#:penguin: Linux Thread
1 messages · Page 2 of 1
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).
Well just in case there is anything I might be able to offer to help. Two questions:
What compositor do you run? (KDE, Gnome, Hyprland, Niri, etc)
Are you running the game via gamescope?
Compositor: Hyprland
Not gamescope, just in Steam launch options.
Not gamescope, just in Steam launch options.
Does this mean you launch the game with gamescope in the launch options?
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
(NVIDIA card btw)
Is there some way I can get logs of what is happening so I can debug it?
No, no gamescope at all, I meant that I put the pinned launch recommendations in the Steam launch options.
Glorious eggroll proton fixes this fixes this
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.
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
Installing ProtonGE fixed it for me :D
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
that actually fixed it for me 💀
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.
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
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
-dx11
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).
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
the dx12 build is unplayable for me as an amd user; constant 100% cpu and performance stutters
Have you tried the launch command in the pinned comment?
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.
its the ue5 shader comp issue, which gets mostly fixed under dx11, so idk if the dx11 vs dx12 comparison can be generalized as "dx12 is better on amd"
I did clearly state that DX12 ran better with the shader fix.
Without that fix it's clearly worse for the first few minutes until the lag passes. But once the issue is no longer in the picture the performance is better than DX11.
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
if you're going to use gamescope and your mouse feels weird, you might experiment with the --force-grab-cursor option and see if that feels any better
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
Just got this while rerolling gems.
hmm I didn't get banned it seems. that was weird. wonder why that happened.
Probably just a small error while reauthing that the anticheat caught. It happens
Has anybody experienced a significant CPU spike after the latest update? Or was it just my system behaving weirdly
Normal happens on windows too
are you using a vpn?
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
after it happened i also couldnt load back into the game, which is what i turned the vpn off to resolve
It seemed to be a once a weird thing.
had the same thing mid dungeon after i tabbed back into the game, prolly eac timeout
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
If it's on launch, check the pins in this thread
No it's not on launch, it's while idling in Stronghold
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.
If you're referring to the high CPU usage on game launch, I'm using the lts kernel and have that problem
i'm on cachyos too, 17% cpu usage on game launch
according to mangohud my cpu (9800x3d) is bored out. but graphics card is at 100%
yeah my gpu is chugging, lowered my settings to keep room from getting too warm lol
not a problem currently in europe 😉
When I play Fellowship the room gets +4°C when compared to other rooms in the appartment 
I've got omarchy with nvidia, I was able to get it working using steam flatpak
Game is 🔥
same lol. my PC is in a modestly sized room
no such thing as waste heat if your room is cold and it means you run the baseboard electric less often
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?
check out the pinned message, sounds like the cache issue 🙂
Hey, thanks for responding. I didn't write that very well in my initial message, but we have tried that, and no luck unfortunately 🙁
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
Going to try that tomorrow. Thank you!
Do you both made the steam adjustments? Like disabling shader cache and using the cachy proton version?
I would link the cachy faq for it but due to the cloudflare outage it’s not possible from my location.
I will verify that they have disabled the shader cache later today when we meet. We are using the Cachy Proton for sure. Thank you for checking in on us!
Do you have this issue that once you Alt+Tab then the game stop refreshing?
your display manager might pause unfocused windows
i know its a common problem in idle games, some users would be unable to leave the game running in an unfocused state
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.
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
I'm using cosmic, what's the minimal recommended window manager for gaming?
I was using GNOME before, but since the recent update when they introduced scaling factor, I had weird clicking offset in fellowship and some weird behavior with the mouse in general.
KDE has been solid for me
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
I’m using Fedora, Wayland, nothing really fancy, just the default install
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
I also haven't tested long enough to see if this behavior is replicable on windows
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.
As for me, with a full AMD computer on CachyOS it runs pretty well.
I decided to switch to Linux because the game didn't work on my Windows for some unknown reason. I've never gone back to Windows since then!
It runs great, Nvidia GPU with Linux Mint
Hell yea, glad to hear!
So we have the shader cache issue so you have to decide between it taking 2-3 minutes to load the game on start up or having some frame drops for the first 2-3 minutes.
Being in eternal it's rare I'm turning the game on and instantly in a dungeon so it's fine.
That's the only major issue.
See the pins for more details.
Rock solid. Shader issues exists in some proton versions. However on cachyos it runs super smooth without any start parameters or extra voodoo.
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
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... 🤔
I believe it's just a static image in the game
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
What proton version are you running?
how is linux performance and stability progressing, i havent played since the beta when i would crash at least once per hour
its normal, happens in windows too, you should be able to log back again after a bit
my girlfriend plays on linux, works fine, only thing that dont work is the cinematic. And she plays on a 10 year old rig
i got hit with that, just ignore it
cachyos version of proton, should be possible to also get it for other distros
Using ProtonUp-Qt allows you to download proton-CachyOS on any other distros, but using Proton Experimental Bleeding Edge should be enough.
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
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
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
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?
@latent cove Really good feedback! Devs should read your message 👍
I thought the anti cheat prevented game from working?
Nope! Game is fully working.
Devs don't officially support linux. We were reporting the cache bug back in closed beta when it first appeared and it wasn't a priority to them.
So sadly we likely won't get much support if any.
Maybe the Steambox could change that 🤞
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...
Gaming on Windows isnt getting any better any time soon:
unfortunately they have literally zero presence in this thread, and looking at the other feedback channels doesn't give me good feelings about the odds of any bug report being read and addressed either. completely disorganized free form messages by the thousands with no meaningful way to search for duplicate or adjacent issues
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
feel free to repost my report(s) word for word wherever you think they'll read them, though
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.
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.
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
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.
Yea that's fair! Ultimately we are at the mercy of their desire to support it unfortunately
Our best hope is to have the steam machine get popular. If they start seeing a massive uptick of Linux users they will 100% looking into the issue and Gwen did a ton of work for them already with the amount of testing and details put into the report. So I wouldn't be surprised if it was pretty easy to identify the problem and fix it.
I'm not sure what I find more surprising, the fact that at one point the game didn't behave like this, or that the exact patch it happened on was understood and that bisection was made as easy as possible for the devs and they still didn't do it
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
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....
r.ShaderPipelineCache.StartupMode
this cvar defaults to 1 which is "fast" mode. 2 changes it to "background" mode
documentation for validation:
https://unrealdirective.com/resources/console-variables/r-shaderpipelinecache-startupmode
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.
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
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
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
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
TASyncThread still spawns 15 threads even in dx11 mode, whatever process that is
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)
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
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)
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
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
the switch from "deleting the shader cache" to the engine.ini tweak did help her, though
Hamish just confirmed no more arc launcher in the future, so we'll hopefully have a slightly smaller launch command 😄
@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.
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.
So I think they removed the launcher with this update so that might be messing with the launch code we use. I'm at work so can't test right now
You might be absolutely right! I just tried the command options without a launcher and the game starts! Thank you
I'll let Gwen know so she can fix her pinned message
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
This worked for me (Bazzite)
I know they don't officially support linux but can they like... at least not actively break stuff 
Anybody feeling FPS issues?
Found the culprit lol
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.
Fair enough. The command was required, from what I remember, because the game launched the launcher and you could'nt run the game
Yea even though later proton versions enabled the use of the launcher myself and a lot of others stuck with that command just to skip it anyway.
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
I've also played with it a bit over the past couple of days and can also confirm this.
It's completely replaced the old deletion method in the pins for that reason now.
oh woops! sorry, I didn't mean to like. speak over you or like. be rude or anything. I saw your post
perhaps I should rephrase it, I concur with your findings after doing my own longer term play with it
Oh no I didn't take it that way lol. I was just agreeing with you.
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
I've not tested them myself but I'd agree. It's not worth recommending as they require a bit of consideration on the users part for a gain that they may not even achieve.
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
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.
@shut oar can we please get this unpinned now? It's no longer accurate.
No that's unavoidable even with the new arguments sadly
Just in case you misunderstood, it's actually referring to the unpinned comment directly below the pin.
I see. What's the advantage of new args vs just deleting shader cache at launch then?
Just slightly less bad?
Hello all. Sorry if I am jumping in the conversation right now.
I currently running on Proton Experimental.
I’m clicking play and nothing happens. Key turns blue and then green again.
Ia there any fix?
Did you remove the launcher skip?
Hmm I think not.
They removed the launcher, so remove it and it should work again
Ok. I will try that thanks! I was wondering why it suddenly stopped working.
Ah okay, thought it was referencing the other pinned comments
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?
When you say you "removed the sed command". Do you mean you removed just that portion of it, or that you removed the entire command?
The cache loading bug still exists and still requires a launch command to fix.
Please try the launch command in the latest pinned comment and let me know how things work for you.
will do, thanks. Yesterday worked without any command in launcher
Nah I replaced the main pin with a newer method for fixing the cache loading bug that should be better. But just in case it doesn't work for everyone I kept the old method listed in an unpinned message directly below it.
Was that the first time you played the game? Or at least the first time with that version of proton?
I have been playing since the game launch
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
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)
That's very odd then.
Unless, was yesterday the first day you played without any launch command?
yes, after yesterdays patch game was not launching so i removed the "sed" command, game launched and i played. Today I was getting stuck in loading screen
after adding pinned message as you suggested its not haning out yet, but still hasnt loaded into the game
Ok well that explains it, if your old 'sed command' was the full one that contained the 'rm' command at the beginning.
I had this echo "%command%" | sed 's/fellowship/fellowship-launcher/' | sh
I got this one after adding the snippet from pinned message
Hmm. Are you experiencing any lag when on the menu before attempting to load in?
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 😄
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.
will reboot my pc soon and try again, so ill monitor performance in the background while launching the game
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.
On Steam add -dx11 on launch options and use proton experimental
Sounds like the new command isn't fixing the shader cache issue for you. Please change to the 2nd command listed in the most recent pinned comment.
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.
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
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.
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 "$STEAM_COMPAT_DATA_PATH/pfx/drive_c/users/steamuser/AppData/Local/fellowship/Saved/fellowship_PCD3D_SM5.upipelinecache" ; %command%
and now game starts normally
after first try
Ah ok, thanks for the info that makes sense!
Does anyone experience hard freezes (around 1-1.5secs) inside of a dungeon?
I am not sure if it’s a Linux issue, or something related to my setup, but it did work before the last patch with the latest custom launch command (the pinned one).
The old launch command does not start the game anymore, that’s why I’ve switched.
Proton: Latest Experimental from Steam.
OS: Arch (Manjaro KDE)
Unfortunately I can only give you more information this evening, but wanted to ask anyway 🙂 maybe someone had the same issue.
Yes, I perceive more frefzes inside a dungeon even after the startup hiccup.
Running the game with echo -e "[/Script/Engine.RendererSettings]\nr.ShaderPipelineCache.StartupMode=2\n" >> "$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.
Had it in the all 3 dungeons I made yesterday. Whats a bit in your case?
Have to try them again. Maybe I f*d something else up
have you tried updating your gpu drivers? I've noticed better game performance with the latest mesa 25.3.1
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
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
Fixed by shortening command to
env -u SDL_VIDEODRIVER %command% -d3d11
Yea fellowship-launcher doesnt exist any more
g2n did i over read it in the patch notes? or was it announced somewhere else?
it was part of their publisher changing, dont think it was a major part of any patchnotes though
happened a little bit ago
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.
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
are you using a wm where alt is being used as a modifier?
I know I had issues with ALT because it's the default key used to move and resize windows on some distro. On Linux Mint, for example, I switched it to the Super (windows) key. May be helpful
@stoic sundial @manic spade
you guys nailed it.
while im not on mint, i am using cinnamon. didnt consider the wm.
is it normal for the logs to show a ton of x86/split lock detection warnings
What distro are people using where Fellowship works? Was thinking of moving over to CachyOS if anyone is using that?
Lotta people use catchy, I'm on mint and it works fine.
Catchy better for gaming AFAIK.
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
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.
I use vanilla Fedora and vanilla Debian, both work well for me for Fellowship and SM2
Just can't play EA games cuz they suck.
Fedora
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
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
kubuntu:
echo "%command%" -dx11| sh
dont use superscaling woth 1440p, fps cap at 60 and low framerate
Bazzite
on Cachy and it works fine
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
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.
@deft wagon I'm assuming you're talking about these extra ghosty lines that are following the initial wave animation?
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.
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.
Fellowship and Space Marine 2 should run fine on any distro really. But to answer the question, I'm using Fedora and have had no issues getting the game running.
Thank you for the detailed explanation, I appreciate it!
I assume this would happen then to everybody? I’ve asked a windows user friend who has this setting enabled and it looks fine for him. Perhaps it’s because his whole frame is of different size? I’d guess it’s simply not upscaled then to his resolution, so his resolution has to be smaller?
This indeed happens to everyone, no exceptions. It has nothing to do with OS or hardware. If your windows friend beleives they don't get ghosting artifacts with TSR enabled, then they simply aren't noticing them.
Some people just don't notice things like that similar to how some people don't notice artifacts from frame generation.
yeah. being able to spot even minor variations of these visual artifacts is what drives me to focus more on native resolution performance and AA techniques that don't rely on temporal data
i'd rather have jaggies than smears
guys, my mouse is missing alot, happens to someone else?
I have to shacke it then it be BIG(Kubuntu KDE Feature)
i think setting to fullscreen solved👍
is the pinned command still the best option for running on linux?
Yes
Just reviving this thread.
If you haven't checked the pins and are having issues on linux check this message.
I'll make sure Gwen or I will check to make sure things are working okay after Pre-Season 2 goes live.
Appreciate it!
I use CachyOS and recent build works fine, or so I hear
I just run default proton settings
I never used any of the special settings in the live build either to be fair
Hurray
👍
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
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
anybody experiencing weird audio issues in game? I constantly hear weird static sound even with audio muted
Everything seems normal for me, on Cachy / Niri
The bug where nothing is clickable on the UI is back as well
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
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
I have similar issue. I think I fixed it with this.
Will update though.
nobara 43 + experimenal and the launcher command here: https://www.reddit.com/r/fellowshipgame/comments/1pumnza/comment/nvtdnxo/ (i use the first one) and the game runs flawlessly
Thanks. Will try!
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
Subjectively, it feels like performance has tended to drop over time through every playtest and release, at least on a low-end linux system
That fixed it!!!
No more weird static from speakers!
Thank you!!!
Hey guys, I'm stuck with the challenge "play game" button stuck being grey without clicking it. Any suggestions?
Same on my side. It seems the latest patch (pre season 2 start) fixed a lot for Linux. I can now play without any additional custom commands!
Can’t speak for anything earlier than that. Haven’t played since December.
I still have some pretty bad frame drops/freezes sometimes. Not sure whats causing it. Doesnt seem to happen every dungeon
I believe that's a game-wide issue. At least I've heard my windows friends complain about it as well
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?
dont use wayland
its not finished on mint and causes this issue
if you wanna use wayland you should be on something like cachy
Oh, okay. Didn’t know I used wayland, assumed it defaulted to X. Thanks!
I just want something stable 😅
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
My castbar is now smooth 🤨 🤔
Hmm I’m definitely on the latest release, installer just a couple weeks ago
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.
I do not believe thats the case for me. I had ping 45 with 0% PL when it was choppy.
It's always choppy in the stronghold for some reason, even on Windows
Not for me its not, not anymore
this was something to do with strongholds tickrate last season i think
the entire instance ran at a low tick and you could feel it on dummies
its fine for me now tho
Ah nice, yea I've been playing mara this go around, so I havent been doing much casting in stronghold
I am unable to launch the last game version on CachyOS... Did I miss something?
what proton ver and what launch params
Last proton-cachyos and no launch option.
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
How do I do that?
Enable logs
<!-- 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
Compatibility Report Name of the game with compatibility issues: Fellowship Steam AppID of the game: https://store.steampowered.com/app/2352620/Fellowship/ System Information GPU: GeForce RTX 4060 ...
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
need to have steam overlay enabled
Yeah this is irrelevant of linux, you need to enable steam overlay
Thank you!
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
might be something with new 6.12.74 kernel which i also recently upgraded
It's an issue on their end I believe see #📢announcements message
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.
do other games launch fine?
Yes, so far I've gotten arc raiders working with exp and launch options. And mega bonk worked out of the box.
And I just confirmed bannerlord works as well, all i changed was swapping to experimental
The launcher isnt used anymore. Can you try this launch options? 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
@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 ❤️
I haven't needed any launch options since the big patch fwiw.
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.
I dont experience degrading performance over time. My only performance issue is sudden freezes once in a while
i experience 1/10 instances i load into running at 1/2-1/4 normal FPS. reloading instance fixes it
Ok thanks for info
any recomendations to fight microstutters ? Cachyos. Game runs fine, ocassional microstutters and sometimes missing swirlies in wymrheat/cirthrel
Are you on DX11?
I was having that issue on DX11 pre season 1
Ye, its dx11
Dx12 fixes it
unsure if linux related but game no like me, first time in 200h tho
It happens a lot to everyone.