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Title: Aquanox Deep Descent is out. Native version a possibility?
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Shmerl 18 Oct 2020
Aquanox Deep Descent looks quite good: https://www.gog.com/game/aquanox_deep_descent

I asked developers about Linux release during their crowdfunding. They said it's a possibility but can't say for sure.

As we are in early stages with the project and our evaluation of UE4 we will not be able to confirm Linux 100% for sure within the campaign. It's very very likely from what we've seen so far (and given that our lead designer is a big Linux fan), but we don't want to promise something before we can be 100 % sure.
Avehicle7887 18 Oct 2020
Maybe it's just my bad experience with the engine, but UE4 + Linux tends to spell disaster. Given the rise of Stadia I would expect the devs to have at least fixed the Vulkan performance issues by this point.

The OpenGL renderer at least seemed to work good, Everspace performs quite well natively on low end hardware.
Shmerl 18 Oct 2020
Yeah, I suspect Google could have contributed some fixes to UE. But they might be not out until UE5.
Julius 20 Oct 2020
Yeah, I also kickstartered this back then, because it was the time when it looked very likely that a Linux port would come. 5 years later, not so much.

Haven't got around trying it with Proton as I am away from my main gaming PC. Anyone had luck with that?

But I also hope it will be successful enough that they will consider adding VR. Seems like such a natural fit for it.
Shmerl 21 Oct 2020
I also wonder if anyone tried it in Wine. I'll wait for some reports. I like Aquanox 2, so I was looking forward to this release.

Last edited by Shmerl on 21 Oct 2020 at 5:08 am UTC
Xpander 21 Oct 2020
Someone is playing it. Its in german though, but maybe ask him in comments about it?

https://www.youtube.com/watch?v=SdJMQEXq470
Julius 21 Oct 2020
Oh nice. He is saying that except for some video playback (that can be fixed with some media foundation tweaks) the game runs great with Proton.
PublicNuisance 22 Oct 2020
Quoting: Avehicle7887Maybe it's just my bad experience with the engine, but UE4 + Linux tends to spell disaster. Given the rise of Stadia I would expect the devs to have at least fixed the Vulkan performance issues by this point.

The OpenGL renderer at least seemed to work good, Everspace performs quite well natively on low end hardware.
Yaakuro has a Patreon for fixing up UE4 on Linux if anyone wants to help him out.

https://www.patreon.com/ue4linux

Last edited by PublicNuisance on 22 Oct 2020 at 5:35 am UTC
Avehicle7887 22 Oct 2020
Gave the game a quick test with Wine Staging 5.19 (which includes mfplat support out of the box).

Videos worked out of the box and performance is equally great, however for some reason the game is leaking memory like crazy. I increased the swap size to see how far it would go, ended up filling all of it and crashed eventually. Maybe it's my Wine build, haven't looked far into it though.

I will try with again later with an older Wine build and add the Microsoft mfplat dlls.

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EDIT:

Clean prefix with Wine Staging 5.8, game is much more stable (no memory leak) but requires Microsoft mfplat workarounds for fmv's to work.

Last edited by Avehicle7887 on 22 Oct 2020 at 10:33 am UTC
Avehicle7887 24 Oct 2020
Good News!

Re-tested the game with the newest Wine Staging 5.20 release. The videos play out of the box and there's no memory leak as opposed to my previous 5.19 Staging test. One key difference I noticed is that the intro fmv doesn't get stuck like in 5.19 so maybe the memory leak had something to do with mfplat (maybe?).

Anyhow, the game ran fine for over an hour (esync enabled too), only overrides used are nvapi64 (set to disabled) and the usual dxgi + d3d11 to enable dxvk.
Shmerl 24 Oct 2020
Quoting: Avehicle7887Anyhow, the game ran fine for over an hour (esync enabled too), only overrides used are nvapi64 (set to disabled) and the usual dxgi + d3d11 to enable dxvk.
Wait, esync is back in wine-staging? They dropped the patches a while ago, due to on-going refactoring.

UPDATE:

I checked, staging indeed re-enabled esync patches in 5.20.

Last edited by Shmerl on 25 Oct 2020 at 7:05 am UTC
Shmerl 25 Oct 2020
Also, did you try it with vkd3d fork? I see the game has DX12 renderer too.

Just bought the game, I'll try with vkd3d-proton.

Last edited by Shmerl on 25 Oct 2020 at 2:10 am UTC
Avehicle7887 25 Oct 2020
Quoting: ShmerlAlso, did you try it with vkd3d fork? I see the game has DX12 renderer too.

Just bought the game, I'll try with vkd3d-proton.
I've only tried with dxvk. Been a while since I compiled vkd3d since I don't have much use for it (yet).

As for Aquanox I recorded some gameplay yesterday: https://www.youtube.com/watch?v=mMptKYsaxp4
Shmerl 26 Oct 2020
In case anyone needs, I made a [script for building vkd3d-proton](https://gist.github.com/shmerl/8d6587fa2853d74fa0039de7533a350c).

Last edited by Shmerl on 26 Oct 2020 at 1:06 am UTC
Shmerl 26 Oct 2020
Did you notice something off with this Wine staging version? It creates files on my btrfs volume with all attributes set (that's from GOG installer for Aquanox Deep Descent)

rwxrwxrwx

Weird.
Shmerl 26 Oct 2020
Hm, how do you switch to DX12 renderer in the game? I don't see such option.

UPDATE:

I figured, you need to run

wine ANX.exe -dx12

It picks vkd3d but crashes on startup. I'll file a bug.

Last edited by Shmerl on 26 Oct 2020 at 3:25 am UTC
Shmerl 26 Oct 2020
https://github.com/HansKristian-Work/vkd3d-proton/issues/317
Shmerl 26 Oct 2020
Quoting: Avehicle7887only overrides used are nvapi64 (set to disabled) and the usual dxgi + d3d11 to enable dxvk.
How did you figure out it needs disabling nvapi?
Shmerl 26 Oct 2020
Also the language is messed up after installation. How do you select English?

UPDATE:

OK, I figure out how to change the language, it's in the settings.

Last edited by Shmerl on 26 Oct 2020 at 4:06 am UTC
Shmerl 26 Oct 2020
Half of the time the game doesn't start though. I need to kill it an try again, sometimes it starts.
Avehicle7887 26 Oct 2020
Quoting: Shmerl
Quoting: Avehicle7887only overrides used are nvapi64 (set to disabled) and the usual dxgi + d3d11 to enable dxvk.
How did you figure out it needs disabling nvapi?
I didn't, I just made it a habit to disable it by default for all games. :whistle:

Quoting: ShmerlHalf of the time the game doesn't start though. I need to kill it an try again, sometimes it starts.
I don't know if it helps, have you tried to limit the game to a limited set of cores? I read somewhere that the mfplat patches don't play nice with high thread count.
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