Reddit Linux_Gaming

Reddit Linux_Gaming Feed abonnieren
A subreddit for discussions and news about gaming on the GNU/Linux family of operating systems (including the Steam Deck).newest submissions : linux_gaming
Aktualisiert: vor 5 Minuten 9 Sekunden

Discord Streaming

17. November 2025 - 20:42

Does anyone else have all kinds of problems with this? The last post I see on the issue was like 9 months ago, and it was a celebration of 'yay we have audio now' which is nice, and it does seem to output audio now. In fact it sure looks and sounds like if I stream on Linux, I get pretty much the full experience.

There's just one problem now which is I am getting bizarre black artifacting. I'm on Arch Wayland with an NVIDIA GPU, so I don't know, maybe that's the problem, but I dunno. Obviously, everything is fine when on Windows. Anyway, so it does work, but it's just not good enough to stream, not really. The 'artifacting' basically takes the form of a weird black bar that flashes on the screen for a microsecond.

Anyone else get this? Anyone else fix it?

submitted by /u/Severe_Safe
[link] [comments]

OS/Proton for Dummies?

17. November 2025 - 20:14

Hi,

It could be the fact that I am on mobile, but I was hoping I could find a Linux install for dummies.

Specifically for Mint/Pop/whatever the actual best OS for a lifetime windows user and someone who only has minor Ubuntu experience should install.

If I missed a completely obvious pinned post I apologize.

Best, BHN

submitted by /u/BeverlyHillsNinja
[link] [comments]

Optimal drivers/translator for spesific games

17. November 2025 - 20:11

Is there a website or tool to check what version drivers, proton, other translators, to use with spesific games? I think i stumbled upon something like this some time ago, but I cant remember it's name or if it's still maintained. If not, is this something that is wanted?

submitted by /u/SuperHofstad
[link] [comments]

Would you even consider someone like me to be a Linux user?

17. November 2025 - 19:57

Hello guys. I have no background in programming, CS, anything like that. I am a law student in a Central European country. I am not significantly more tech literate than the average person, as I only know several bash commands, plus I google more if need be.

However, my computer has had Linux (more precisely, Ubuntu) installed for the past 3,5 years. I used to dualboot Windows for precisely one game - Counter-Strike 2. However, after I got rid of my addiction to that game, I discarded Windows.

I play all of my video games on Linux, I am writing my graduation thesis using LibreOffice on Linux, and so forth.

Would you even consider me to be a Linux user, even without deep programming background?

Thoughts?

submitted by /u/Various_Maize_3957
[link] [comments]

What's the most elegant solution for managing dual-booting between Linux and Windows?

17. November 2025 - 19:47

So I've been trying out Linux gaming on an older gaming laptop with Bazzite for awhile and been having a good time. My main gaming PC (on Windows 11) chose to completely die last week, and I just ordered an all-AMD build with the intent to switch to Linux primarily. However there will be a few games that just won't be viable in Linux because of anti-cheat, so I'm going to maintain a separate m.2 drive with a small Windows 11 install on it for the few games that I can't easily do in Linux.

My question: is there any kind of elegant tool for managing dual-booting in this scenario? My last experience with dual-booting OS's for gaming purposes was back in the Intel Macbook Pro days when I had a Windows 7 install for gaming, and managing it at the time was super easy (in terms of getting it set up, easily choosing which OS to boot into when turning on the PC, etc.).

submitted by /u/Droney
[link] [comments]

steamtinkerlaunch window doesnt appear

17. November 2025 - 19:20

Hello

I've become stumped. On every game I try the game starts with proton without ever opening the steamtinkerlaunch window. i've set the forced compatibility to open with steamtinkerlaunch so the window should open. When i forcibly try to open the window in terminal this error comes up:

/home/xxx/stl/prefix/steamtinkerlaunch: line 5808: : command not found

i went out and checked what the line 5808 was and its this

"$YAD" --f1-action="$F1ACTION" --image "$SHOWPIC" --image-on-top --scroll --center --window-icon="$STLICON" --form --center "$WINDECO" --title="$TITLE" \"$YAD" --f1-action="$F1ACTION" --image "$SHOWPIC" --image-on-top --scroll --center --window-icon="$STLICON" --form --center "$WINDECO" --title="$TITLE" \

something to do with yad, but i have it up to date (9.3). not sure what else to do anymore.

submitted by /u/r0ttt_
[link] [comments]

Has anyone managed to get Naruto Online running properly?

17. November 2025 - 19:17

Hello,

I'm trying to get Naruto Online running without much success (link to game website). It's a Flash game, but since its deprecation it moved to a downloadable game client in the form of .exe. I tried running it in Bottles 52.1 with different runners and dependencies, as well as through Steam as a non steam game on different proton versions. The furthest I got is, the game installs fine and the login window pops up as intended, but it is black and non-interactive apart from moving its position on the screen and X button for closing.

As for flash, I tried using Ruffle, the loading screen appears and even loading screen animation starts playing, but it gets stuck at 0% with the message "[flash/core/LoginConfig.xml] loading failed!" (the message is in the place where it says what's currently happening, like checking version, loading assets...).

I've been stuck at this for a while; whether it's for wine, flash or something else, any help is very appreciated.

inxi -Fxz

console output when bottles is started with terminal, launch the game, minimize the game window, restore it, move it, and close with X button (from line 531 to the end is printed once the window is interacted with)

System summary:

Linux Mint 22.2 Cinnamon v.6.4.8
Linux Kernel 6.14.0-35-generic
Laptop HP ProBook 430 G3
CPU Intel Core i3-6100U
GPU Intel Skylake GT2

submitted by /u/vokazoo
[link] [comments]

How can i fix CS2 Anti-cheat

17. November 2025 - 19:04

so im using rn cachy os and when i try to play online it show me this can anyone help me and thx btw
those are my lunch option : prime-run game-performance %command%

submitted by /u/krhte
[link] [comments]

Complete graphics crash on Minecraft.

17. November 2025 - 19:01

I'm using prism launcher on my Linux Mint to play Minecraft, and every single version, whether it be new or old, has this one weird problem. The game runs fine, the system was work, but for some reason the moment I tried to close out of the game, or if the game crashes, my computer just completely crashes, unable to do literally anything except move my mouse.

I have done a lot of different fixes, and none of them work. So I'm reaching out to the community to hope that you guys can help. Forgive my blurred speech, I am very tired and I just want this to be fixed.

submitted by /u/Adamjoko
[link] [comments]

Wait for Steam Machine or get Framework now

17. November 2025 - 18:19

Hi, i currently rocking a 5700G that is getting a bit long in the tooth. I sold my main computer three years ago and used this since then. I love the silence and power efficiency.

Currently, there are three options for me to consider:

  1. Get Strix Halo in form of the smallest framework desktop (385 with 8050s should be plenty for my use case)

  2. Wait for Steam Machine (could be a long wait if i remember from steam deck)

  3. get 8700g now and replace my motherboard, ram and cpu, essentially only reuse my drives, psu and case

Main use case is working (freecad, krita etc), but i often fire up a game or two. I use steam for every game and often stream to my steam deck. However, i often get the impression, that the game is running better on steamdeck itself, i basically only stream to it because of the storage.

Every day i am using my 5700G, i feel it more and more. World of warships is running badly, BG3 is almost unplayable, it is no fun.

I don't want a full pc again so i am looking for a small portable machine that i can take with me on vacation or to work.

submitted by /u/SirKatzenjack
[link] [comments]

Question about HDR in games

17. November 2025 - 17:03

Hey all, so I've went back and started playing through the 2 ff7 remakes and there's something that bugs me more in these games than any other and that is that it seems like the bright areas are too bright no matter what settings I change. Now Idk if that's considered to be washed out because although bright areas are bright to where the color is in fact getting washy, shadow/dark areas are nice and dark and everything pops, same in dark scenes, everything's real dark but blue lights and magic and stuff like that looks absolutely gorgeous.

I had a funny experiment last night where I booted the game in HDR, then disabled HDR in plasma, then in the game kept HDR turned on. Every single detail looked amazing, bright scenes and dark scenes and it was just great. So that makes me think maybe gamescope and plasma are doubling the HDR space so to speak.

I don't have pics atm but can get some if needed. I've got an Rx 7900 xt using HDMI 2.1 with and LG 32ML600M-B. Looking online the specs for it says 300 nits which isn't HDR compatible but it gets picked up in system as capable and also using the HDR settings in windows it just always looked great, so I know my hardwares capable but idk if it's time to blame HDR in Linux cause it looks fantastic on the desktop.

Thinking at this point I just want an answer 😅 thanks for taking the time to read

submitted by /u/thepaleman3492
[link] [comments]

VKD3D 3.0 released!

17. November 2025 - 16:58

Lots of changes and improvements!

Full changes here.

I'm going to leave you with the full changelog because this is amazing. There are lots of improvements in performance, speed, and more! Although it's very technical to read all of this.

A new major release, yay!
A few milestones have been reached over the last year, warranting a new major bump.
It's been quite a while since the last release due to new things coming up constantly.
These tags are mostly arbitrary anyway, and tend to be done when islands of calm and stability emerge.

Major items DXBC shader backend rewrite

u/doitsujin rewrote the entire DXBC backend, replacing our legacy vkd3d-shader path.
DXVK and vkd3d-proton now share the same DXBC frontend which gives us clean,
"readable" (as readable as DXBC can be) and lean IR to work with.
dxil-spirv standalone project now supports DXBC as well as a result.

Lots of games which used to be completely broken before due to bugs and missing features
in the legacy vkd3d-shader backend are now fixed. E.g. Red Dead Redemption 2 runs just fine now in D3D12 mode.
Some recently released DXBC based games also only work on the new path.
The amount of regressions found the last months in DXBC games has been very minor,
but it's possible there are still bugs in this area.
However, given that DXVK uses it now as well, it's been battle tested quite extensively already.

FSR4 support

We added support for AGS WMMA intrinsics through VK_KHR_cooperative_matrix and VK_KHR_shader_float8,
which is enough to support FSR4.
Note that these shaders are tightly coded for AMD GPUs with some implementation defined behavior
(particularly around matrix layouts), and they will not necessarily work on other GPU vendors.

There is also a quite hacky emulation path of this which relies on int8 and float16 cooperative matrix support,
which can run on older GPUs at significant performance cost (and some cost to theoretical correctness).

Note that the default "official" build of vkd3d-proton only exposes this feature when the native
VK_KHR_shader_float8 is properly supported, i.e. RDNA4+ only.
The emulation path is available when building from source with the appropriate build flags.
The decision to not include this emulation path by default is over my pay grade.
The aim is to be able to ship FSR4 in a more proper way in Proton.

Features

We've more or less caught up on the things we can feasibly implement,
so there isn't much exciting stuff happening on the feature front.

  • Implemented experimental support for D3D12 work graphs. No real-world content ships this yet. This implementation is far from complete, but it works on "any" GPU since we emulate the feature with normal compute shaders. Funnily enough, the performance of this emulation can massively outperform native driver implementations of the feature in many scenarios we've tested (at the cost of some extra VRAM usage). See docs/ for more details on implementation and some performance numbers.
  • Expose AdvancedTextureOpsSupported by default from SM 6.7 if VK_KHR_maintenance8 is supported.
  • Expose the recently added sparse TIER_4.
  • Bump exposed D3D12SDKVersion to latest 618.
  • Experimentally expose support for opacity micromaps. There are some details which aren't quite compatible with the D3D12 API, but some basic demo content is working fine.
  • Add support for AMD_anti_lag when exposed. The current implementation does not take frame-gen into account.
  • Implement support for tight alignment from recent AgilitySDK.
  • Add support for shared resource path on upstream Wine.
Performance
  • Overhaul the texture copy batching situation. The new batching logic should be able to improve performance in many more cases than before.
    • Implemented support for VK_KHR_unified_image_layouts. Image copy batching in particular can take advantage of this to avoid a lot of unnecessary barriers.
  • Removed manual clear workaround on newer (6.15.9+) kernels on AMD, where an old kernel regression was finally fixed. Kernels older than 6.10 are also not affected by this workaround.
  • Use push descriptor path on Qualcomm GPUs over BDA for speed.
  • Improve handling of GDeflate when decompression extension is not available. We now ship our own fallback shader in GLSL instead of the more awkward HLSL shader that dstorage ships.
  • Bump DGC scratch size on NVIDIA. Should avoid some massive perf drops in Halo Infinite on NVIDIA.
  • Add performance optimization for The Last of Us Part 1 to prefer 2D tiling on 3D images. Requires an update to Mesa as well to get the proper effect.
  • Handle depth/stencil <-> color image copies better when VK_KHR_maintenance8 is supported.
  • Make use of VK_EXT_zero_initialize_device_memory to avoid manual clears on allocation.
Fixes
  • Emit render pass barriers as expected on tiled GPUs. Fixes misc rendering bugs reported on e.g. Turnip.
    • For performance reasons, we deliberately skirt the spec a bit on desktop GPUs.
  • Fixed a bunch of minor correctness problems exposed by new Vulkan-ValidationLayers.
  • Adjust how PointSamplingAddressesNeverRoundUp is reported to match recent driver behaviors.
  • Fix overflow bugs in massive (> 4GiB) sparse resource handling.
  • Fix reporting of some esoteric format properties to better match native drivers.
  • Fix handling of NULL acceleration structure descriptors.
  • Fix some texturing bugs in Helldivers II on NVIDIA.
  • Fix some bugs with memory type handling on very old NVIDIA GPUs.
  • Fix bug when pixel shader includes root signature.
  • Make ClearUAV barrier insertion the default now. Too many games screw this up, and D3D12 drivers seem to do it by default.
  • Fix shared fences when initial value is not 0. Fixes some Star Citizen issues.
  • Fix rare deadlock scenario in Ninja Gaiden 4. Fixes some long-standing issues with how we deal with fence rewinds.
  • Fix some long-standing issues with how we deal with placed MSAA resources and alignment.
  • Make sure we don't clear memory of imported resources. This doesn't fix any known games, but you never know :V
  • Improve correctness for many odd GS/HS/DS corner cases with primitive types and API validation.
  • Fixes crashes when index buffer SizeInBytes = 0, but VA was invalid. Seen in some Saber Interactive games.
  • Fixes some potential deadlocks in VR interop APIs when multiple threads attempt to acquire Vulkan queue.
  • Fixes 16-bit aligned structured buffer strides. Not observed in any real content, but you never know!
Workarounds
  • Add FF VII rebirth sync bugs workarounds. Fixes some rare GPU hangs.
  • Add misc AMD workarounds for Monster Hunter Wilds caused by bugged hardware around sparse SMEM.
    • A proper hardware workaround in RADV is still pending.
  • Workaround some Starfield bugs around NonUniformResourceIndex use.
  • Add performance workarounds for extremely large tessellation factors used in misc new Koei Tecmo games.
  • Add Wreckfest 2 workarounds for illegal texture placement aliasing. Fixes some broken textures.
  • Add barrier in Satisfactory that game missed. Fixes some corrupt rendering especially on AMD.
  • Ignore NOT_CLEARED flags on allocation in all games now. Native drivers seem to always clear regardless of the flag, and e.g. Street Fighter 6 relies on NOT_CLEARED memory to actually be cleared :(
  • Workaround some issues with RGB9E5 and alpha write masks observed in Ninja Gaiden 4.
  • Add missing barrier in Death Stranding (the older build, not Director's Cut).
  • Add missing barrier in Wuthering Waves.
  • Workaround bugged uninitialized loop variable in Dune MMO.
  • Disable UAV compression in Spider-Man Remastered. Fixes some weird RT issues on RDNA2.
  • Add Root CBV robustness workaround for Gray Zone Warfare.
  • Disables color compression in Rise of the Tomb Raider. Fixes some glitches due to game bug on AMD.
  • Workaround some bugs in Port Royal benchmark.
  • Workaround Mafia: Definitive Edition hanging GPU when using FSR on startup due to use-after-free.
    • The workaround applies to all uses of FSR. Plausibly workaround a hang in MGS: Delta as well, but not confirmed it was this bug.
  • Workaround Control RT path occasionally observing NaNs due to bad normalize() patterns.
  • Workaround Final Fantasy Tactics Ivalice Chronicles illegally using dynamically indexed root constants.
Misc
  • Added a lot more debug instrumentation as usual.
    • Not user facing, so omitting details.
  • Make it a bit easier to use vkd3d-proton in Linux-native projects.
  • Remove DXVK_FRAME_RATE to align with DXVK's removal. Only VKD3D_FRAME_RATE remains (at least for now).
submitted by /u/rec0veryyy
[link] [comments]

Control Bazzite laptop with XB1 controller or Steam Deck?

17. November 2025 - 16:36

I have a gaming laptop with Bazzite and Steam installed. It’s working great and it recognizes my XBox One controller via bluetooth for input to games, and it works without issue and I can connect it to my TV via HDMI. So far everything works fine. I want to use it like a game console , leave it hooked up to the TV and sit my fat butt on the couch or bed and control the PC from my XB1 controller, or maybe even use my Steam Deck as a controller such that I can navigate the PC outside of games, especially the Steam app just using the controller. Has anyone done this?

submitted by /u/guitarot
[link] [comments]

Seiten