#:penguin: Linux Thread

1 messages · Page 2 of 1

pine solar
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Sadly I have no idea why your game is acting like that though 🙁

proud yew
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Quickcasting could be fine tbh, I usually do that in WoW already and didn't know I could here too. But eventually I wanna figure it out :). I have tried different Proton-versions and stuff but they make no difference at all (except some of them not working at all).

pine solar
proud yew
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Compositor: Hyprland
Not gamescope, just in Steam launch options.

pine solar
zenith lagoon
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I can’t get the game to run on Omarchy (arch with hyprland) :/ I’ve tried all the different launch options on here, I must be missing something

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(NVIDIA card btw)

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Is there some way I can get logs of what is happening so I can debug it?

proud yew
wooden estuary
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Glorious eggroll proton fixes this fixes this

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I played a few and got a crash in the contender capstone but that happened in windows too. the screen froze and the audio kept repeating.

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Also how can I change the resolution of the game on wayland? in game manu doesn't seem to work, but other things in the graphic section seem to work

zenith lagoon
sullen birch
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Hey All -> Giving this game a shot again after failure to launch a month ago for me ( Arch ).

I'm patched current now, and I set it to use GE 10-25, and I actually get the intial launcher to load fine ( which I couldn't before ), but after I click "Play" it's now just sitting at this screen...is this...something?

Edit: I randomly decided to change the default compatibility tool overall in Steam settings to GE 10-25, instead of just directly on the game itself and something seems to have changed. It's now chugging away processing shaders which it didn't do before, hopeful this is a good sign!

EDIT2: GUYS IT WORKS NOW!! GE 10-25 as default Steam compat tool if you're having same issue as me might work for you

fringe quest
dusk crown
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Good evening! are there any recommendations for launch options? I'm getting about 1/3 fps of what I get on Windows 11
I'm on Ubuntu 25.10, 9800X3D and 4080 Super
Using GE 10-25
Tried different combinations of gamemoderun, gamescope and no parameters at all and it doesn't seem to help in any way.

latent cove
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i don't think i've heard any nvidia specific performance issues for this game yet

there's a known issue where the game's own shader cache routine and the routine of VKD3D don't get along and it trashes performance for longer periods of time depending on the size of the cache the game has built. the fix is deleting the cache before launching the game, and there's a command line option for that in the pins of this thread

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the game supports DX11, and you can just use that flag, too - the shader cache routine isn't used by the game in that mode. on my machine (cachyOS, 7900 XT), DX11 runs slower, so I still use DX12, but i've also heard there's claims of "no difference" and even "ran faster" from others, so either they weren't very perceptive or maybe that's true with an nvidia GPU

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-dx11

pine solar
# latent cove the game supports DX11, and you can just use that flag, too - the shader cache r...

I'm not entirely certain about this but I believe VKD3D incurs an extra performance cost for NVIDIA GPUs whereas DXVK does not have such issues.

So it may be true that for NVIDIA users the DX11 build actually runs better.

However for AMD users I'm fairly certain the DX11 build both runs slower and has more issues. (Compared to the DX12 build with the shader cache fix that is)

My assumption is then that the DX12 version is just that bad on most NVIDIA hardware that the DX11 one ends up being the better choice. Not that the DX11 build actually runs well (or performs on parity with windows DX12 build).

sullen birch
# sullen birch Hey All -> Giving this game a shot again after failure to launch a month ago for...

In case anyone else also has this happen - I was pumped I fixed everything, was playing fine yesterday. I had not used the launch command options at all, as it seemed like I didn't need it, everything was fine.

This morning - I hit play, get the launcher, hit play again - and then "An Error Occurred #1".

I put the launch command in as suggested by others, and now it works - skips the launcher entirely, goes straight to loading, and then into the game.

I know this is playing the game in an unsupported OS but I find it odd how despite nothing changing on my end, somehow the exact same procedure can have different results.

Maybe just the nature of Proton + this game? Rhetorical I guess

fringe quest
pine solar
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It sounds like you're either experiencing the shader cache issue or you have a very weak cpu. If it is the first one, the pinned launch command will fix that.

fringe quest
pine solar
dusk crown
# latent cove the game supports DX11, and you can just use that flag, too - the shader cache r...

A little follow up.
I misconfigured the launch options syntax. It was my fault.

Here's my updated experience:

Ubuntu 25.10
9800X3D
4080 Super
GE 10-25
4k every thing maxed

Without launch options, simply launching the game gives me approximately in the central area:
35-45 fps

With gamescope
gamemoderun gamescope -w 3840 -h 2160 -W 3840 -H 2160 -r 165 -f -- %command%
75-85fps

With gamescope and dx11
gamemoderun gamescope -w 3840 -h 2160 -W 3840 -H 2160 -r 165 -f -- %command% -dx11
110-120fps

On Windows 11
120-125fps

The game still fill a bit "slugish" even at 120fps
The mouse feels like it has input lag compared to playing on Win11
But totally playable on linux now

latent cove
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i had to use it when i was playing marvel rivals and using gamescope there to test some things for how mouse input worked in that game

cosmic field
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Just got this while rerolling gems.

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hmm I didn't get banned it seems. that was weird. wonder why that happened.

idle meteor
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Probably just a small error while reauthing that the anticheat caught. It happens

deft wagon
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Has anybody experienced a significant CPU spike after the latest update? Or was it just my system behaving weirdly

reef quest
ivory venture
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mine did this once with my vpn (although odd its never happened since), and all i did was turn off my vpn to resolve it. and now i can use my vpn again lol

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after it happened i also couldnt load back into the game, which is what i turned the vpn off to resolve

cosmic field
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It seemed to be a once a weird thing.

azure grove
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its just eac being eac

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usually it happens to everyone in the same instance

fringe quest
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had the same thing mid dungeon after i tabbed back into the game, prolly eac timeout

latent cove
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i got kicked from the game once with an error that said something like "anti-cheat violation". was able to restart the game and keep playing. nothing bad happened to my account either.

couldn't tell ya what the actual problem was, but as i wasn't doing anything wrong, i'm not really sweating it either

manic spade
deft wagon
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No it's not on launch, it's while idling in Stronghold

soft wind
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Haven't encountered this issue so far. When I was kicked it was on login and a second attempt usually fixed the issue.

Also i removed all start parameters. the shader cache is handled by my os integration (cachyos according to their documentation) so the issue in the pinned comment is no issue on cachyos with lts kernel.

wraith jewel
ivory venture
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i'm on cachyos too, 17% cpu usage on game launch

soft wind
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according to mangohud my cpu (9800x3d) is bored out. but graphics card is at 100%

ivory venture
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yeah my gpu is chugging, lowered my settings to keep room from getting too warm lol

soft wind
manic spade
drowsy kindle
latent cove
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no such thing as waste heat if your room is cold and it means you run the baseboard electric less often

distant sapphire
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I am trying to get my friend online to play Fellowship with me. We are both running CachyOS, and I do not have this problem, but he does. When he clicks Play in the launcher, it will launch the game and the intro cinematic will be extremely choppy. He can skip that, and then is able to choose his hero and log in, but when he does, he is stuck on the Traveling to the Stronghold and 9/10 times it will crash with some error about (timing out, some sort of request?) and then he has to try relaunching a few times and then is finally able to play the game. While talking on Discord too, when he is launching the game, it sounds like he is lagging out (people sound like a robot to him on Discord, and his system is utilizing a lot of resources?) He has also tried removing the shader thing I saw in the pin, but it didn't seem to help. This is the only game the he has issues with. Does anyone have any ideas on how to resolve?

wraith jewel
distant sapphire
pine solar
# distant sapphire Hey, thanks for responding. I didn't write that very well in my initial message,...

Hmm oddly enough, those are the exact symptoms of the issue. I can't really think of anything else that would cause that.

Maybe the command is failing for him for some reason.

Have him try manually finding and deleting that cache file to entirely rule out that it isn't the cache issue.

If he can't figure out how to do that, then just have him delete the game's prefix folder and launch it again. This will rule out the cache lag since the cache issue isn't present on first launch (and the cache is located within the games prefix).

The game's prefix folder is: 2352620

distant sapphire
soft wind
distant sapphire
shy mural
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Do you have this issue that once you Alt+Tab then the game stop refreshing?

ivory venture
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i know its a common problem in idle games, some users would be unable to leave the game running in an unfocused state

deft wagon
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Has anybody noticed mouse issues?
Like even though my mouse is always in the middle of the screen. I something notice that if I hold RMB then my mouse appears in different places?
Idk if it's a linux or a game issue.

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Add to the fact that your cursor is always lost in the sea of nameplates that keep jumping around, it's incredibly frustrating to lose your cursor position on top of that

shy mural
latent cove
# deft wagon Has anybody noticed mouse issues? Like even though my mouse is always in the mi...

hard to offer any advice on the matter without more information about your system

however, myself using cachyos, cachyos-proton, KDE plasma, no gamescope, i have observed that when I right click, it takes a moment for my cursor to actually register as locked in place, so even though it disappears and I can immediately use my mouse to pan the camera, the cursor is still able to mouse over things like tooltips and health bars

in my experience though, even with this, it tends to appear where I expected it to once I release the right mouse button

deft wagon
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I’m using Fedora, Wayland, nothing really fancy, just the default install

latent cove
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i haven't found any fixes or workaround for the slightly odd mouse behavior i experience, i just live with it and try to be conscious of where my cursor is when I do right click so I don't accidentally mouseover things in the brief moment the cursor is still apparently moving invisibly before it snaps into place

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I also haven't tested long enough to see if this behavior is replicable on windows

cerulean nebula
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I'm thinking of swapping off Windows to Linux for a variety of reasons, and I'm wondering how the game is running for y'all.

dense linden
manic spade
cerulean nebula
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Hell yea, glad to hear!

queen sparrow
soft wind
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To start with Linux gaming maybe bazzite would be more user friendly, but also cachyos with kde feels like a better windows and most things just work

dense linden
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Does someone know how to make the mouse cursor bigger? I tried some launching options but they didn't work. Then the KDE size modifier applies only to the desktop not to the game... 🤔

cerulean nebula
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I believe it's just a static image in the game

sullen birch
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I've tried searching this channel but couldn't find it, anyone else come across an anti-cheat error? Never had this before, just showed up randomly after I left a completed dungeon

Edit: and no, I'm not cheating, just running the game

smoky oxide
coarse helm
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how is linux performance and stability progressing, i havent played since the beta when i would crash at least once per hour

reef quest
reef quest
ivory venture
soft wind
dense linden
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Using ProtonUp-Qt allows you to download proton-CachyOS on any other distros, but using Proton Experimental Bleeding Edge should be enough.

latent cove
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did some more testing for the game today

I tried many versions of proton: 8 (game boots but isn't playable) 9, 10, experimental, hotfix, latest cachyosproton. shader compilation 100% CPU bug happens on all of them. tried a couple of different CPU schedulers too (cachyOS uses BORE by default, i also tried rusty and lavd through sched-ext. CPU usage bug still happens)

i did at least confirm something with the mouse input. in both windows and linux, when you are in-game, pressing right click doesn't immediately hide or even lock your cursor position. it's only after you've moved the mouse a little bit that it actually disappears and locks in place, which can result in unintended inputs or mousing over UI elements before the hide/lock happens

I also confirmed that in both windows and linux, that if right click and any movement key are pressed in close proximity to each other (doesn't have to be exact, the window was surprisingly large), the game will briefly stutter. hardly enough to be perceivable on its own, if it weren't for one thing: my OLED monitor has VRR flicker and the one time frame fluctuation causes the VRR flicker to happen. 100% reproducible, I can spam right click and A or D and watch the screen flicker, and it stops as soon as i stop pushing buttons

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i'm not an expert at reading the proton logs or anything, but looking at the proton log for this game when compared to a couple of other games that I know to work well using proton, nothing really jumped out at me as something obvious that i could raise as an issue on github

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I'm starting to suspect that something is happening in windows to specifically catch the pso shader precompilation threads and automatically throttle them so they don't take up all your CPU time as they're running

red mason
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I've been experiencing a lot of crashes tonight. Maybe 2 per game. I tried validating the game files but unfortunately didn't see any improvement. The latest crash gave me an assertion line. Anyone got any ideas on what to try next?

dense linden
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@latent cove Really good feedback! Devs should read your message 👍

broken isle
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I thought the anti cheat prevented game from working?

dense linden
queen sparrow
dense linden
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If the mouse cursor issue is also known for Windows players, they should try to fix it. Moreover, there are more and more Linux players. Then in my own opinion, with the Steam Machine announcement, developers should seriously support Linux if they want their game to succeed...

cerulean nebula
latent cove
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for all i know they're already aware. i think if they were serious about wanting to deal with user reported bugs there'd be a more organized form or platform for doing so

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feel free to repost my report(s) word for word wherever you think they'll read them, though

pine solar
# latent cove for all i know they're already aware. i think if they were serious about wanting...

They have been aware of this specific issue for months. There were very in depth bug reports about the issue ever since it first appeared months back. Unfortunately despite eventually being passed along to the devs, the response was pretty much along the lines of "Linux is unsupported so nothing will be done about this".

Come early access launch, things got to where they are now where everything is just lumped into one mega thread to get lost.

As far as I can tell, this Linux bug report thread exists solely for the community to identify and solve issues amongst themselves.

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The original archived bug report even states the exact build version number and date in which the regression first appeared. So they even have a starting point to help bisect the exact change that caused the regression in the first place.

Unfortunately as the devs have stated on multiple occasions, Linux isn't supported and whether the game works on Linux at all isn't a concern to them. So I doubt it'll ever get fixed unless it truly impacts windows users in some way. Or I guess it could end up being fixed by accident.

cerulean nebula
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To be fair, the game is still in EA, and is just over month old. The game still has pretty big issues unrelated to OS that I would hope are much much higher prio than getting the game running smoothly on Linux.

The game just got a new publisher who's titles tend to be quite Linux friendly, maybe it's cope but I think the game has a bright future on the platform

pine solar
# cerulean nebula To be fair, the game is still in EA, and is just over month old. The game still ...

Yea I'm not saying it needs to be top priority or anything. I'm just pointing out that it's an old regression (almost 3 months now) that the devs are already aware of and don't intend to look into or fix.

Tbh I had higher hopes of it being fixed in a following build way back when it first appeared and was reported in early September. But when early access launched with it unfixed I just assumed it's here to stay.

cerulean nebula
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Yea that's fair! Ultimately we are at the mercy of their desire to support it unfortunately

queen sparrow
latent cove
latent cove
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ok. so this setting doesn't seem to save for me. but, it appears to work exactly one time (the game exe removes these from engine.ini some point after loading the game if they're present)

any brave souls willing to test something?

REMOVE the portion of your launch properties that's deleting the shader cache for you. VERIFY that you have a shader cache file present by launching the game an additional time and making sure that your CPU usage gets pegged to 100% during the opening sequence

navigate to the prefix for your game (/steamapps/compatdata/2352620/pfx/drive_c/users/steamuser/AppData/Local/fellowship/Saved/Config/Windows/)

open Engine.ini

add the following to the bottom of it

[/Script/Engine.RendererSettings]
r.ShaderPipelineCache.StartupMode=2

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what i experienced: main menu no longer had 100% CPU usage. opening movie played as normal. Could load into the game as normal. I still experienced severe frame stuttering for 10~ seconds once I loaded into the stronghold, which still doesn't fully replicate the experience of playing on windows. still, progress! maybe one of us can find a cvar that keeps the cache threads in background mode....

pine solar
# latent cove ok. so this setting doesn't seem to save for me. but, it appears to work exactly...

Amazing work finding that! I just tested it myself and it seems to work perfectly. Until someone can find a way to properly set that cvar permanently we can set it in a launch command like my previous hack.

These launch commands will append it to the engine.ini file prior to launch:
Just the shader fix:
echo -e "[/Script/Engine.RendererSettings]\nr.ShaderPipelineCache.StartupMode=2\n" >> "$STEAM_COMPAT_DATA_PATH/pfx/drive_c/users/steamuser/AppData/Local/fellowship/Saved/Config/Windows/Engine.ini" ; echo "%command%" | sh

Shader fix as well as launcher skip:
echo -e "[/Script/Engine.RendererSettings]\nr.ShaderPipelineCache.StartupMode=2\n" >> "$STEAM_COMPAT_DATA_PATH/pfx/drive_c/users/steamuser/AppData/Local/fellowship/Saved/Config/Windows/Engine.ini" ; echo "%command%" | sed 's/fellowship/fellowship-launcher/' | sh

I'll test this in a proper run of the game tomorrow or so and if there's no unforeseen issues I'll pin the new launch command. This does seem like a better fix than simply deleting the cache file every time.

latent cove
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doing more experimenting. I enabled proton logs and ran the game at stock (no config changes)

PSOPrecompilePool spawns 12 threads on my CPU (7800x3d, an 8 core, 16 thread processor). UE documentation says the default behavior is to use 75% of available threads for this process, which aligns with the behavior I'm seeing in the logs

Next I set r.pso.PrecompileThreadPoolSizeMax to 4 and launched the game again, the logs show that PSOPrecompilePool is now only spawning a total of 4 threads. However, CPU usage still spikes to 100% once loaded into the stronghold, which suggests to me that while the PSO precache threads are definitely a contributing factor, it may not be the only one. i think some other background task is running away with all the CPU time

latent cove
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ok, in spite of the fact that we're running through proton, when the game is launched with -corelimit=n and -processaffinity=n values (change n to your desired number for each value, this goes after %command% in any launch properties, or can be used raw if you aren't using any other launch property), it appears that they're honored. I experienced significantly reduced stuttering time when loading into the stronghold when I set both to 8, forcing the game to use only 8 threads, and to try and force the assignment to physical cores

stepping through the proton log confirms that all of the threads that are definitively associated with only the game exe, no more than 8 of any kind of thread is spawned. the outlier I'm seeing is TAsyncThread, which still spawns 15 threads(!) on my 16 thread processor

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i don't know enough about wine, proton, and unrealengine to identify what the TASyncThread is or what it's associated with. ie, is this an unreal feature, is this part of a library/framework like .NET, is it part of the wine processes, etc

searching with duckduckgo is not very productive on this one

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re-verified for myself that launching with -dx11 still results in high CPU usage and significant stutters once loading into the stronghold. No PSO precaching is used in dx11 mode, so whatever is happening here is something else and not a matter of how the devs have misconfigured the PSO precaching process

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TASyncThread still spawns 15 threads even in dx11 mode, whatever process that is

latent cove
# pine solar The original archived bug report even states the exact build version number and ...

Is there a place I can view this bug report? I'm curious about what exactly was reported, and if it was limited to the PSO Precaching bug during the opening splash screens. I've pretty definitively ruled that out as the cause for the high CPU usage when loading into the stronghold, so if there was a time that this didn't happen, I'd find that interesting (though I admit I probably lack the expertise to figure out how to use that info to reconfigure the game or proton to stop it from happening on the current retail build)

latent cove
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not that it was particularly productive for "fixing" the game, but I played a bit with the core and affinity settings.

background mode set for the PSO precaching
nothing set for core or affinity
Stutters for upwards of 20 seconds after loading into the stronghold

background mode set for the PSO precaching
setting core/affinity to 6
Stutters for 5 seconds tops....

dropped core/affinity to 2
I could no longer perceive a difference between the average performance of the game (terrible) and when the stutter starts after loading into the stronghold

not many reasonable conclusions you can come to based on this

pine solar
# latent cove Is there a place I can view this bug report? I'm curious about what exactly was ...

Unfortunately no. All of those bug report threads are archived away in their respective beta test sections. In fact, not all of those are even accessible to private testers anymore.

What was reported was in reference to the pre-caching bug with an extra note of the stronghold CPU spike as both were new at the time.

In my initial bug report I speculated that it was likely a shader pre-caching issue. But ironically enough I later speculated that it might in fact not be shader related after noting that despite the CPU load, CPU temperature and power usage actually dropped to idle levels during the lag fest.

Without looking too much further into it at the time I assumed it might have been some weird game logic placing more of a phantom load on the CPU that was purely wasting cycles rather than actually processing anything (Although eventually I realised I was on the right track with my first guess and that it was indeed a shader cache related issue)

latent cove
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my partner plays too, she uses manjaro. I think their kernel uses the default linux scheduler (EEVDF?)

she did not see the same performance benefits I did from using the core and affinity arguments, interestingly enough

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cachyOS uses BORE out of the box (which is what i'm on) and it dramatically improved performance and reduced stutters once in the stronghold for me

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the switch from "deleting the shader cache" to the engine.ini tweak did help her, though

cerulean nebula
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Hamish just confirmed no more arc launcher in the future, so we'll hopefully have a slightly smaller launch command 😄

pine solar
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@latent cove I had some time to play tonight for an extended time with the shader cvar you discovered and it seemed to work perfectly fine with no hidden issues at all. So I've updated the pinned comment in this thread to use that method of fixing the launch problem instead of the old one. The old method is still mentioned in a comment below just in case it doesn't work well for anyone.

night robin
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Is anyone able to play the game after today's update?
I am running out of combinations to start the game with (proton version / launch options) and its just silently doesn't start.

queen sparrow
night robin
queen sparrow
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I'll let Gwen know so she can fix her pinned message

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PSA: IF YOU CAN'T LAUNCH THE GAME AFTER THE UPDATE TRY THIS
echo -e "[/Script/Engine.RendererSettings]\nr.ShaderPipelineCache.StartupMode=2\n" >> "$STEAM_COMPAT_DATA_PATH/pfx/drive_c/users/steamuser/AppData/Local/fellowship/Saved/Config/Windows/Engine.ini" ; echo "%command%" | sh

deft wagon
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I know they don't officially support linux but can they like... at least not actively break stuff MaraSADGE

deft wagon
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Anybody feeling FPS issues?

deft wagon
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Found the culprit lol

pine solar
# deft wagon I know they don't officially support linux but can they like... at least not act...

Tbf on the devs part, they didn't actively (or even passively) break anything in this case.

The Linux users affected by this are those who were using the community made steam launch arguments. To be even more exact, it only affects people who used the launcher skip variants of the command.

This is because the command explicitly replaces the launch exe with a seperate one. Since the launcher was removed this causes Steam to pass an incorrect launch argument to the system.

Anyone who launched the game without launch commands or with just the cache fix command ran into zero issues launching the game after today's patch.

deft wagon
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Fair enough. The command was required, from what I remember, because the game launched the launcher and you could'nt run the game

pine solar
latent cove
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I've put in a good chunk of time into the game now with the cvar I found, and I definitely concur with the pins, it's stable enough for everyone to use IMO. I've personally tested it on two different distros in two vastly different configurations

compared to deleting the shader cache on launch, I do experience slightly larger hitches when encountering a new shader effect, but the cache works as expected and I don't hitch the next time that situation happens. I think it may actually be the case that the CVAR sets the PSO precompilers to background and nothing in the game ever changes that mode lmao

tl;dr the game behaves about the way you'd expect with and without shader cache now

pine solar
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It's completely replaced the old deletion method in the pins for that reason now.

latent cove
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oh woops! sorry, I didn't mean to like. speak over you or like. be rude or anything. I saw your post

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perhaps I should rephrase it, I concur with your findings after doing my own longer term play with it

pine solar
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Oh no I didn't take it that way lol. I was just agreeing with you.

latent cove
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I think the -coreaffinity=n and -processaffinity=n are too specific / situational to recommend more broadly. I saw some improvement on CachyOS (uses BORE scheduler) when combined with forcing NTSYNC and KDE Plasma, but it did nothing to help my wife playing on Manjaro (whatever their default scheduler is, probably the one the linux kernel uses by default, EEVDF) and the x11 session her DE uses

pine solar
mental oyster
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Just as a heads up the pin still tells you to check the command below it if that one doesnt work, but those commands link to the SED version still

smoky oxide
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Do the new launch args completely get rid of the minute or so super high cpu usage very low fps when you first get into the stronghold for everyone else?

Still getting that even with new launch args.

pine solar
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@shut oar can we please get this unpinned now? It's no longer accurate.

pine solar
pine solar
smoky oxide
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Just slightly less bad?

zealous birch
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Hello all. Sorry if I am jumping in the conversation right now.

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I currently running on Proton Experimental.

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I’m clicking play and nothing happens. Key turns blue and then green again.
Ia there any fix?

wind wasp
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Did you remove the launcher skip?

zealous birch
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Hmm I think not.

wind wasp
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They removed the launcher, so remove it and it should work again

zealous birch
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Ok. I will try that thanks! I was wondering why it suddenly stopped working.

mental oyster
finite tulip
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My game on Linux Min (ubunutu) has been hanging since this morning. I removed the sed command yesterday, and everything worked well until today. I can launch the game and reach the character screen... however, when I select a character and enter the game, it hangs on the loading screen and a wait/kill message appears. It worked fine last night, and I haven’t installed any updates or made any changes since then. I have also verified both Proton and Fellowship files.

Are there any logs or similar files you would recommend checking to understand what might be causing the issue?

pine solar
finite tulip
pine solar
pine solar
finite tulip
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I am testing with "echo -e "[/Script/Engine.RendererSettings]\nr.ShaderPipelineCache.StartupMode=2\n" >> "$STEAM_COMPAT_DATA_PATH/pfx/drive_c/users/steamuser/AppData/Local/fellowship/Saved/Config/Windows/Engine.ini" ; echo "%command%" | sh" now

pine solar
# smoky oxide I see. What's the advantage of new args vs just deleting shader cache at launch ...

The new arg should at worst perform the same as the old. But theoretically (and confirmed from testing among a few people) it should perform a bit better.

To explain things a bit further, the old method avoided the shader cache loading issues via removing the shader cache entirely before launching the game. This lead to the game having to recreate and cache those shaders on each run of the game. Thus you'd encounter some stutters in the first dungeon you ran.

The new method changes how the game loads the cache which enables it to properly load it on Linux. This means you avoid those stutters entirely as you're actually leveraging the cache properly now.

On the other hand, there's an unrelated CPU spike that occurs right after loading into the stronghold regardless of laugh options that there is currently no easy way of fixing.

-# (GammaLyrae mentioned some other launch options pertaining to core counts that may lessen it, but you need to configure those values yourself based on your own hardware. And those don't actually do much of anything on mosts Linux schedulers)

pine solar
finite tulip
#

after adding pinned message as you suggested its not haning out yet, but still hasnt loaded into the game

pine solar
finite tulip
#

I had this echo "%command%" | sed 's/fellowship/fellowship-launcher/' | sh

#

I got this one after adding the snippet from pinned message

pine solar
#

Hmm. Are you experiencing any lag when on the menu before attempting to load in?

finite tulip
#

and im in now

#

i pressed ok, and tried to login again

#

and it works now 🙂

#

but its pretty much odd

#

Thanks for the help, ill keep you posted if I encounter it again

#

and thenks for holding my hand in this critical moment 😄

pine solar
#

Please do let me know if you do experience 100% CPU usage or lag in the menus prior to loading into the stronghold on future launches. It'd be helpful in diagnosing your issue and ensuring the pinned launch command is indeed accurate and works properly for everyone.

finite tulip
#

will reboot my pc soon and try again, so ill monitor performance in the background while launching the game

finite tulip
#

I rebooted pc and started the game again and idd cpu goes crazy on char screen and while entering the game. Ping seems to be stable.

#

and then game hangs again, cpu back to normal:

#

I press ok, and normally enter the game after that

#

but on initial login and game enter it hangs, second try is ok.

pseudo ferry
#

On Steam add -dx11 on launch options and use proton experimental

pine solar
#

It fixes it the same way it was fixed with the old launch option you were using before the recent patch. That way you don't have to deal with the DX11 builds issues.

#

I wonder why the new method doesn't fix the issue for you 🤔

#

And how many other people it also doesn't work for then.

finite tulip
#

if there are any logs that can help us find a root cause, please let me know - ill get them for you

#

we have a workaround for now

#

i am on linux mint if that means anything to you

#

I am going to test second command a bit later and let you know

#

Maybe I need older mesa version?

#

I am also going to try with mesa 24

pine solar
#

I wouldn't think that would have an effect on it. If anything a more recent Mesa version would be more likely to change anything.

#

For reference I'm on Mesa 25.2.4.

finite tulip
#

updated to:
driverInfo = Mesa 25.3.1 - kisak-mesa PPA
OpenGL version string: 4.6 (Compatibility Profile) Mesa 25.3.1 - kisak-mesa PPA

#

so this didnt help 🙂 as expected

#

But...I changed to second command from pinned list:
rm -f "$STEAM_COMPAT_DATA_PATH/pfx/drive_c/users/steamuser/AppData/Local/fellowship/Saved/fellowship_PCD3D_SM5.upipelinecache" ; %command%

#

and now game starts normally

#

after first try

smoky oxide
eternal agate
#

Does anyone experience hard freezes (around 1-1.5secs) inside of a dungeon?

I am not sure if it’s a Linux issue, or something related to my setup, but it did work before the last patch with the latest custom launch command (the pinned one).
The old launch command does not start the game anymore, that’s why I’ve switched.

Proton: Latest Experimental from Steam.
OS: Arch (Manjaro KDE)

Unfortunately I can only give you more information this evening, but wanted to ask anyway 🙂 maybe someone had the same issue.

smoky oxide
#

Yea I get the same randomly.

#

Usually goes away after a bit.

modern magnet
#

Yes, I perceive more frefzes inside a dungeon even after the startup hiccup.

#

Running the game with echo -e "[/Script/Engine.RendererSettings]\nr.ShaderPipelineCache.StartupMode=2\n" >> "$STEAM_COMPAT_DATA_PATH/pfx/drive_c/users/steamuser/AppData/Local/fellowship/Saved/Config/Windows/Engine.ini" ; echo "%command%" | sh

#

ProtonGE25. Just swapped to 26.

eternal agate
smoky oxide
#

After like 30 mins it usually goes away.

#

I use the old launch args though.

eternal agate
#

Have to try them again. Maybe I f*d something else up

finite tulip
eternal agate
#

There was like 800 updates while I was playing. Haven’t restarted in between. Yesterday it was also fine again with the old launch commands. Might’ve been an older driver or the launch command. I will try again with the new launch command to verify this

dire elbow
#

Got a small launching problem with linux(Omarchy) again. After the update it won't launch with this
env -u SDL_VIDEODRIVER bash -lc 'echo "%command% -d3d11" | sed '"'"'s/fellowship\.exe/fellowship-launcher\.exe/'"'"' | sh' anyone runnning into the same issue?

Proton 9.0.4

dire elbow
#

Fixed by shortening command to
env -u SDL_VIDEODRIVER %command% -d3d11

cerulean nebula
#

Yea fellowship-launcher doesnt exist any more

dire elbow
#

g2n did i over read it in the patch notes? or was it announced somewhere else?

azure grove
#

it was part of their publisher changing, dont think it was a major part of any patchnotes though

#

happened a little bit ago

austere wind
#

anyone else having problems being able to ping spells/items in game?
worked on windows, converted to linux and its borked.

i did delete the game settings to ensure they loaded fresh, and still this feature is broken.

latent cove
#

oops

#

realized i came to the same conclusion gwen did in terms of the game probably having bad sleep handling, but i'd momentarily forgotten they had the idea first and ended up presenting it as a new finding of my own

stoic sundial
manic spade
austere wind
#

@stoic sundial @manic spade

you guys nailed it.

while im not on mint, i am using cinnamon. didnt consider the wm.

mental oyster
#

is it normal for the logs to show a ton of x86/split lock detection warnings

cerulean shuttle
#

What distro are people using where Fellowship works? Was thinking of moving over to CachyOS if anyone is using that?

smoky oxide
#

Lotta people use catchy, I'm on mint and it works fine.

#

Catchy better for gaming AFAIK.

cerulean shuttle
#

Yeah I use Endeavour OS and Mac as my work machines. My gaming machine is Windows, but I have multiple drives so going to try dual booting where I can. See how it works out with what I play. Sadly I play both Space Marine 2 and Fellowship....which have anti-cheat

smoky oxide
#

Anti cheat no issue with fellowship.

#

Space marines works too I'm pretty sure but I only played at release.

#

So might've changed

#

Can look up games you wanna play on proton db to see linux compatability.

trail pine
#

I use vanilla Fedora and vanilla Debian, both work well for me for Fellowship and SM2

smoky oxide
#

Just can't play EA games cuz they suck.

tranquil pawn
#

Fedora

latent cove
#

I use CachyOS, Fellowship works for me. The issues I have either seem to be universal (affects windows users too) or are at least experienced more broadly on Linux and aren't just limited to CachyOS

dusk crown
#

I'm on Ununtu. Had to use gamescope to fix cursor lag issue and fix scaling. I'm on a 4k screen and scaling was pretty bad. Other than that it works wonderfully

tight bison
#

kubuntu:
echo "%command%" -dx11| sh

tight bison
#

dont use superscaling woth 1440p, fps cap at 60 and low framerate

mental oyster
#

on Cachy and it works fine

deft wagon
#

Folks, I have a weird issue, idk what's the cause.
I did recently swap from 3070 TI to 9070 XT, I didn't have this issue with nvidia but I also wasn't playing on max settings.
It's hard to see but the necrotic wave has these small reverberations.

#

And it's with literally any animation. It's very noticiable in Grove on the boss when he does his cone aoe as well

deft wagon
#

I've enabled vsync in the game and it seems the reverbs are gone but i'm very low on fps now

#
Screen 0: minimum 16 x 16, current 2560 x 1440, maximum 32767 x 32767
DP-3 connected primary 2560x1440+0+0 (normal left inverted right x axis y axis) 597mm x 336mm
   2560x1440    143.83*+

xrandr show's I'm at 144hz already.

#

Wait no it's actually due to this:

#

This setting makes these revebs appear

#

with the setting enabled.

pine solar
#

@deft wagon I'm assuming you're talking about these extra ghosty lines that are following the initial wave animation?

pine solar
# deft wagon Wait no it's actually due to this:

Ghosting like that is a very annoying side effect of most any temporal effect in video games. How visible the ghosting artifacts are will depend on the technique as well as its implementation, but it's not something that can be eliminated entirely when utilising temporal effects.

Stuff like this will show up most notably in games when using settings such as TAA, TSR (This is the setting you've noted in your image here 'temporal super resolution'), DLSS, FSR, etc.

There are many other effects in games that will make use of temporal data besides those, but they are the main ones you will find.

pine solar
#

The reason this happens when utilising such effects is because they rely on data from previous frames to create the visuals for the current frame. This is why they are known as 'temporal' effects (temporal as in relating to time).

In this case, it's using data from previous frames to help upscale a lower resolution image to match your screen's resolution.

The problem here comes from the fact that one frame ago the front of the wave was where you see the first 'reverb' behind the wave now.

Unfortunately the current implementation of UE5's TSR in Fellowship doesn't realise what the wave is. So when it goes to reconstruct your final frame with the data from the previous frame, it accidentally adds the front of the wave back in behind where the real wave currently is (but a little more transparent).

Even worse, this mistake will end up being repeated every frame, but now also with the mistakes it's been making each frame added into that. This leads to those 'reverbs' you notice.

pine solar
deft wagon
pine solar
latent cove
#

i'd rather have jaggies than smears

tight bison
#

guys, my mouse is missing alot, happens to someone else?
I have to shacke it then it be BIG(Kubuntu KDE Feature)

tight bison
ripe tide
#

console

#

oops

flint steppe
#

is the pinned command still the best option for running on linux?

modern magnet
#

Yes

queen sparrow
#

Just reviving this thread.

If you haven't checked the pins and are having issues on linux check this message.

#1428219331556151306 message

I'll make sure Gwen or I will check to make sure things are working okay after Pre-Season 2 goes live.

cerulean nebula
#

Appreciate it!

cerulean shuttle
#

I use CachyOS and recent build works fine, or so I hear CL5_MonkaCough I just run default proton settings

#

I never used any of the special settings in the live build either to be fair

smoky oxide
#

Hurray

tranquil pawn
#

👍

ebon oasis
#

Im also on CachyOS and the latest build (before the season 2 patch) works fine for me too. I dont experience much difference when using either ⁨-dx11⁩, the long background-shader or no launch arguments. I also dont experience a noticeable difference between using proton-native, proton-slr or proton-experimental.
I experience frame drops sometimes but its not game breaking. I lowered shadows quality which i think helped. I increased the maximum shader cache size which may have had an effect, not sure yet.
My cast bar is quite choppy on linux compared to windows which is strange but not game breaking.
Im on a geforce 5060ti

cerulean shuttle
#

I had choppy cast bar on Windows as well 🙈 Fair enough, I expect the experience to be worse then windows anyways, but playable I guess

deft wagon
#

anybody experiencing weird audio issues in game? I constantly hear weird static sound even with audio muted

cerulean nebula
#

Everything seems normal for me, on Cachy / Niri

deft wagon
#

The bug where nothing is clickable on the UI is back as well

cerulean shuttle
#

Damn, I only have an issue that if I hold more than a button on the mouse and move it the camera spasm

#

I usually hold right click to move character and camera. If I click left while moving or spazes out

deft wagon
#

The weird this is i have audio muted, in game and in the os, everything's fine in character selection screen but as soon as i load into stronhold i get static from speakers

#

if i unmute audio and force everything through the headphones i get 0 static in headphones but speakers still have static

smoky oxide
#

I have similar issue. I think I fixed it with this.

#

Will update though.

lapis falcon
deft wagon
#

Has anybody noticed a severe performance degradation in general since the patch? I have 9070 XT and I get like 20fps in some places — it’s absolutely ridiculous

tribal remnant
#

Subjectively, it feels like performance has tended to drop over time through every playtest and release, at least on a low-end linux system

deft wagon
#

No more weird static from speakers!

#

Thank you!!!

red mason
#

Hey guys, I'm stuck with the challenge "play game" button stuck being grey without clicking it. Any suggestions?

eternal agate
ebon oasis
#

I still have some pretty bad frame drops/freezes sometimes. Not sure whats causing it. Doesnt seem to happen every dungeon

cerulean nebula
#

I believe that's a game-wide issue. At least I've heard my windows friends complain about it as well

heavy shale
#

Playing on Linux Mint via Proton, game runs great! However, I am unable to trigger the shift+4 keybinding. I tried rebinding it to shift+4 but then I realised I can't trigger that specific key combination at all - however as you can see by me typing 4 here (4! 4!) my keyboard works just fine. its just that combination which doesn't trigger in game at all. Like, when I try to bind to that combination it wont let me and it just binds left shift instead.

Anyone else have the same issue?

azure grove
#

its not finished on mint and causes this issue

#

if you wanna use wayland you should be on something like cachy

heavy shale
#

Oh, okay. Didn’t know I used wayland, assumed it defaulted to X. Thanks!

#

I just want something stable 😅

azure grove
#

theres an option for it on your login screen, you might have accidentally turned it on

#

if its happening on x11 then uhhhh, idk, i had that exact issue with mint wayland

#

im still on 22.2 though so it might have been some shit 22.3 did if you are using that

ebon oasis
#

My castbar is now smooth 🤨 🤔

heavy shale
pine solar
# ebon oasis My castbar is now smooth 🤨 🤔

The castbar thing has existed for a long time (as long as I can remember tbh).

It's not a Linux or Windows thing though. It's actually influenced by your ping oddly enough. High ping equals choppy castbar for some odd reason.

ebon oasis
#

I do not believe thats the case for me. I had ping 45 with 0% PL when it was choppy.

cerulean nebula
#

It's always choppy in the stronghold for some reason, even on Windows

ebon oasis
#

Not for me its not, not anymore

azure grove
#

the entire instance ran at a low tick and you could feel it on dummies

#

its fine for me now tho

cerulean nebula
#

Ah nice, yea I've been playing mara this go around, so I havent been doing much casting in stronghold

dense linden
#

I am unable to launch the last game version on CachyOS... Did I miss something?

azure grove
#

what proton ver and what launch params

dense linden
#

Last proton-cachyos and no launch option.

azure grove
#

throw it on experimental, not a GE build or anything

#

if it still doesnt launch youl have to track down the proton logs and see whats happening

dense linden
#

How do I do that?

azure grove
#

do what, enable logs?

#

or change proton

dense linden
#

Enable logs

azure grove
#

<!-- Please add `PROTON_LOG=1 %command%` to the game's launch options and attach the generated $HOME/steam-$APPID.log to this issue report as a file.

#

from the proton github

#

i cant read through your logs for you, but if you see anything weird there

#

attach it to the fellowship issue on the github

vapid sorrel
#

have any of you linux ppl had issues opening the store and purchasing stuff? i wanted to buy the new raptor mount but whenever i click on it, it just tries to load a modal or something then closes, never taking me to any payment process. i am on the steam deck if that matters, and have $ on my steam account to use

smoky oxide
#

need to have steam overlay enabled

cerulean shuttle
vapid sorrel
#

Thank you!

torn glen
#

about 1/4 of dungeons after 1-5m i DC after this patch. i can rejoin, but i usually DC 1m after that. i've set my TTL value

#

like this:

sysctl net.ipv4.ip_default_ttl
net.ipv4.ip_default_ttl = 128
torn glen
#

might be something with new 6.12.74 kernel which i also recently upgraded

cerulean shuttle
dreamy sequoia
#

Hey all, just did a fresh install of Omarchy and am unable to get fellowship to launch. Game says "launching" then "running" then stops with no errors or any msg. I've tried Proton Hotfix, Expiermental, and 10.0-4. As well as the launch option echo "env -u SDL_VIDEODRIVER %command%" | sed 's/fellowship/fellowship-launcher/' | sh with no luck. Any suggestions? Running a RTX 3080 if that matters.

tired mason
#

do other games launch fine?

dreamy sequoia
#

Yes, so far I've gotten arc raiders working with exp and launch options. And mega bonk worked out of the box.

dreamy sequoia
#

And I just confirmed bannerlord works as well, all i changed was swapping to experimental

narrow dome
dreamy sequoia
#

@narrow dome tried using protonGE this morning before seeing this and it seems to be working with just GE! But im saving this just incase it breaks. Thank you ❤️

smoky oxide
smoky oxide
#

Anyone else's game running like crap after a while?

#

I load in have ~80 fps then do dungeon and it gets progressively worse until I'm at 20fps on boss.

ebon oasis
#

I dont experience degrading performance over time. My only performance issue is sudden freezes once in a while

torn glen
untold scaffold
#

any recomendations to fight microstutters ? Cachyos. Game runs fine, ocassional microstutters and sometimes missing swirlies in wymrheat/cirthrel

queen sparrow
#

I was having that issue on DX11 pre season 1

untold scaffold
queen sparrow
#

Dx12 fixes it

queen sorrel
#

unsure if linux related but game no like me, first time in 200h tho

smoky oxide
#

It happens a lot to everyone.

smoky oxide
#

do not the 590 drivers

#

just realized that's been why I've been perma 30fps in dungeons lately.

#

rolled back to 580 and bing chilling at 100+ fps again.