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Powered by the latest Unreal Engine 5, Titan Forge Games and Hi-Rez Studios recently revealed their third-person action MOBA, SMITE 2 that will be coming with Steam Deck support.

If you've not played before think perhaps more like Dota 2 but third-person and plays a bit more like an ARPG with the gameplay match progress of a MOBA. Which is where you take down towers and push through the map to take territory from the opposing team. SMITE 2 is a complete sequel built from the ground-up in Unreal Engine 5 to bring "everything players love about SMITE and wraps it in state of the art visuals, animations and gameplay".

They said to expect "a refined user interface, updated audio, clearer spell effects and fresh physics-based abilities for Gods such as Ymir, everything in the game has been improved" and that the "move to a new backend technology also brings state of the art cross-play, a ranked rework that contains new tiers and structures, alongside improved matchmaking".

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In their official FAQ under the supported platforms they note "SMITE 2 is a next-gen native title, in development for PC (Steam and Epic Games Store), PlayStation 5, Xbox Series S|X, and SteamDeck.". The note of Steam Deck support was also included in their official press release too.

Since they're testing on Steam Deck, no doubt it will work just fine on desktop Linux too with Proton.

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10 comments

  • Supporter Plus
UE5 and steamdeck - oof.

I hope they can get it optimized enough yo at least do 30fps stable(60 maybe?)
Zlopez Jan 15
  • Supporter Plus
Quoting: Tadas-EstidalUE5 and steamdeck - oof.

I hope they can get it optimized enough yo at least do 30fps stable(60 maybe?)

I already tried few UE5 games on SteamDeck and it handles them without issue. But the battery is usually being drained quickly (about one hour on medium settings and 40 FPS lock).
  • Supporter Plus
Quoting: Zlopez
Quoting: Tadas-EstidalUE5 and steamdeck - oof.

I hope they can get it optimized enough yo at least do 30fps stable(60 maybe?)

I already tried few UE5 games on SteamDeck and it handles them without issue. But the battery is usually being drained quickly (about one hour on medium settings and 40 FPS lock).

hey, doesnt sound as bad as i thought.

thanks for the info bro.
QuoteSince they're testing on Steam Deck, no doubt it will work just fine on desktop Linux too with Proton.
I'm still curious how this process actually works. Let's imagine I'm a game dev, and I've committed to supporting Linux with Proton. Alright, what do I do?

I imagine the only thing I can do is submit bugs to Valve when I encounter a bug with Wine/DXVK/whatever. Does Valve have an official private channel for sending these bugs in? Because there is no open issue on the Proton Github page for SMITE 2. Well, if I had a Wine dev on hand, I could get them to submit patches upstream.

Am I missing something?


Last edited by pleasereadthemanual on 15 January 2024 at 10:09 pm UTC
Quoting: pleasereadthemanual
QuoteSince they're testing on Steam Deck, no doubt it will work just fine on desktop Linux too with Proton.
I'm still curious how this process actually works. Let's imagine I'm a game dev, and I've committed to supporting Linux with Proton. Alright, what do I do?
Avoid doing weird-ass shit when I develop the game?
Quoting: Purple Library Guy
Quoting: pleasereadthemanual
QuoteSince they're testing on Steam Deck, no doubt it will work just fine on desktop Linux too with Proton.
I'm still curious how this process actually works. Let's imagine I'm a game dev, and I've committed to supporting Linux with Proton. Alright, what do I do?
Avoid doing weird-ass shit when I develop the game?
How am I supposed to know that using this particular engine feature is going to break Wine? I don't know what weird-ass shit 90% of VN devs from the 2000s were doing, but fullscreen is always broken unless I use Gamescope.
AsciiWolf Jan 16
  • Supporter Plus
So it is a "next-gen native title", but most likely not a "Linux native title". That's sad.
CatKiller Jan 16
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  • Supporter Plus
Quoting: pleasereadthemanualI'm still curious how this process actually works. Let's imagine I'm a game dev, and I've committed to supporting Linux with Proton. Alright, what do I do?


Full effort version: have at least one Linux machine running Proton plumbed into your CI unit tests and manual testing pipeline, and fail those tests if any build fails to work as it should on that machine.

Less effort version: test your release builds on at least one Linux machine prior to release.

Even less effort version: make some effort to fix bugs that your Linux users report after you've released an update that breaks the game for them.

Least effort version: release updates and let Valve fix them.

Most game devs pick the last one, and a select few pick the penultimate one.

QuoteI imagine the only thing I can do is submit bugs to Valve when I encounter a bug with Wine/DXVK/whatever. Does Valve have an official private channel for sending these bugs in? Because there is no open issue on the Proton Github page for SMITE 2. Well, if I had a Wine dev on hand, I could get them to submit patches upstream.

Game devs that have paid their $100 get access to a whole bunch of game developer-only forums and a separate game developer-only helpdesk (it used to be a specific contact at Valve but got amended into a shared pool of staff). Valve also have the resources to pre-emptively test whatever they deem important, or to contact anyone they deem important.
Sojiro84 Jan 16
Definitely going to play it when it comes out, but man, for an UE5 game, or just a recent game in general, it looks very ugly so far. It's only slightly better visually versus Smite 1.
Quoting: CatKiller
Quoting: pleasereadthemanualI'm still curious how this process actually works. Let's imagine I'm a game dev, and I've committed to supporting Linux with Proton. Alright, what do I do?


Full effort version: have at least one Linux machine running Proton plumbed into your CI unit tests and manual testing pipeline, and fail those tests if any build fails to work as it should on that machine.

Less effort version: test your release builds on at least one Linux machine prior to release.

Even less effort version: make some effort to fix bugs that your Linux users report after you've released an update that breaks the game for them.

Least effort version: release updates and let Valve fix them.

Most game devs pick the last one, and a select few pick the penultimate one.

QuoteI imagine the only thing I can do is submit bugs to Valve when I encounter a bug with Wine/DXVK/whatever. Does Valve have an official private channel for sending these bugs in? Because there is no open issue on the Proton Github page for SMITE 2. Well, if I had a Wine dev on hand, I could get them to submit patches upstream.

Game devs that have paid their $100 get access to a whole bunch of game developer-only forums and a separate game developer-only helpdesk (it used to be a specific contact at Valve but got amended into a shared pool of staff). Valve also have the resources to pre-emptively test whatever they deem important, or to contact anyone they deem important.
As it happens, I've found a guide for game devs who want to target Linux via DXVK: https://github.com/doitsujin/dxvk/wiki/Developer-guidelines
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