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Bioshock Infinite Early Linux Port Report

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Now that Bioshock Infinite has been released for Linux, and we have taken a little time with it, we can release some thought patterns on it.

Note: As with all first-looks these are my personal opinions, and your mileage may/will vary. Like with all of our first-looks and reviews they are from the point of view of the person testing, which is me in this case. Your testing may be different, but this will hopefully give you something to go by.

This was tested on Ubuntu Linux MATE 64bit (latest) with the Nvidia 970 graphics card and 16GB RAM.

Warning: You need the proprietary drivers, it won’t currently run on open source graphics. You have your warning.

You will need at least these driver versions:
Nvidia: 340.65
AMD: fglrx 14.12 (Currently only Radeon 7xxx and greater series cards are supported)

There still seems to be no official announcement of it on their Steam page, so it’s some form of “soft launch” I imagine while they see how it is received.

This is an early look at the game, but still clocking in well over an hours worth of solid testing.

Performance, Actually quite amazing
Performance wise it's actually quite solid. I was surprised at how smooth everything was, and it has put VP up in my books a lot. We always place credit where it is due, and the porting this time around was fantastic. The main issues with TW2 were the terrible performance of the initial port, and the poor communication at the start, so it seems they have worked some magic here.

Testing it initially on High, at 1080p has been giving me a very smooth game, and some solid framerates.

Alt+tab works as expected, and I’m really pleased with that result, as it infuriates me when I can’t do such a “simple” thing!

When reaching the actual main city, the FPS did go down a fair bit, but we are still talking constantly well over 100 FPS on High settings.

I decided to crank it up to Very High, and I have only seen it fall below 90 FPS when loading a new area, so I think that’s a really fantastic job that has been done.
There are some stuttering patterns that last maybe 1-2 seconds when a new area is loaded, but they quickly vanish. They are noticeable, but considering it happens only when loading a whole new area, I deem that acceptable.

I did notice one lighting bug, it pops between light and dark textures a few times on certain buildings and decorative items, so hopefully that will be easy to fix. It doesn't happen often, but it does happen.

The game is far more stable than Dying Light has been for me, which often crashes to the desktop 3-4 times in an hour. Bioshock has been running the whole time since I had it downloaded, and not a single crash.

The Game
It's really nice to be able to enjoy the game, especially as I’ve never played it before and the graphics are really quite good as well.

The story seems pretty interesting, and the world is vibrant and full of people chatting away for you to listen in on. I have literally no idea what is going on, but it’s keeping me very interested to find out more.

A major dislike about the game is the checkpoint save system, I never like checkpoint only saves, why do games not allow us to fill our massive hard drives with saved games? I like to pick and choose where I start and stop! That’s about my only dislike mind you.

As you progress further into the game, you will note some parts get a bit grim. Picking up a fire “Vigor” will show your fingers melting away which is both horrible and awesome at the same time.

The jumping mechanic from hook to hook was pretty fun too, and I had no idea this game had elements like that in it. While above on a hook you can do a special strike on enemy soldiers too, and that was awesome to fly down and pulverise them.

Final Verdict: The port is pretty solid, so I’m surprisingly happy with it. I still prefer native ports personally, as Virtual Programming will never be able to fix an issues in the game, only their wrapper technology.

Check out BioShock Infinite on Steam now.

Update, I did a video on it to show you how it performs for me, this is with vsync on, as any higher than 60FPS made SSR freak out when recording:
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
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68 comments
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koyal13 Mar 20, 2015
Thanks so mucho for this report! Now Bioshock Infinite is downloading ^_^
I'm gonna tell my expieriencie when finish. Really good job! ;)
Eike Mar 21, 2015
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Quoting: liamdawe
Quoting: dubigrasu
Quoting: liamdaweI'm pretty damn happy with it, my only issues are the textures flickering, but it doesn't happen everywhere, and the stutter when loading a new area (I'm sure a few optimizations can be done for that somewhere?).
http://forums.2k.com/showthread.php?222666-Possible-solutions-for-known-issues

Ohhh heellllooooo, going to try fix now to see if it works for me :D

Edit > Just played it for a bit, didn't notice any stutter now, cheers!

I tried around with the hints from 2K, but I still get the 1 - 2 seconds waiting when a walking to a new scene. The hints from the forums solved that for you? Which hint was it?
Linux_223 Mar 22, 2015
Quoting: EikeYou cannot blame the port for not making it better than the original.

The point of a port is for it to be native to the architecure and system. 32bit is not native.

If it was an Android port and they wrapped an i686 binary and translated it to ARM or AArch64, it would be stupid. No one would call it a port. That is why there is no future in wrapped binaries.

Quoting: EikeAre you a software developer? Because, I am, and porting to 64 bit very well can be a hard task.
Here's some points that can go wrong: http://www.viva64.com/en/a/0004/

Yes I am and have ported software to 64bit before. It is not a hard task. There are plenty of harder issues you can just do the 64bit port as part of the process. Especially if the engine already supports 64 bits. It is not about porting to 64 bits it is about making it architecture and platform independent. So even if there was 128bit pointer or it may in future run on Arm, Mips, etc. It would be fairly easy just to compile with few issues.

The only thing that will get in the way is a QA department not wanting to test multiple binaries. But I am sure many users would rather have a less supported version than non be able to play at all.
Linux_223 Mar 22, 2015
Quoting: BillNyeTheBlackGuy
Quoting: Linux223If we are going down the road of actually accepting wrapped ports on Linux but native on Mac, then I will go back to WINE or buy a Mac.

Good. Don't let the door hit you on the way out.

No do not worry I firmly closed it behind me. I did not want you following me.

I will be laughing when I will still be able to play my WINE version on their vulkan backend while you are stuck on GL 4 unable to upgrade, clinging to your dirty linked X11 lib dependencies.
Eike Mar 22, 2015
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Quoting: Linux223The point of a port is for it to be native to the architecure and system. 32bit is not native.

Of course it is. You can download your 32 bit Linux here:
http://ftp.nl.debian.org/debian/dists/wheezy/main/installer-i386/current/images/

Quoting: Linux223That is why there is no future in wrapped binaries.

I very much hope they will vanish...

Quoting: Linux223
Quoting: EikeAre you a software developer? Because, I am, and porting to 64 bit very well can be a hard task.
Here's some points that can go wrong: http://www.viva64.com/en/a/0004/

Yes I am and have ported software to 64bit before. It is not a hard task. There are plenty of harder issues you can just do the 64bit port as part of the process.

If you're minding 64 bit (or Linux) within the process, you are right. But for ports done afterwards, there are a lot of possible problems (as seen in the link). Of course, the cleaner the code, the less problems you'll get. But it's for a reason that big companies took years for (or are not even finished yet) creating 64 bit versions of their software.
r2rX Mar 24, 2015
I've been testing this out....to be honest, I was expecting slightly better performance. I'm running an i7 930 @ 4GHz and a GTX 780 OC'd in the NV X Server Settings on Linux Mint 17.1 MATE. I've disabled any compositors and it helps with a few FPS....but nothing drastic. Max I get is 70 FPS or so....otherwise, it's average between 40-50 or so.

NB: I am an idiot. :) I toned down the Ambient Occlusion from Ultra to low (cause I really don't care much for it.....how did I miss this?!?) and Dynamic Shadows to High....otherwise, everything else is maxed and i'm averaging between 90-120 FPS. :D

NB2: Also, leave the post processing on Normal; avoid Alternative...it chews at least 20 FPS worth. Now averaging 110-135FPS.
doctorx Mar 31, 2015
Fixed!!!! i get windows native speed now. Very smooth gameplay now.

Follow this tweak:
http://steamcommunity.com/app/8870/discussions/0/618456760265869551/

Apparently, it isnt detecting VRAM correctly.
shishimaru Apr 5, 2015
It runs horribly on my Ubuntu 14.04 LTS 64-bit. I meet the system requirements, but even if I set the game on Very Low it runs poorly. It goes at 10fps. Once it got to go at 1fps (ONE).
I dout it's because my Nvdia driver is 330, but I'll give a try.
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