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BioShock Infinite Released For Linux, Thanks To Virtual Programming

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BioShock Infinite has been released for Linux, and it brings a promise of some excellent FPS action with it.

To get this out of the way first; the port is done by Virtual Programming, so it's using their "eON" technology. The argument for and against it has been done to death somewhat, so let’s leave that at the door please.

This is the third port from Virtual Programming, and it's my favourite out of the games they have put out for Linux!

Once Steam decides I'm worthy of a download I will detail my findings, so until then you can either wait, or risk it and buy it.

Intel graphics, and open source drivers are not currently supported on the title, so you have been warned!

RECOMMENDED GRAPHICS DRIVERS
nVidia: NVidia 340.65
AMD: fglrx 14.12 (Currently only Radeon 7xxx and greater series cards are supported)

About the game (Official)
Indebted to the wrong people, with his life on the line, veteran of the U.S. Cavalry and now hired gun, Booker DeWitt has only one opportunity to wipe his slate clean. He must rescue Elizabeth, a mysterious girl imprisoned since childhood and locked up in the flying city of Columbia. Forced to trust one another, Booker and Elizabeth form a powerful bond during their daring escape. Together, they learn to harness an expanding arsenal of weapons and abilities, as they fight on zeppelins in the clouds, along high-speed Sky-Lines, and down in the streets of Columbia, all while surviving the threats of the air-city and uncovering its dark secret.

Check out BioShock Infinite on Steam now, but you may want to hold off for our official report. Article taken from GamingOnLinux.com.
Tags: FPS, Steam
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About the author -
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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.
See more from me
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EKRboi Mar 20, 2015
Quoting: dubigrasuGreat :)

Edit: Still a bit undecided/confused, according to
Quote;On PC, pool size only gets used if -ReadTexturePoolFromIni is passed in on the commandline. Otherwise it is auto calculated based on your video card memory.
I need to use the -ReadTexture....parameter if I want a custom PoolSize.

However, If I do that the usage never goes beyond 1000mb for me despite the PoolSize set to 3000.
While if I only set a custom (3000) PoolSize without using the -ReadTexture...parameter, the usage easily goes beyond 2000mb by the end of the level.

I played one level few times using both methods and it always seem to be somehow better without the -ReadTexture parameter, and even the stutter seem to go away.

Hm

I think I can concur. Like you said, the notes in the ini and what is actually happening seems to conflict. I am getting more VRAM usage (and less stuttering) with simply setting the pool size to 3000 than with pool size to 3000 AND using -ReadTexturePoolFromIni launch option.

Sadly, nothing I've tried allows me to run the game on 3 monitors in Linux. I know performance wouldn't be good even on 1 GTX970, but I had hoped if one day Nvidia made SLI on Linux actually work right or in 4 years when I can run it on 3 monitors and a single GPU it would work ;(
dubigrasu Mar 20, 2015
Quoting: EKRboi
Quoting: dubigrasuGreat :)

Edit: Still a bit undecided/confused...

I think I can concur. Like you said, the notes in the ini and what is actually happening seems to conflict. I am getting more VRAM usage (and less stuttering) with simply setting the pool size to 3000 than with pool size to 3000 AND using -ReadTexturePoolFromIni launch option.
From the horse's mouth: (Chris Kline, Tech Director @Irrational)
http://forums.2k.com/showthread.php?222666-Possible-solutions-for-known-issues
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