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- GE-Proton 9-23 released with a Battle.net update fix for Linux / Steam Deck
- NVIDIA release new GPU driver updates for Linux and Windows after announcing security issues
- Games to claim from Prime Gaming, Jan 17 edition round-up for SteamOS Linux and Steam Deck
- Cubic Odyssey announced as a fusion of Minecraft and No Man's Sky
- Proton Experimental gets fixes for Marvel Rivals, Sea of Thieves and Stalker 2
- > See more over 30 days here
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GE-Proton 9-23 released with a Battle.net update fix fo…
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GE-Proton 9-23 released with a Battle.net update fix fo…
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GE-Proton 9-23 released with a Battle.net update fix fo…
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GE-Proton 9-23 released with a Battle.net update fix fo…
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We've started to play this game on a Linux laptop with an nvidia GPU: https://store.steampowered.com/app/255870/PixelJunk_Shooter/
While it crashed a few time it was overall playable. As with a lot of Linux games of that time period (~10 years old), it shipped with its own version of libSDL2 which has to be deleted because it's incompatible with modern systems.
However, when trying to run the game on my main PC with an AMD GPU, that's not enough. While the game starts, it only shows a black screen, even though audio and control responsiveness suggest that the game itself should be working. If you wait for a bit, the game goes into "preview" mode, showing a few of the levels - which are very broken, entire sections of the map (rock, fluids, enemies) have vanished, the game is cleary missing some resources. According to the internet, the game uses the GPU for parts of the game logic, and apparently on nvidia hardware this still works, not so much on the AMD side. Which is weird, because it's OpenGL and hence should behave the same on both?
There are a two obvious solutions:
- Just continue playing on the laptop (valid, it's probably what we'll be doing)
- Use Proton
The weird thing with Proton is that while it runs flawlessly, the savegames don't seem to be cross platform. They have the same name and size and look identical on Linux and "Windows", but they are just not recognized in their counterpart versions, even after double and triple checking their correct save locations.
In any case, this has become more of a "science project" because it'd be really interesting to find out what causes this behavior. Not expecting a lot of answers because this a bit of an oddity, but wanted to try anhow, so thanks for anyone reading this and maybe dropping a few hints
After this was enabled by default I have seen a at least one older OpenGL game break with issues similar to what you describe.
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That actually works, thanks!
So the game just doesn't like multi-threaded rendering. Was expecting something more complicated, but I'm certainly not complaining .
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That is almost always detrimental on my hardware. Even in the eON port of Bioshock Infinite where it's purported to improve performance significantly. It's worse with it enabled for me.
Mozilla still unconditionally disables that at launch (even if you push mesa_glthread=true lol), no matter what driver you are using because it's bad juju.
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While the game now starts with menus, level select screen etc. loading correctly, when I actually try to play a level it's absolute chaos. The player ship skips all over the place and everything pertaining to the game logic seems completely broken, for example fluid / smoke behaviour, collision detection...
This has been discussed on the Steam forums:
https://steamcommunity.com/app/255870/discussions/0/558749191492107936/
https://steamcommunity.com/app/255870/discussions/0/2592234299527367213/
https://steamcommunity.com/app/255870/discussions/0/3106892784339125013/ (#6)
and doesn't seem to have a solution for AMD cards.
Smells a bit like the game is using old proprietary nvidia stuff like PhysX
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Forced hardware PhysX would make the game unplayable for a lot of people, it would be very foolish. It would pretty much be an Nvidia exclusive game.
It's more likely that it's just foolish OpenGL programming. Trial and error programming on Nvidia. It's quite common, unfortunately.
You may have better luck running the Windows version, but if it's using the same OpenGL renderer, you may have the very same problems there too.