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Unreal Engine 4.21 is out, now defaults to the Vulkan API on Linux

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Epic Games have released Unreal Engine 4.21 and it includes some interesting stuff on the Linux side of things.

From now, Unreal Engine will default to using the Vulkan API on Linux and fallback to OpenGL when that can't be used. This is going to be good for the future of Linux games, since it should help developers get better performance.

On top of that, it features a new media player for Linux with the bundled WebMMedia plugin which includes support for WebM VPX8/9 videos. To further improve Linux support, they now have a proper crash reporter interface so that they can "continue to improve support for Linux platforms".

That's just the improvements for Linux, there's absolutely tons more included in this release including Android and iOS optimizations as a result of Epic's work on Fornite.

It's also really nice to see Epic thank contributors, noting 121 improvements where submitted by the community to their GitHub. Although you can only access it with an Unreal Engine account.

More info on the official announcement.

Who knows, maybe now that Vulkan is in better shape in Unreal Engine, Epic Games might eventually bring Fortnite to Linux. I can dream right?

Article taken from GamingOnLinux.com.
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Kimyrielle Nov 7, 2018
It IS odd that they added Linux support to their engine, but their own games do not make use of that feature. Not that I personally miss Fortnite. But it's popular, so it would be nice to have it support Linux. Our AAA games list is still short and probably the biggest remaining hindrance for Linux adoption these days.
ElectricPrism Nov 7, 2018
Quoting: GustyGhostMeanwhile on ARK:SE's upcoming features (since 2016) "Linux - Vulkan support". Here's their chance. But we all know that Wildcard will fail to take advantage of it.

AFAIK Ark engine has sufficiently deviated from Unreal 4 Engine so they are basically both 2 different things.

The absolute clusterf _ _ k that has been Ark Engine over the years has showed how development is a un-unified uncordinated rush-fest to graft features on to a unstable core increasing technical debt.

I wonder what my game dev friends who code in unreal will think of this.
Power-Metal-Games Nov 7, 2018
I will test this version from tomorrow. I hope that Vulkan in UE4 is really ready for serous use.

In previous few days, for the first time, I found things that are not working at all in the Linux version and that was disappointing. I hope that it's maybe fixed in 4.21
Projectile Vomit Nov 7, 2018
Speaking of: What's the latest on Unreal Tournament? Is there a gui to run it, yet, or is it still run via bash script? I haven't heard much, lately.
Kristian Nov 7, 2018
Quoting: ElectricPrism
Quoting: GustyGhostMeanwhile on ARK:SE's upcoming features (since 2016) "Linux - Vulkan support". Here's their chance. But we all know that Wildcard will fail to take advantage of it.

AFAIK Ark engine has sufficiently deviated from Unreal 4 Engine so they are basically both 2 different things.

The absolute clusterf _ _ k that has been Ark Engine over the years has showed how development is a un-unified uncordinated rush-fest to graft features on to a unstable core increasing technical debt.

I wonder what my game dev friends who code in unreal will think of this.

Got any source or further info on the extent and nature of their changes to UE4?


Last edited by Kristian on 7 November 2018 at 10:14 pm UTC
Jau Nov 8, 2018
Quoting: Guest
Quoting: GustyGhostMeanwhile on ARK:SE's upcoming features (since 2016) "Linux - Vulkan support". Here's their chance. But we all know that Wildcard will fail to take advantage of it.

Not that I'm defending Studio Wildcard for their Linux port but it's a lot more to port Ark to Vulkan than a basic UE4 update. Their engine is highly modified and upgrading isn't like installing the new engine, loading the game and tweaking, it's a major undertaking to actually port the new code in the new engine and maintain all their custom code for the game. It's highly unlikely we will see any major improvement as they surely are not getting a lot more sales from Linux clients. It doesn't honestly make sense for them to do all the work involved in porting the engine over to make it happen on a game that likely won't result in many if any more sales. Also, UE4's Linux support is less than ideal to be quite honest. Many devs have a large number of issues so honestly, you can't logically put all the blame on Studio Wildcard, some of that blame goes to Epic. Many of the massive graphics glitches in ark such as the rain, caves, dust, etc was a Linux OpenGL renderer problem that happened to be fixed on accident when they upgraded the engine right before releasing out of EA. I wish for a Vulkan port but realistically I wouldn't hold my breath.

Hi,
I have to admit that it's never easy to port changes from a fork to a new "main" version. And even if you just want to upgrade, well.. Take a look at my youtube video about installing / updating the UE4 Editor https://youtu.be/tbhp-b2WdLw
But please don't think Epic is not supporting Linux or fixing bugs. I have made many bug reports (especially about instancing bug) but everything is fixed now. Really. Even in the slice I made in 4.18 8 months ago (you can see it on my website for a french youtuber, I had really good performances in the optimized level (go into the "hell" sewer entrance, the "egypt" part is a "melting pot" of ideas and is not optimized at all lol). But I admit, we were never able to use the Volumetric Fog which disapointing but not a deal breaker. OpenGL performances are not bad at all and we can use all the post-process tools. Vulkan wasn't perfect... at all so I didn't use it on that project. There were crazy bugs lol. But Eoic was working on it ,so I can't wait to see what it has become ! ?
My new project is based on 4.20. I didn't try the 4.21 yet, but I want to trust Epic.
Natedawg Nov 8, 2018
For comparison, if anyone knows, does it default to DX11 or 12 for Windows?
x_wing Nov 8, 2018
Quoting: GuestI know. I didnt denied it. He just stated that its probably because Epic doesnt want to pay for the Linux Support of it. I for myself think its because Vulkan is still in an "Early" Stage in Unreal Engine if we look at the Support.

What I said is that it doesn't sounds like there is a problem between their engine and Vulkan, I just said that they are winning tons of money by having a huge player base and using an older API allows them to get to more people as it has been supported for several years, bringing better legacy support (for instance, a GTX 5XX & AMD HD6XXX or older cards doesn't have Vulkan support, but will probably be able to run Fortnite). And about Battleye, I just mentioned that they probably don't want to pay them to get the Linux client (Battleye definitely will want an extra), in the sense that it's an extra cost they think that won't get payback.

From my point of view, the problem to get the port is related with the business model that this game has. We, the Linux market, are a tiny market, meanwhile Fortnite is a game with an exponential revenue growth and with a huge kids players base. So, the issue is not about technical difficulties, but that the revenue speedup that a Linux version could generate is minimum compared with speedup that they will get if they use those resources in order to create a new hat or skin and sell it for hundreds of V-Bucks.
Jau Nov 8, 2018
Quoting: NatedawgFor comparison, if anyone knows, does it default to DX11 or 12 for Windows?

I booted on the Windows I'm keeping for downloading plugins and compiling. Here is a screenshot of the menu that answers your question :
ison111 Nov 8, 2018
I really hope they at least just do a quick build of UT4 with the new engine so we can play it with Vulkan.

Also, what do they have to lose at this point by just building a GNU/Linux version of their games like Fornite?
I mean, even if it doesn't work properly could it possibly hurt their sales at all? Or do they just have Windows specific code somehow that their engine can't build for GNU/Linux?
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