#Framerate caps at 30 when in levels (Linux)

1 messages · Page 1 of 1 (latest)

deft valve
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Basically the title, the caveat being that when in the hub or main menu, the framerate seems to match the setting from options. IIRC when I played this 2 years ago, I think I just switched to windows to avoid the problem, but I've only seen one other report about this with no resolution.
I've attached two screenshots just to clarify where things are happening. It almost appears to be capped at 30, as it hovers there without really going below it regardless of how messy things get. It would be really nice to play this on linux without this weird framerate issue, as trying to play at 30 fps is pretty painful comparing it with how fun it was when it ran properly.

System info:
CPU: Ryzen 9 7950X3D
GPU: RTX 3090 (using nvidia supplied drivers)
Kernel: 6.8.1-arch1-1 x86_64
Proton version: GE-Proton9-1 (same issue occurs regardless of proton verison)
DE/WM: Plasma 6 as well as Xmonad

amber moon
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probably not likely to be fixed unless a native linux port of FP2 happens, which doesn't seem to be in the pipeline unfortunately

wary kelp
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Which brings a question of what's stopping linux native port, as in my testing the only issue i have encountered was 2 shaders misbehaving due to opengl having inverse axis, which can be quite easily fixed

Anyways, what is the refresh rate of your screen, and does it also happen in X11 sessions? I seem to recall there being an Nvidia-specific bug where Xwayland windows (and irrc wine/proton still output only to X11?) would render at 50% of the system refresh rate

deft valve
wary kelp
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Huh, my 2060S worked with Wayland just fine entire time i used Arch on this pc
Anyways, i can't really test it on my end due to the linux drive being in a box but my Intel laptop runs the game at ~50fps (it's trying to do 60 and the iGPU suffers, but not locked to 30), so it might be another nvidia issue

You can check what FPS Wine believes it's rendering at by launching it with WINEDEBUG=-all,+fps env variable, which will print the average FPS into the console

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My native Linux recompile on the other hand:

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Smooth 60 fps on the same hardware uwu

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I sadly cannot send you the recompile, as the core game lacks OpenGL/Vulkan shaders needed - so i would need to send the entire recompiled game and that is not allowed

amber moon
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you could possibly send the recompile to a GT member (read: Sabrina herself most likely) to see if it can get approved for full release

deft valve
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is the recompile just the game's assemblies ran through a c# decompiler and built with mono?

wary kelp
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Recompile is imperfect as decompiling the game is a lossy process. However, even in the decompile the only issue encountered when building for Linux was some shaders not cooperating on OpenGL - and these were fixed with a block:

#if defined(SHADER_API_GLCORE) 
<invert Y axis here>
#endif
deft valve
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if that's the case, I might be able to manage it myself... possibly

wary kelp
deft valve
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pain

wary kelp
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This being said devs with source access could likely make such build without any trouble, especially since they have much more shader experience than i do
and i have encountered no other issues that were specific to linux - even the included Rewired input package has Linux libraries included

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And it would also allow for enabling OpenGL shaders in windows build, which will help with compatibility with older hardware especially now that DX9 shaders are broken in new builds of the game