an SSD (nvme if possible) because an HDD will be very problematic.

Also, there are areas in the game that are simply not designed for current gen hardware (Orison, New Babbage), so getting 20-30 fps there is expected.

Other than that, in space with not too many big ships, things should be fine until the server starts struggling and the solution for the servers (server meshing) is probably 9-12 months out.
skyrrd Nov 28, 2021
Thanks. Well my CPU is basically a 4th gen i7 without igpu. Dont know about other major important differences. But you can see that it struggles vehemently with SC.

System and game on a 500MB/s ssd (I know, modern ssds are way faster)
Shmerl Jan 12, 2023
Looks like Vulkan renderer is almost here:

* https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/101-weeks
* https://www.youtube.com/watch?v=-0cIaf3mPLw&t=368s

Linux support is mentioned in the video!

See also: https://robertsspaceindustries.com/comm-link/transmission/19078-Letter-From-The-Chairman

QuoteNow that the Gen 12 renderer is functioning in 3.18, the Graphics team will work on multi-threading improvements and optimizations for the renderer as well as hook up the Vulkan Graphics API to it, to unlock some of the performance gains that the Gen 12 renderer can provide.

Good to see gaming developers using Vulkan for a change as their primary development tool (and it's someone besides Godot).

Last edited by Shmerl on 12 January 2023 at 8:04 am UTC
Shmerl Jun 5
Vulkan renderer is finally out! Did anyone test it?

https://robertsspaceindustries.com/comm-link//19915-Star-Citizen-Alpha-3230

QuoteVulkan Renderer has now been enabled in Star Citizen. This new renderer will be off by default but has been added to the Graphics settings menu. In this first release, the focus is on hardware/driver issues, stability, and any major performance issues. At this point we do not expect Vulkan to be outperforming D3D11 on the CPU usage due to the fact we haven't enabled multi-threading of the rendering submission yet, but do expect CPU performance to be within a 30% margin. Once we have multi-threading enabled we expect a significant net-gain. On the GPU side we should be closer to parity.

Performance improvements and stability improvements will be on-going throughout 3.23, with the aim to make Vulkan the default and more performant implementation in a following release. In the meantime we appreciate any and all feedback towards this.
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