Latest Comments by Grogan
Valve limits Steam store pages to 2 trailers before screenshots
4 May 2023 at 12:59 am UTC Likes: 3
4 May 2023 at 12:59 am UTC Likes: 3
I don't like watching videos, they take up too much of my time. The videos aren't always representative of gameplay either. I'd rather skim a paragraph of text for information, or in this case look at a few screenshots and not disingenuously downsampled ones either.
STAR WARS Jedi: Survivor had a very rough launch
1 May 2023 at 5:14 pm UTC Likes: 1
1 May 2023 at 5:14 pm UTC Likes: 1
I don't like FSR so I turned off the AMD FSR2. Later, I turned it on thinking it might be time to give that an honest try, if it could smoothen things out without noticeable detriment. I thought it had no effect too.
However, I'm not having that performance problem in this game, moreover since I last posted performance has improved a bit more with shaders being optimized (my guess) or even that FSR2 not taking proper effect until the next game restart.
It's working up to the limitations of my hardware. It probably depends on CPU and possibly graphics chipset. I note @rustigsmed said he cranked everything up to at least get full GPU usage. So it likely boils down to bad scheduling and iowait, for modern CPUs.
I had probably better hurry up and finish this game before they fix it (for everybody else) and hurt it or break it (unsupported instructions) for me.
However, I'm not having that performance problem in this game, moreover since I last posted performance has improved a bit more with shaders being optimized (my guess) or even that FSR2 not taking proper effect until the next game restart.
It's working up to the limitations of my hardware. It probably depends on CPU and possibly graphics chipset. I note @rustigsmed said he cranked everything up to at least get full GPU usage. So it likely boils down to bad scheduling and iowait, for modern CPUs.
I had probably better hurry up and finish this game before they fix it (for everybody else) and hurt it or break it (unsupported instructions) for me.
STAR WARS Jedi: Survivor had a very rough launch
1 May 2023 at 2:47 am UTC Likes: 1
1 May 2023 at 2:47 am UTC Likes: 1
When I go through a game's settings, I turn off stuff like data collection and automatic reporting ("Data Sharing" is how I think they word it... bad memory for exact wording in dialogs). Why? Because it's not free, to me. It's doing things I can ill afford, while playing games. Anything else going on is detrimental, especially on older hardware.
I came across some reddit comments or somewhere saying that this helped somewhat with performance of this game and thought "oh" :-)
I'm not sure if there is any credence to that (I didn't turn it on to test it) but it wouldn't be the first time those kinds of mechanisms have contributed to performance issues.
I came across some reddit comments or somewhere saying that this helped somewhat with performance of this game and thought "oh" :-)
I'm not sure if there is any credence to that (I didn't turn it on to test it) but it wouldn't be the first time those kinds of mechanisms have contributed to performance issues.
STAR WARS Jedi: Survivor had a very rough launch
30 Apr 2023 at 4:03 pm UTC
30 Apr 2023 at 4:03 pm UTC
I stopped caring about FPS a long time ago. I don't even care to see the stat. I know a game that is smooth is giving me 60 fps (I like vsync) and a game that can't, unless it's a game where milliseconds matter, even a smooth 30 FPS is OK. (e.g. Crysis in 2007)
You know when you have a 300-400 Mb game executable, that it most likely has Denuvo or at least something like it that isn't supposed to be there. The assholes bake those things right into the main game program. That goes against everything we hold dear in our computing environment. Hell, you'd catch flack for static linking of a little library, never mind this vomitus.
I'm pretty happy I can play this game on my hardware still (Nehalem Corei7, slight overclock at 3.2 GHz (the turboboost freq.) and slight memory bus overclock, RX 570 8 Gb card). No, it isn't 60 FPS but it's decently playable on the High preset at 1920x1080.
I got fooled though! I thought this was going to need Proton. I created a new prefix with my Proton-TKG (latest lutris can run Steam Protons again now, it uses the Steam runtime) and expected to have problems with the EA App and I did. It's fine for Steam where it doesn't need to be interactive (launch game exe and it just connects up to the EA App services, with login tied to Steam account) but I have the EA App in Lutris. I switched it to my system wine (wine-tkg built with wine staging 8.6.1) to get the game installed, then I intended to switch back to my Proton-TKG and let the game exe connect to the EA app back end.
But I didn't have to, it works well with my system wine tkg.
The game's videos are a mix of .bk2 (bink) and mp4, but it seems the mp4s work with wine gstreamer, so no need for protonmediaconverter for that mediafoundation bollocks.
I generally don't like these frustrating jumping/climbing puzzle games. I tried to like the last one, but I finally gave up when every planet was just more of the same shit. So far, 2.5 hours into this game, I haven't gotten frustrated. I'm also finding it more interesting than Jedi Fallen Order. I have an EA sub as overhead, so this game didn't cost me anything more. I wasn't expecting to like it, I just wanted to see it, so any enjoyment I get out of it is a bonus.
You know when you have a 300-400 Mb game executable, that it most likely has Denuvo or at least something like it that isn't supposed to be there. The assholes bake those things right into the main game program. That goes against everything we hold dear in our computing environment. Hell, you'd catch flack for static linking of a little library, never mind this vomitus.
I'm pretty happy I can play this game on my hardware still (Nehalem Corei7, slight overclock at 3.2 GHz (the turboboost freq.) and slight memory bus overclock, RX 570 8 Gb card). No, it isn't 60 FPS but it's decently playable on the High preset at 1920x1080.
I got fooled though! I thought this was going to need Proton. I created a new prefix with my Proton-TKG (latest lutris can run Steam Protons again now, it uses the Steam runtime) and expected to have problems with the EA App and I did. It's fine for Steam where it doesn't need to be interactive (launch game exe and it just connects up to the EA App services, with login tied to Steam account) but I have the EA App in Lutris. I switched it to my system wine (wine-tkg built with wine staging 8.6.1) to get the game installed, then I intended to switch back to my Proton-TKG and let the game exe connect to the EA app back end.
But I didn't have to, it works well with my system wine tkg.
The game's videos are a mix of .bk2 (bink) and mp4, but it seems the mp4s work with wine gstreamer, so no need for protonmediaconverter for that mediafoundation bollocks.
I generally don't like these frustrating jumping/climbing puzzle games. I tried to like the last one, but I finally gave up when every planet was just more of the same shit. So far, 2.5 hours into this game, I haven't gotten frustrated. I'm also finding it more interesting than Jedi Fallen Order. I have an EA sub as overhead, so this game didn't cost me anything more. I wasn't expecting to like it, I just wanted to see it, so any enjoyment I get out of it is a bonus.
Linux and Steam Deck game manager Lutris has a fresh Beta out
22 Apr 2023 at 1:57 am UTC
Lutris 7.2-2 would work for me, if not superseded by my system wine-tkg (and proton-tkg builds that I have in Steam for unreal 4 games in Lutris) but those GE builds don't work for me in Lutris. I'm not one to adhere to any kind of "supported" distro configuration, though.
That's why I was so happy to see Lutris able to connect up with Steam Proton runners again.
I have not tested any of that GE stuff recently though.
22 Apr 2023 at 1:57 am UTC
Quoting: 14I am still on the main release, and when I want to launch a game through Lutris with Proton (like Spellforce 3), I use GE Proton. Works great. You just have to make sure you download the one [External Link] that is made to be launched outside of Steam.Funny thing about those, not a single one of them worked for me. Lutris actually has those builds in the list of Wine Runners you can check and uncheck to download/remove. Those binaries don't work right, at least not in all code paths, on my system, I'd think. I have also tried drop-ins from gloriouseggroll's snapshots there (more than once) with similar results, no game would launch with them.
Lutris 7.2-2 would work for me, if not superseded by my system wine-tkg (and proton-tkg builds that I have in Steam for unreal 4 games in Lutris) but those GE builds don't work for me in Lutris. I'm not one to adhere to any kind of "supported" distro configuration, though.
That's why I was so happy to see Lutris able to connect up with Steam Proton runners again.
I have not tested any of that GE stuff recently though.
Linux and Steam Deck game manager Lutris has a fresh Beta out
20 Apr 2023 at 4:45 pm UTC
20 Apr 2023 at 4:45 pm UTC
I've been using it (from git) since they added the ability to use Proton runners from Steam (it finds the Steam runtime now). It doesn't find my custom ones in compatibilitytools.d without a little help though (a symlink in steamapps/commom -> ../../compatibilitytools.d/protondirname) but it works. That's what I use for Unreal 4 games in lutris (system wine for everything else). I used to have to run those in Steam as a non-steam game (for the unreal 4 titles I own on GoG). Because of the mediafoundation poo, I mean. I need its protonmediaconverter.
Between that, and some welcome changes to the organization of the settings menus, I've been very happy with the current lutris. Well, I mean for my uses of it. It has a lot more integration that may or may not work (and I don't use their game install scripts).
Between that, and some welcome changes to the organization of the settings menus, I've been very happy with the current lutris. Well, I mean for my uses of it. It has a lot more integration that may or may not work (and I don't use their game install scripts).
POSTAL 2 got a surprise 20th anniversary update with Steam Deck support
20 Apr 2023 at 1:00 am UTC
20 Apr 2023 at 1:00 am UTC
I've given this game a miss until now, but with this news, I just grabbed it. I appreciate the linux support.
The Last of Us has more Steam Deck improvements and lots of other fixes
17 Apr 2023 at 5:04 am UTC Likes: 1
17 Apr 2023 at 5:04 am UTC Likes: 1
If a game uses the APIs correctly, it should not be highly CPU bound. Have a decent video card and you can still game on an older CPU. (any 3 GHZ+ 4 core CPU, pretty much... if not for gimmicky instructions that won't run on it)
GPU is a different story, you don't want that under utilized. It might be idle if it's got no work to do, but when it does, you want it engaged at 100%. That can hurt too, with clever drivers trying to save power.
When I first got an AMD R9 380 card, there was this clever power management with dynamic GPU frequency, as needed. This was on Windows, I only played a few old and open source games on linux back then. (and when I first got that card I had to use fglrx <insert barfing "emoji" here> )
Well, it caused some games to lag and hitch, because they weren't getting the GPU processing that they needed. I could have been in a closet inside a house in Fallout 4, and performance was horrible when I moved. I found a workaround in this (stupid) software that came with my MSI card that took over clocking profiles and somehow overrode with the old clock control behaviour. That caused the GPU to be back at 100% in those games. I was never so happy to load a piece of vendor shitware at startup :-)
Eventually AMD fixed that in the drivers, and it became optional, non default behavior. It was a long time ago, I forget what they called it.
GPU is a different story, you don't want that under utilized. It might be idle if it's got no work to do, but when it does, you want it engaged at 100%. That can hurt too, with clever drivers trying to save power.
When I first got an AMD R9 380 card, there was this clever power management with dynamic GPU frequency, as needed. This was on Windows, I only played a few old and open source games on linux back then. (and when I first got that card I had to use fglrx <insert barfing "emoji" here> )
Well, it caused some games to lag and hitch, because they weren't getting the GPU processing that they needed. I could have been in a closet inside a house in Fallout 4, and performance was horrible when I moved. I found a workaround in this (stupid) software that came with my MSI card that took over clocking profiles and somehow overrode with the old clock control behaviour. That caused the GPU to be back at 100% in those games. I was never so happy to load a piece of vendor shitware at startup :-)
Eventually AMD fixed that in the drivers, and it became optional, non default behavior. It was a long time ago, I forget what they called it.
X4: Kingdom End and free major upgrade out now, making it Steam Deck Verified
16 Apr 2023 at 9:53 pm UTC Likes: 1
I figured out my problem. This game is using the old input layer method of configuring joysticks. In kernel, the old /dev/input/js* interface points to the new evdev device layer. However, the linux native game is using old methods. The Windows game would be using DirectInput methods, which would get handled differently.
That was the last piece of the puzzle for me, xorg configuration (I don't have an xorg.conf so I put that in a file in xorg.conf.d/ ). The Logitech Extreme 3D Pro showed up in the list of controllers in game then.
As for the udev rule to get access to the device nodes:
Those are the product ID and vendor ID of the device (as shown in dmesg when the device is initialized)
The user just needs read access to /dev/input/js0 because it's a pointer to /dev/input/event* (event20 in my case)
I still have some configuring to do in game tonight to get it working the way I want, but now the stick works! I know it'll be viable now that the axes are working.
P.S. What to take away from this... if you were to drop that InputClass section in a .conf file in xorg.conf.d (usually /usr/share/X11/xorg.conf.d in a distro these days) for example 50-joystick.conf commonly, you could probably play the Linux native game in Steam with your flightstick (after restarting X) :-)
P.P.S. To get the device to stop operating the mouse cursor (was actually causing me problems when I moved my mouse), I added this line to the InputClass section in the .conf (edited above also)
Option "StartMouseEnabled" "False"
16 Apr 2023 at 9:53 pm UTC Likes: 1
Quoting: denyasisI had the exact same problem. I know for a fact the stick works in Linux having played other games, so I'm thinking it's the game. I ended up paying using proton and the stick works out of the box with one noticable "bug". In game, in menus, the throttle is also translated as the X-axis for the mouse...If using Steam, it's programming it with SteamInput (and steam uses dbus, so you would have permissions too). I'm just running this standalone, installed from GoG archives on a from scratch system. (no multilib, so no steam)
But other than that it works fine!
PS. - what was your udev rule you added? I'm curious.
I figured out my problem. This game is using the old input layer method of configuring joysticks. In kernel, the old /dev/input/js* interface points to the new evdev device layer. However, the linux native game is using old methods. The Windows game would be using DirectInput methods, which would get handled differently.
Section "InputClass"
Identifier "joystick catchall"
MatchIsJoystick "on"
MatchDevicePath "/dev/input/event*"
Driver "joystick"
Option "StartMouseEnabled" "False"
EndSectionThat was the last piece of the puzzle for me, xorg configuration (I don't have an xorg.conf so I put that in a file in xorg.conf.d/ ). The Logitech Extreme 3D Pro showed up in the list of controllers in game then.
As for the udev rule to get access to the device nodes:
KERNEL=="event*", ATTRS{idProduct}=="c215", ATTRS{idVendor}=="046d", MODE="0666"Those are the product ID and vendor ID of the device (as shown in dmesg when the device is initialized)
The user just needs read access to /dev/input/js0 because it's a pointer to /dev/input/event* (event20 in my case)
I still have some configuring to do in game tonight to get it working the way I want, but now the stick works! I know it'll be viable now that the axes are working.
P.S. What to take away from this... if you were to drop that InputClass section in a .conf file in xorg.conf.d (usually /usr/share/X11/xorg.conf.d in a distro these days) for example 50-joystick.conf commonly, you could probably play the Linux native game in Steam with your flightstick (after restarting X) :-)
P.P.S. To get the device to stop operating the mouse cursor (was actually causing me problems when I moved my mouse), I added this line to the InputClass section in the .conf (edited above also)
Option "StartMouseEnabled" "False"
X4: Kingdom End and free major upgrade out now, making it Steam Deck Verified
16 Apr 2023 at 5:20 pm UTC Likes: 1
16 Apr 2023 at 5:20 pm UTC Likes: 1
No SteamInput for me here, I have the GoG installer.
I added a udev rule and got further (buttons now work in game and can be programmed, but still no axes for steering).
I forgot that firefox uses dbus for this shit, so joystick test sites work. I needed rules to access the device nodes for native games like this.
But that still doesn't help me as the steering axes don't work.
I added a udev rule and got further (buttons now work in game and can be programmed, but still no axes for steering).
I forgot that firefox uses dbus for this shit, so joystick test sites work. I needed rules to access the device nodes for native games like this.
KERNEL=="event*", ATTRS{idProduct}=="c215", ATTRS{idVendor}=="046d", MODE="0666"But that still doesn't help me as the steering axes don't work.
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