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Hi!

I JUST switched over to Linux and am trying my hand at gaming. Learned about Luanti and got VoxelLibre going. Game's great, but the lack of sprint is killing me... Looked for mods that would support it, but people were saying that the only one made stopped working.

Are there any good and active (in development) Minecraft clones that have that feature?

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cross-posted from: https://lemm.ee/post/53432328

KDE, Gnome, Gamescope and now Wlroots already have a working implementation of the protocol. 2025 Year of the Linux Desktop.

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
 
 
  1. SuperTuxKart

I really like this game because it's basically just FOSS Mario Kart. It has a lot of gamemodes, an (admittedly simple) kart stat system, many tracks and a lot of mods.

  1. OpenTTD

In OpenTTD, you transport cargo and people to different places. You can transport them using trains, buses, aeroplanes (airplanes if your American), boats and trams if you add a NewGRF (a mod). It is very addictive and it is quite easy to get into (except the signals).

  1. Pingus

It's FOSS Lemmings with penguins.

  1. Extreme Tux Racer

You play as Tux (or someone else) and slide yourself through terrain while you collect fish. It is fun, however I've found that it can get a bit repetitive. You can design levels, however it's a bit hard to do.

  1. SuperTux

It's 2D Mario with a penguin. BEST GAME EVER.

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On new Proton Experimental, most mods can now just be extracted/copied next to the game .exe, without requiring any extra steps like setting WINEDLLOVERRIDES. This change will also be in future stable Proton releases.

- Pierre-Loup Griffais, a developer at Valve

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  • Now playable:
    • APB Reloaded
    • Conqueror's Blade
    • Cube Hero Odyssey
    • Disgaea 4 Complete+
    • Hard Chip Demo
    • ScarQuest
    • Sniper Elite: Nazi Zombie Army 2 (AMD GPUs only)
    • Test Drive Unlimited Solar Crown
    • Total War: SHOGUN 2
    • Warhammer 40k: Space Marine 2 (requires disabled Steam Overlay)
    • Welcome to Dustown
  • Fixed Hell Let Loose crashing when joining a server after a recent game update.
  • Fixed Final Fantasy XVI having low FPS due to excessive DLL lookup.
  • Fixed Final Fantasy XVI not showing displays in settings.
  • Fixed keyboard input in Rivals of Aether II.
  • Fixed Chromacell crashing on launch on AMD GPUs.
  • Added support for NVIDIA Optical Flow API and DLSS 3 Frame Generation.
  • Fixed Dragon Age: The Veilguard displaying a warning about being installed on a spinning drive.
  • Fixed Crazy Taxi randomly crashing when starting a game.
  • Added a warning in Proton logs when running on system with low max_map_count.
  • Fixed single player game not working in Star Wars - Jedi Knight II: Jedi Outcast.
  • Fixed Hard Reset Redux and Shadow Warrior crashing with AMD GPUs.
  • Fixed Skull and Bones not exiting cleanly on systems with Nvidia GPUs.
  • Fixed Dark and Darker not being playable after a game update.
  • Fixed EA Desktop App setup not being configurable.
  • Improved video playback in March of Empires and Devil May Cry 3 Special Edition.
  • Fixed trigger buttons not registering in I Expect You To Die.
  • Fixed Proton 9.0 regressions:
    • Multiplayer works again in Hotshot Racing.
    • Fablecraft is playable again.
    • I Expect You To Die is playable again.
    • Star Wars: Knights of the Old Republic no longer launches to a black screen when in fullscreen mode.
    • Marlow Briggs and the Mask of Death is playable again.
    • B-17 Flying Fortress - The Mighty 8th: Redux is playable again.
    • Games now launch on the correct screen on setups with multiple monitors connected to multiple GPUs.
  • Fixed Yakuza 3 Remastered and Yakuza 4 Remastered not being playable on some setups.
  • Fixed Yakuza 6 crash when trying playing Puyo Puyo mini-game.
  • Fixed Knowledge, or know Lady crashing about 10 minutes after launch.
  • Fixed multiplayer in SpellForce 3: Versus Edition.
  • Fixed font rendering in SpellForce 3: Versus Edition.
  • Fixed mod support in DOOM Eternal.
  • Fixed Mary Skelter 2 stuttering on launch.
  • Fixed The Finals not starting with non-English locale.
  • Fixed Traditional Chinese font rendering in Mashiroiro Symphony HD -Sana Edition-.
  • Fixed Korean input in Diablo IV.
  • Fixed newer Unreal Engine games trying to install redistributables on each launch.
  • Fixed Astral Ascent hanging when unplugging a controller.
  • Fixed playback of videos in Max: The Curse of Brotherhood.
  • Fixed controller support in Clash for Crust.
  • Fixed FPS drops in Red Dead Redemption 2 when keys are pressed.
  • Fixed Hunt: Showdown 1896 failing to start after a recent game update.
  • Fixed full screen in Dog Brew on Steam Deck.
  • Fixed support for BattleServer in Age of Empires II: Definitive Edition.
  • Fixed voice chat in For Honor and UNO.
  • Fixed Proton not setting priorities correctly for new threads.
  • Fixed Unreal Engine Crash Report Client not launching properly.
  • Improved loading times in Pharaoh Rebirth+.
  • Fixed missing icons in Age of Mythology: Retold.
  • Fixed video playback in March of Empires.
  • Improved performance in Blood Strike.
  • Enabled Xalia for MultiVersus - prerequisite installation can now be done with a controller.
  • Updated Xalia to 0.4.4 and enabled it for Trackmania United Forever, Trackmania Nations Forever, Oddworld: Stranger's Wrath HD, Fallout: New Vegas, and WARRIORS ALL-STARS.
  • Updated Wine Mono to 9.3.1.
  • Updated dxvk to v2.5.1 + a regression fix.
  • Updated dxvk-nvapi to v0.7.1-94-gafb59a8e841b.
  • Updated vkd3d-proton to v2.13-241-g4fd7d3ab3d35.
  • Updated vkd3d-shader to vkd3d-1.14 + a hack.
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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 
 

this may be old news to y'all, but I've discovered this freakin' thing: https://downloads.fcmodding.com/fc5/. it's a moding tool that allows various upgrades to the standard Far Cry experience. there's a linux version which works wonderfully - point it to the FarCry.exe and it does its thing!

in addition to the tool, there's the Resistance mod with tons of tweaks. for me, the most important one was lowering the rewards so I have to finish all the missions, side quests, etc. before facing the Seed family members. otherwise, the game is over way too soon.

I also enabled skip intro (AMD, epilepsy, etc.) and start the game at Dutch's bunker, skipping the flight in and the car chase, thus eliminating prime irritants for replaying. I might try a patch that forces Vulkan instead of DX11 later on.

also, it works without issues with my game that I found somewhere, fell off a truck or something, I don't know...

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I have a dualshock 4 controller, but windows games see it as an xbox controller.
Is there a way to force them to see the proper controller and thus show the proper input?
Any suggestion from proton to portproton to lutri is welcome

11
 
 

I play a few native games and ones using proton. After playing for about 30 minutes in any of them suddenly my frame times skyrocket from 6ms to ~60ms. Restarting the game always fixes this. Any ideas what to look for? nvtop seems to show normal usage and I don't see anything abnormal in journald.

Some info about my setup: Arch/endeavourOS, KDE wayland, nvidia 3060ti with proprietary drivers, 3 monitors (1440 165hz, 1080 165hz, 1080 75hz). Games I play are CS2, Marvel Rivals, Overwatch 2, Lethal Company.

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the transparent hair and beards, I seem to remember there was some antialiasing setting or something that causes this but I can't remember which. naturally, searching the webs is useless. help?

all AMD, wine 9.1, lutris

15
 
 

geteilt von: https://discuss.tchncs.de/post/26118280

  • Lutris downloads the latest GE-Proton build for Wine if any Wine version is installed
  • Use dark theme by default
  • Display cover-art rather than banners by default
  • Add 'Uncategorized' view to sidebar
  • Preference options that do not work on Wayland will be hidden when on Wayland
  • Game searches can now use fancy tags like 'installed:yes' or 'source:gog', with explanatory tool-tip
  • A new filter button on the search box can build many of these fancy tags for you
  • Runner searches can use 'installed:yes' as well, but no other fancy searches or anything
  • Updated the Flathub and Amazon source to new APIs, restoring integration
  • Itch.io source integration will load a collection named 'Lutris' if present
  • GOG and Itch.io sources can now offer Linux and Windows installers for the same game
  • Added support for the 'foot' terminal
  • Support for DirectX 8 in DXVK v2.4
  • Support for Ayatana Application Indicators
  • Additional options for Ruffle runner
  • Updated download links for the Atari800 and MicroM8 runners
  • No longer re-download cached installation files even when some are missing
  • Lutris log is included in the 'System' tab of the Preferences window
  • Improved error reporting, with the Lutris log included in the error details
  • Add AppArmor profile for Ubuntu versions >= 23.10
  • Add Duckstation runner
16
 
 

Linux just gained another .13% usage, while Windows lost .23. Another win for Linux

17
 
 

cross-posted from: https://sh.itjust.works/post/28642900

Release notes:

Hardware Support

  • NVIDIA support for Turing (GeForce GTX 1600/2000 series) and newer cards

  • Support for dual-GPU systems such as desktops and laptops

  • OS upgrade from Fedora 40 to Fedora 41

  • Support for portal-based Wi-Fi connections

  • These devices have been tested by Playtron and are known to work:

    • AYANEO 2 and 2S

    • ASUS ROG Ally

    • Lenovo Legion Go

    • Valve Steam Deck LCD (NVMe only)

    • Valve Steam Deck OLED

New & Updated Features

  • Full cloud save support with conflict resolution for Epic Games Store and GOG.com games

  • App details page with game metadata and actions

  • Full support for mouse and keyboard input

  • New sound effects

  • Basic avatar system

  • Select custom game input configurations some text

    • A limited selection of inputs are provided by the Playtron team as part of the Alpha 2 launch
    • Input configuration creation will be one of the features of our upcoming tool Playtron Labs
  • Timezone support

  • Up to 2x battery usage improvement in OS

  • Over 100 bugs identified and fixed

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I am coming from windows and want to switch. Got a new M2, installed mint cinnamon, got it to dual boot, installed the drivers for my 3060 installed steam.

I linked the steam libraries on my other drives (the ones I also use in windows) downloaded proton in several versions and... Cyberpunk didn't start. When I restarted the system, updated all the software, restarted again.

When started steam again, the UI was gone. I see three icon in the tray on the right, and I can move the steam window, when I happen to find it. But I don't see the window, I see the desktop background. What can I do to fix that?

Thanks for your time and help

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The new Stalker game seems to be running just fine on steam if ProtonDB is anything to go by. Nevertheless, I'd prefer to purchase the game on GOG and unfortunately I have yet to see any posts anywhere about how that version runs via Lutris as an example. I don't expect there to be any issues but it would be nice to hear from people who've attempted to play it that way. Cheers.

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 
 

Hello,

Recently I was fed up with bad performance in CS2 on Fedora 41 (KDE/Wayland/kernel 6.11.7-300) and started googling around. With my RX6600 I was able to hit 60fps on 1080p/low, but it would often go as low as 40. Trying to change te resolution would cause some strange mouse issues where the game wouldn't let me look to the right or down at all. After reading some posts and getting opposing info, I decided to dnf install plasma-workspaces-x11 and test things out. The X11 session doubled the FPS like it was nothing. A constant 120fps with the possibility to go even higher. Is there something that I could try and fix in Wayland to achieve the same level of performance? As far as I understood, KDE might axe X11 support in the upcomign releases and I wouldn't want to be left behind.

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This is a big release, adding several new major features:

  • Nvidia support! LACT now works with Nvidia GPUs for all of the core functionality (monitoring, clocks configuration, power limits and fan control). It uses the NVML library, so unlike the Nvidia control panel it doesn't rely on X11 extensions and works under Wayland.
  • Multiple profiles for configuration. Currently it is not possible to switch them automatically, but they are configurable through the UI or the unix socket.
  • Clocks configuration now works on AMD IGPUs (at least RDNA2). Previously it was not parsed properly due to lack of VRAM settings.
  • Zero RPM mode settings on RDNA3. Currently this needs a linux-next to be used, and the functionality is expected to land in kernel 6.13. But this resolves a long-standing issue with RDNA3 that made the fan always disabled below a certain temperature, even if using a custom curve.

There are many other improvements as well, such as better looking and more efficient plots rendering in the historical charts window (thanks to @In-line ) and a Fedora COPR repository providing LACT packages (currently in testing).

Nvidia showcase:

image image

Full list of changes:

๐Ÿš€ Features

  • Add support for multiple settings profiles (#327)
  • Show dialog when attempting to reconnect to daemon
  • Include device info and stats responses in debug snapshot
  • Improve plot rendering, use supersampling and do it in a background thread
  • [breaking] Add initial Nvidia support (#388)
  • Implement clocks control on Nvidia (#398)
  • Add special case for invalid throttle mask
  • Add snapshot command to CLI
  • Add RDNA3 zero RPM setting (#393)

๐Ÿ› Bug Fixes

  • Getting pci info in snapshot
  • Retry reading p-states if the value is nonsensical
  • Increase retry intervals when evaluating GPUs at start
  • Make throttling flags ellipsized to avoid massively oversized window (#402)
  • Deduplicate throttle status bits
  • Update amdgpu-sysfs with iGPU fixes, add steam deck quirk (#407)
  • Fedora spec non-default builds (#410)

๐Ÿšœ Refactor

  • Make info page a relm component (#404)
  • Drop redundant ClockSettings structure in the ui

๐Ÿ“š Documentation

  • Update issue template to mention common RDNA3 problems
  • Fix issue template yaml
  • Move description to label in issue template

โš™๏ธ Miscellaneous Tasks

  • Bump version
  • Update docs, enforce minimum rust version
  • Set codegen-units=1 to decrease binary size in release (#390)
  • Include service log in debug snapshot
  • Drop old bench feature
  • Bump dependencies
  • Bump version
  • Remove unused Cargo features (#405)

Developer

  • Automatically create release on tag push
  • Trigger workflow on tag push
  • Bump workflow rust version
  • Add debug builds to makefile
  • Skip building signed packages if signing secret is not found
  • Don't run rust checks on master pushes, only PRs

Packaging

  • Add libdrm to debian dependencies
  • Add fedora 41 package (#399)
  • Generate Spec Files for COPR on Release Publish (#406)
  • Drop invalid copr trigger check
22
 
 

I have been experiencing minor graphical issues on several Steam games. I have only encountered issues through Steam. GOG games launched through Heroic and Lutris seem to work flawlessly. I am using Arch Linux and my GPU is an AMD Radeon RX 6700 XT. I'd be grateful for any help

23
 
 

Added support for NVIDIA Optical Flow API and DLSS 3 Frame Generation.

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Memory managment

Resource and memory management were completely rewritten in order to use allocated video memory more efficiently:

  • Reduced fragmentation may reduce peak memory usage in games such as God of War by up to 1 GiB in extreme cases.
  • Memory defragmentation is now performed periodically to return some unused memory back to the system. The goal is not to reduce VRAM usage at all costs; instead this is done conservatively if the system is under memory pressure, or if a significant amount of allocated memory is unused. Keeping some unused memory is useful to quickly service subsequent allocations.

Note: Defragmentation is currently disabled on Intel's ANV driver, see #4434. The dxvk.enableMemoryDefrag config option can be set to enable or disable this feature via the the Configuration file.

Driver support

While technically not required, the new memory management works best on drivers that support both VK_EXT_memory_budget and VK_KHR_maintenance5. The Driver Support page was updated accordingly.

D3D8 / D3D9

Software cursor

Support for emulated cursors was implemented for the D3D9 cursor API, which allows games to set an arbitrary image as the mouse cursor. This fixes an issue in Dungeon Siege 2 (#3020) and makes the cursor appear correctly in Act of War and various older D3D8 games. (PR #4302)

Bildschirmfoto-693

Sampler pool

Unreal Engine 3 games using D3D9 have a quirk in that they pass a seemingly uninitialized value as the mipmap LOD bias. In order to avoid creating more Vulkan sampler objects than the driver supports, previous versions of DXVK would round the LOD bias to a multiple of 0.5, which could introduce visual inaccuracies. As a more correct soluition, DXVK will now destroy unused Vulkan samplers on the fly and use the correct LOD bias.

Note: The aforementioned workaround was never needed or used in the D3D11 implementation, it only affected D3D9.

Bug fixes and Improvements

  • On Nvidia driver version 565.57.01 and newer, strict float emulation is enabled by default for improved correctness. Games for which this option was already enabled may see a small performance uplift on this driver.
  • Made various changes to potentially improve performace on certain mobile GPUs. (includes PR #4358)
  • Display modes are now ordered by refresh rate to be more consistent with wined3d and fix issues with some games picking the wrong display mode.
  • Fixed a large number of wine test failures.
  • Ascension to the Throne: Fixed old regression that would cause parts of the ground to render black. (#4338, PR #4341)
  • Command & Conquer: Generals: Fixed performance issue caused by a missing D3D8 entry point. (PR #4342)
  • King's Bounty: Warriors of the North: Fixed water rendering issue. (#4344, PR #4350)
  • Tomb Raider: Legend: Fixed flickering geometry with strict float emulation. (#4319, PR #4442)
  • Rayman 3: Fixed a regression that caused rendering issues. (#4422, PR #4423)

D3D11 / DXGI

Resource management changes

In order to reduce system memory pressure and improve stability in 32-bit games, creating, uploading and discarding resources is now throttled if the amount of temporary staging memory allocations exceed a certain threshold. This fixes crashes in Total War: Rome II and a number of other games. Additionally, large DYNAMIC textures commonly used for video playback will no longer use a staging buffer.

The d3d11.maxDynamicImageBufferSize and d3d11.maxImplicitDiscardSize options were removed accordingly; affected games such as Total War: Warhammer III and Ryse: Son of Rome should now perform well by default, without excessive memory usage.

Note: These changes negatively affect CPU-bound performance in a number of games, including Shadow Warrior 2.

Bug fixes and Improvements

  • SEQUENTIAL swap effects are now implemented for DXGI swap chains, which allows games to read previously presented backbuffers. This fixes an issue wherein savegame thumbnails would appear black in certain visual novels. (https://github.com/ValveSoftware/Proton/issues/7017)
  • Devirtualized some D3D11 method calls to improve compatibility with Special K.
  • Fixed incorrect shader code generation for EvaluateAttributeSnapped.
  • Lock contention is reduced in certain games that use Deferred Contexts for rendering. This may improve performance on older CPUs in Sekiro: Shadows Die Twice and some other games.
  • Call of Duty: Modern Warfare 2 Campaign Remastered: Fixed a possible GPU hang. (#3884)
  • Diablo 4: Work around an issue where the game does not start if an integrated GPU is exposed.
  • The Sims 4: Work around a use-after-free bug in the game's D3D11 renderer for real this time. (#4360)
  • Vindictus: Work around potential rendering issues caused by uninitialized constant buffer data. (#4405, #4406)
  • Yakuza 0 and Yakuza Kiwami: Fixed a regression introduced in DXVK 2.4.1 that would cause these games to lock up on start. (PR #4297)

Miscellaneous changes

  • An SDL3 backend was added for dxvk-native. (PR #4326, #4404)
  • Fixed an issue introduced in DXVK 2.4.1 which would lead to error messages about failed buffer creation.
  • Fixed a long-standing issue where overlapping occlusion queries would lead to incorrect Vulkan usage. (#2698)
  • Fixed a rare issue wherein timestamp queries would not be tracked correctly and could read incorrect data.
  • Fixed various other issues that led to Vulkan validation errors in games such as Dishonored 2, Tales of Arise and The Sims 4.
  • Fixed various issues with MSVC builds. (PR #4444)
  • Disabled a workaround for boken render target clears on Nvidia drivers prior to version 560.28.03 on unaffected drivers.
  • If supported, VK_EXT_pageable_device_local_memory is now used to enable better driver-side memory management.
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