Reddit Linux_Gaming

Do i need to CAP my FPS to half while using new Nvidia SmoothMotion? (RTX 40 series)
So i did read somewhere that on Windows is normal to cap them to half... i have a 144hz monitor so i capped to 72... But i got a problem and is MangoHUD is showing in games still 72FPS... Is because MangoHUD cannot detect the generated FPS by SmoothMotion?
This is the launch option that i use on STEAM: env NVPRESENT_ENABLE_SMOOTH_MOTION=1 %command%
https://download.nvidia.com/XFree86/Linux-x86_64/575.57.08/README/nvpresent.html
I did use the "Debug" option and it says SmoothMotion was on.
Thanks for the help!
submitted by /u/Altair12311[link] [comments]
WiVRN Launching Games Issues
I've been trying to get VR to work on linux (using OpenSuse Tumbleweed) but I've been having three main issues: One, games simply do not launch in VR mode when I launch them normally with WiVRN running. Two: They do work when I launch them through the application launcher that appears but it disappears so quickly I can't launch any games most of the times and sometimes it just shows no applications. Three: The launcher does not pick up any non-steam games. Anyone else struggle with these and figure anything out?
submitted by /u/BluesDriveAmelia[link] [comments]
TLOUP1 Dualsense Haptics
Dualsense Haptics seem to not function. I've looked everywhere online, seems the general consensus is they should. I've tried:
- Disabling steam input (works for all other features)
- Plugging in the controller (same as above)
- Adding controller UDEV rules
- Renaming the controller via Wireplumber conf
- Manually bridging audio (which works but concerts ALL audio to haptics)
- Every proton version under the sun including GE and the custom versions specifically for haptics
I can confirm haptics work generally as I can force them to work by routing all audio to them. The speaker also works as I can force all audio to go through them as well.
Anyone else experienced this? Hopefully fixed it as well?
Notes: I'm running Arch Linux with the standard kernel
submitted by /u/montmaj[link] [comments]
I got Cyberpunk running with HDR and FSR4 (GoG version over Lutris) - but my cloud saving feature does not work
Edit: I think, the functionality is called Cross-platform sync and is something different from the cloud sync.
So, yesterday I tinkered 6 hours to get Cyberpunk running with HDR, FSR4, RT and all the good stuff. It was not trivial, as I am using Debian 13 and had to use a new mesa driver that I installed to /opt. But now it is working with a small wrapper.
But before tinkering, my Cloud saves worked and it is hard to find information about that topic, as most of the information point to the GalaxyClient. But I know for sure, that the feature worked before without having to start the full Client in the background.
ChatGPT told me, that Cyberpunk may use some dlls to do cloud sync and does not rely on the running client. But I dont know, if it is hallucinating. I would appreciate some inputs from you guys.
submitted by /u/nordcomputer[link] [comments]
Godot 4.5 Open-Source Game Engine Released With A Multitude Of Improvements
New Windows FSR 4.0.2 DLL performs better in Linux than FSR 4.0.0 (Optiscaler 0.9.0-pre)
Tested on an RX 7800 XT!
This had me scratching my head, but it checks out, as far as I can tell. Using the DLL from this excellent news over at r/radeon, I compared it on CachyOS Linux under the same conditions with the results I had a couple of days ago testing Alan Wake. First and second screenshots are with the new DLL of FSR 4.0.2. Third screenshot is with FSR 4.0.0.
Note: With the new DLL, at certain angles FSR 4.0.2 "Ultra Quality" has a visible foliage shimmer compared to the usual FSR 4.0.0 DLL I use in my initial video. The three screenshots are showing the "Ultra Quality" frame rate. Using the "Quality" FSR preset with the new DLL doesn't produce visible foliage shimmer and the frame rate jumps to 150 FPS, with excellent image quality, at the exact same point shown in the screenshots.
submitted by /u/cellfourteen[link] [comments]
Can anyone Help me with this?
I am trying to install [Hollow knight] from fitgirl repack on my linux mint system through Heroic. [ I know it has a linux version, But I want to try installing a Fitgirl ot DODDI game in my system through this ] .
1.CPU: 12x 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz
2.Memory: 16.49 GB
3.GPUs:
GPU 0:
Name: NVIDIA Corporation GA107M [GeForce RTX 3050 Mobile]
Memory: - 4 GB
4.GPU 1:
Name: Intel Corporation TigerLake-H GT1 [UHD Graphics]
5.OS: Linux Mint 22.2 (Zara) (linux)
6.Heroic: 2.18.1
All files are ok and whenever I try to run the installer, it shows this
submitted by /u/Fun-Ad-481[link] [comments]
Anyone else having issues with the Emulation Station (ES-DE) App Image?
I'm running Linux Mint XFCE on a laptop and desktop, and both systems have the same issue with ES-DE where no games can be run as it can't find any emulators (RetroaArch, Duckstation etc.).
I've installed the RetroArch and Duckstation app images, tried moving them to several locations including /home/my_username/Applications, /home/my_username/ES-DE/emulators and /home/my_username/ES-DE/custom_systems.
Under /home/my_username/ES-DE/settings, I even created a 'es_systems.xml' file and manually specified the filepath for each core in RetroArch + location of Duckstation, but this still doesn't work.
Games launch fine if I open them directly through RetroArch or Duckstation.
submitted by /u/I_Dont_Have_Corona[link] [comments]
Alienware m11xR2
I have an Alienware m11xR2 that I want to switch to Linux but still play the games from that time period. I have looked a bazzite but it doesn't let me pick that old of a gpu "Nvidia 335m". Any suggestions on what distro I should choose so I can just boot up and play the older games like oblivion and fallout new Vegas that I used to play all the time on it. I'm somewhat technical but mostly with windows, I haven't messed with Linux much because I mainly use my computers for gaming.
submitted by /u/vapenerd[link] [comments]
FF7 rebirth vram usage
As the title states I was trying out FF7 rebirth on proton latest using heroic games launcher. I have an rtx 4060 mobile with 8gb vram. In windows my vram usage stays and 7.5 gb and sits there comfortably while playing again 1440p however when using Linux my vram often hits 8gb and crashes due to memory issues.If anyone else has played this game on a 8gb vram card how was your experience on Linux
Note : I am running it on the high preset
submitted by /u/Fantastic_Mirror_345[link] [comments]
Problems trying to play online games on Lutris
I was trying to play Ultimate Chicken Horse with my friends (they are windows users) and after launching the game (a caribean copy) the online mode was simply not available. My friends could play with each other, but I couldn't. By the way, I'm using the flatpak version of Lutris.
submitted by /u/AkariElverum[link] [comments]
Poor performance on Monster Hunter World
Hey all,
I recently installed Fedora 42 on my gaming PC and I wanted to play Monster Hunter World on it. I saw that it was good on ProtonDB but I am having major stuttering and low fps issues when I boot up the game.
I have pre-processed the shaders, I have tried using different proton versions, I have reinstalled the game but I am still coming across the same issue.
Does anyone know how to fix this?
Specs:
Ryzen 5 5600x ,Radeon 6600xt ,WD SN850X
submitted by /u/cheeselover382[link] [comments]
all games crash immediately when starting (arch)
I've noticed that on steam all of my games crash immediately when starting and steam just seems very buggy, for examples if I focus on another window and then go back to steam it will just freeze for some reason. I checked the output from the terminal after launching steam from there and it seemed to think I was running ubuntu for some reason.
It there some setup step I'm missing here? I can't find much info online about this.
[link] [comments]
Steam slow download speed
Steam download speed is unusually slow going from 5 mb/s peak before to only 1,5 mb/s now. I have tried steam_dev.cfg edit, reinstalling steam and disabling ip6 and changing my dns server to no avail. I also checked if I accidentally enable download speed limit on steam and download region. I know it's not ISP throttling due to the fact VPN did not change the peak download speed and my laptop which still uses a windows 10 download at 5 mb/s peak.
submitted by /u/Ladanat[link] [comments]
[HELP] Wolfenstein: The New Order - Black Screen with launch audio
On Mint, running on a RTX 3050 Laptop with 6GB VRAM, and a intel i5 with 16GB RAM.
Running the propriatary drivers because of fucking Optimus (Driver package 525)
Have tried both Proton GE 10-9 and Proton 9-04
Game launches with a black screen, plays all of the audio for the titles, then the main menu audio plays over a black uninteractable screen. Managed to somehow get access to the console output via alt-f4 on my second attempt with Proton 9-04 and grabbed the following:
Wolfenstein The New Order.1683.12274 win-x64 Retail Jun 18 2014 14:27:05
Wolfenstein The New Order.1683.12274
------ Initializing File System ------
Current search path:
C:/users/steamuser/Saved Games/MachineGames/Wolfenstein The New Order/base/
Z:/home/alexandashebang/.steam/debian-installation/steamapps/common/Wolfenstein.The.New.Order/base/
file system initialized.
BenchmarkGameData: ofs 0 and 0x151060480x
41 microseconds
13 microseconds
15 microseconds
13 microseconds
12 microseconds
11 microseconds
12 microseconds
12 microseconds
12 microseconds
11 microseconds
Average seek time without outliers: 12 microseconds
fileBenchmarkImpliesGameIsOnHD: true
---------------------------
idStreamingInstallManager::Init: using langMask 1 for lang english
1 CPU package, 14 physical cores, 20 logical cores
log file 'qconsole.log' opened on Tue Sep 16 13:00:59 2025
2803 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42 & AVX & HTT
65536 kB 1st level cache, 2097152 kB 2nd level cache, 25165824 kB 3rd level cache
13680 MB System Memory
Winsock Initialized
Found interface: {00000002-0000-0000-0000-4E6574446576} enp7s0 - 192.168.1.155/255.255.255.0
Found interface: {00000003-0000-0000-0000-4E6574446576} wlp8s0 - 192.168.1.223/255.255.255.0
Sys_InitNetworking: adding loopback interface
Executing default.cfg for device #0...
execing joystick.cfg
Executing default.cfg for device #1...
execing joystick.cfg
Executing default.cfg for device #2...
execing joystick.cfg
Executing default.cfg for device #3...
execing joystick.cfg
idLib::SetProduction( PROD_PRODUCTION )
OpenDLCFileHandles: 0 packages mounted.
WARNING: Config file "wolfConfig.cfg" not found
Command line is: "Z:\home\alexandashebang\.steam\debian-installation\steamapps\common\Wolfenstein.The.New.Order\WolfNewOrder_x64.exe" -window
providerName:
driverDesc: Intel(R) Graphics (RPL-S)
driverVersion: 31.0.101.4576
found driver 31.0.101.4576 (limit: 0.0.0.0)
------- Initializing renderSystem --------
PreliminaryRenderSetup
---registered window class
---registered fake window class
---registered context window class
GetWGLExtensionsWithFakeWindow: OpenGL Vendor: "NVIDIA Corporation"
GetWGLExtensionsWithFakeWindow: OpenGL Renderer: "NVIDIA GeForce RTX 3050 6GB Laptop GPU/PCIe/SSE2"
GetWGLExtensionsWithFakeWindow: OpenGL version: "4.6.0 NVIDIA 575.64.03"
---using WGL_EXT_swap_control
---using WGL_EXT_swap_control_tear
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
----- GL_Init -----
OpenGL version 4.6
GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer
GL_ARB_arrays_of_arrays GL_ARB_base_instance
GL_ARB_bindless_texture GL_ARB_blend_func_extended
GL_ARB_buffer_storage GL_ARB_clear_buffer_object
GL_ARB_clear_texture GL_ARB_clip_control
GL_ARB_color_buffer_float GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth
GL_ARB_compute_shader GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted GL_ARB_copy_buffer
GL_ARB_copy_image GL_ARB_cull_distance
GL_ARB_debug_output GL_ARB_depth_buffer_float
GL_ARB_depth_clamp GL_ARB_depth_texture
GL_ARB_derivative_control GL_ARB_direct_state_access
GL_ARB_draw_buffers GL_ARB_draw_buffers_blend
GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced GL_ARB_enhanced_layouts
GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility
GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility
GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock
GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
GL_ARB_get_program_binary GL_ARB_get_texture_sub_image
GL_ARB_gl_spirv GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64
GL_ARB_half_float_pixel GL_ARB_half_float_vertex
GL_ARB_imaging GL_ARB_indirect_parameters
GL_ARB_instanced_arrays GL_ARB_internalformat_query
GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range
GL_ARB_multi_bind GL_ARB_multi_draw_indirect
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_polygon_offset_clamp
GL_ARB_post_depth_coverage GL_ARB_program_interface_query
GL_ARB_provoking_vertex GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior GL_ARB_robustness
GL_ARB_sample_locations GL_ARB_sample_shading
GL_ARB_sampler_objects GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot GL_ARB_shader_bit_encoding
GL_ARB_shader_clock GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote GL_ARB_shader_image_load_store
GL_ARB_shader_image_size GL_ARB_shader_objects
GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod GL_ARB_shading_language_100
GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack
GL_ARB_shading_language_include GL_ARB_shading_language_packing
GL_ARB_shadow GL_ARB_sparse_buffer
GL_ARB_sparse_texture GL_ARB_sparse_texture2
GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions
GL_ARB_stencil_texturing GL_ARB_sync
GL_ARB_tessellation_shader GL_ARB_texture_barrier
GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range
GL_ARB_texture_compression GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic
GL_ARB_texture_filter_minmax GL_ARB_texture_float
GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels
GL_ARB_texture_query_lod GL_ARB_texture_rectangle
GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8 GL_ARB_texture_storage
GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle
GL_ARB_texture_view GL_ARB_timer_query
GL_ARB_transform_feedback2 GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object GL_ARB_vertex_program
GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array
GL_ARB_window_pos GL_ATI_draw_buffers
GL_ATI_texture_float GL_ATI_texture_mirror_once
GL_S3_s3tc GL_EXT_texture_env_add
GL_EXT_abgr GL_EXT_bgra
GL_EXT_bindable_uniform GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate
GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
GL_EXT_depth_bounds_test GL_EXT_direct_state_access
GL_EXT_draw_buffers2 GL_EXT_draw_instanced
GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays
GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query
GL_EXT_packed_depth_stencil GL_EXT_packed_float
GL_EXT_packed_pixels GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_polygon_offset_clamp
GL_EXT_post_depth_coverage GL_EXT_provoking_vertex
GL_EXT_raster_multisample GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs GL_EXT_sparse_texture2
GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_array
GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
GL_EXT_texture_filter_minmax GL_EXT_texture_integer
GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object
GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_decode GL_EXT_texture_storage
GL_EXT_texture_swizzle GL_EXT_timer_query
GL_EXT_transform_feedback2 GL_EXT_vertex_array
GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit
GL_EXT_window_rectangles GL_EXT_x11_sync_object
GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge
GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
GL_KHR_context_flush_control GL_KHR_debug
GL_EXT_memory_object GL_EXT_memory_object_fd
GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile
GL_KHR_no_error GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness GL_EXT_semaphore
GL_EXT_semaphore_fd GL_NV_timeline_semaphore
GL_KHR_shader_subgroup GL_KTX_buffer_region
GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect
GL_NV_bindless_multi_draw_indirect_countGL_NV_bindless_texture
GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent
GL_NVX_blend_equation_advanced_multi_draw_buffersGL_NV_blend_minmax_factor
GL_NV_blend_square GL_NV_clip_space_w_scaling
GL_NV_command_list GL_NV_compute_program5
GL_NV_compute_shader_derivatives GL_NV_conditional_render
GL_NV_conservative_raster GL_NV_conservative_raster_dilate
GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles
GL_NV_conservative_raster_underestimationGL_NV_copy_depth_to_color
GL_NV_copy_image GL_NV_depth_buffer_float
GL_NV_depth_clamp GL_NV_draw_texture
GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility GL_NV_explicit_multisample
GL_NV_feature_query GL_NV_fence
GL_NV_fill_rectangle GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_coverage_to_color
GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric
GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough GL_NV_gpu_program4
GL_NV_internalformat_sample_query GL_NV_gpu_program4_1
GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64 GL_NV_gpu_program_multiview
GL_NV_gpu_shader5 GL_NV_half_float
GL_NV_light_max_exponent GL_NV_memory_attachment
GL_NV_mesh_shader GL_NV_multisample_coverage
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2 GL_NV_path_rendering
GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range
GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_primitive_shading_rate GL_NV_query_resource
GL_NV_query_resource_tag GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_representative_fragment_test
GL_NV_sample_locations GL_NV_sample_mask_override_coverage
GL_NV_scissor_exclusive GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float GL_NV_shader_atomic_float64
GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64
GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object
GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint
GL_NV_shading_rate_image GL_NV_stereo_view_rendering
GL_NV_texgen_reflection GL_NV_texture_barrier
GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map
GL_NV_texture_env_combine4 GL_NV_texture_multisample
GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed
GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_transform_feedback
GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory
GL_NV_uniform_buffer_std430_layout GL_NV_vdpau_interop
GL_NV_vdpau_interop2 GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3
GL_NV_viewport_array2 GL_NV_viewport_swizzle
GL_NVX_conditional_render GL_NV_gpu_multicast
GL_NVX_progress_fence GL_NVX_gpu_memory_info
GL_NVX_nvenc_interop GL_NV_shader_thread_group
GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview
GL_OVR_multiview2 GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
X..GL_AMD_multi_texsubimage not found
Couldn't find proc address for: glGetMultiQueryObjectuivAMD
---using GL_ARB_texture_multisample
---using GL_ARB_texture_compression
---using GL_EXT_texture_compression_s3tc
---using GL_EXT_texture_filter_anisotropic
---using GL_EXT_direct_state_access
---using GL_ARB_sampler_objects
---using GL_ARB_vertex_buffer_object
---using GL_ARB_map_buffer_range
---using GL_ARB_draw_elements_base_vertex
---using GL_ARB_vertex_array_object
---using GL_ARB_vertex_program
---using GL_ARB_get_program_binary
---using GL_ARB_uniform_buffer_object
---using GL_ARB_occlusion_query
---using GL_EXT_timer_query
---using GL_EXT_framebuffer_object
---using GL_EXT_framebuffer_blit
---using GL_ARB_pixel_buffer_object
---using GL_EXT_pixel_buffer_object
---using GL_EXT_depth_bounds_test
---using GL_ARB_sync
---using GL_ARB_debug_output
Free vram: 5559.88MiB
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
Initializing OpenGL subsystem
ShowGameWindow: (0, 0) 1920 x 1080, full screen
OpenCachedPagesFile: Z:\home\alexandashebang\.steam\debian-installation\steamapps\common\Wolfenstein.The.New.Order\virtualtextures\_vmtr.pages
21 pages locked in Z:\home\alexandashebang\.steam\debian-installation\steamapps\common\Wolfenstein.The.New.Order\virtualtextures\_vmtr.pages
0.0 seconds for FinishFeedback()
PHYSICAL_PAGES_POOL_VMTR
------------------------
total : 1024
locked : 6
current: 6
free : 1018
100 % empty hash table entries
100 % pages 0 steps down the hash chain
0 % pages 1 step down the hash chain
0 % pages 2 steps down the hash chain
0 % pages > 2 steps down the hash chain
------------------------
0.0 seconds to load and lock 21 pages
S 4096 4096 1 linr DXT5 clmp 16384k _physicalvmtrpages1
S 4096 4096 1 linr DXT1 clmp 8192k _physicalvmtrpages0
S 4096 4096 1 linr DXT5 clmp 16384k _physicalvmtrpages2
S 128 128 1 linr DXT5 clmp 16k _physicaluniquepages1
S 128 128 1 linr DXT1 clmp 8k _physicaluniquepages0
S 128 128 1 linr DXT5 clmp 16k _physicaluniquepages2
S 128 128 1 linr DXT5 clmp 16k _physicaluniquediffuseonlypages1
S 128 128 1 linr DXT5 clmp 16k _physicaluniquediffuseonly2pages1
virtual texture 1:
S 2048 2048 12 nmn RG clmp 10922k _vmtrpagetable
pool: VMTR
Page file: Z:\home\alexandashebang\.steam\debian-installation\steamapps\common\Wolfenstein.The.New.Order\virtualtextures\_vmtr.pages
header.magic: 0x77339904
header.pagesWide: 2048
header.numLevels: 12
header.layoutVersion: 0
header.diskOffsetScale: 2
Pages resident per level: 0 0 0 0 0 0 0 0 0 4 1 1
Pages resident: 6
Pages locked: 6
10.7 total megs of page table images
----- Initializing Sound System ------
0: PulseAudio Output
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
1: Built-in Audio Analog Stereo
2 channels, 48000 Hz
Front Left and Front Right
Using device 0
sound system initialized.
--------------------------------------
----- Initializing Decls -----
124 types, 0 declSource in 0 ms
------------------------------
Initializing class hierarchy
Reading strings/english.lang as UTF-8
7154 strings read
------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
Loading named resource block: "init"
0.0 seconds to read 2579k table header
Resources skipped by layer tests: 0
Load 877 resources using 872 of 15069 total resource files, 0 streamed
--------- EndBackgroundLoads() ----------
IO: 0 seeks, 23 reads, 2MB, 58.0MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 1
Decompress work msec: 17
Ringbuf: freeWait 0/0, dataWait 20/19
Total msec: 37
0.1 seconds to preload resources
Start time of bink logo video in ms: 947
Loading named resource block: "common"
WARNING: idRenderSystemLocal::FreeBinkVideo: BinkRequestStopAsyncThread/BinkWaitStopAsyncThread failed
WARNING: (Sys_GetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_GetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
Couldn't create FileCacheHeader.bin
0.0 seconds to read 2579k table header
Resources skipped by layer tests: 0
Load 11168 resources using 14023 of 15069 total resource files, 0 streamed
--------- EndBackgroundLoads() ----------
IO: 1 seeks, 948 reads, 62MB, 61.2MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 2
Decompress work msec: 658
Ringbuf: freeWait 6109/230, dataWait 487/822
Total msec: 10117
10.2 seconds to preload resources
WARNING: LoadNamedResourceBlock _globalshadowsimage missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _oceanframeatlas0 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _radiositypreview missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _ssrmap missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _frontdiffuse missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic3 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic2 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic1 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic0 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _savedgamethumb missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _automapfog missing from idResourceManagerLocal::Init2 but referenced
------- Initializing renderSystem media --------
WARNING: couldn't read production file for decl 'generated/decls/material/lights/solidwhite.decl' while loading material lights/solidWhite
renderSystem initialized.
--------------------------------------
idDeclGlobalFlag::LoadAllDecls
idDeclDifficulty::LoadAllDecls
WARNING: Sources are different than the amount of difficulties might get unwanted results
idDeclAiEvent::LoadAllDecls
ReadTitleStorage: MANUALLY CREATED
Num args: 0
EnumerateDownloadableContent: Z:\home\alexandashebang\.steam\debian-installation\steamapps\common\Wolfenstein.The.New.Order\dlc
OpenDLCFileHandles: 0 packages mounted.
------------- Warnings ---------------
during Wolfenstein The New Order initialization...
WARNING: Config file "wolfConfig.cfg" not found
WARNING: idRenderSystemLocal::FreeBinkVideo: BinkRequestStopAsyncThread/BinkWaitStopAsyncThread failed
WARNING: LoadNamedResourceBlock _globalshadowsimage missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _oceanframeatlas0 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _radiositypreview missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _ssrmap missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _frontdiffuse missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic3 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic2 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic1 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic0 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _savedgamethumb missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _automapfog missing from idResourceManagerLocal::Init2 but referenced
WARNING: couldn't read production file for decl 'generated/decls/material/lights/solidwhite.decl' while loading material lights/solidWhite
WARNING: Sources are different than the amount of difficulties might get unwanted results
15 warnings
--------------------------------------
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
idCommonLocal::ResetMapHeap
renderMode == RENDER_MODE_SYNC
Final pXAudio2 performanceData: Voices: 0/0 CPU: 0.00% Mem: 59kb
---------- ResetMapHeap ----------
Global heap: 14046 blocks 4321.73mb data 199kb overhead
GlobalMemoryStatus: 0x5715a000 (13681.35MiB) dwTotalPhys
GlobalMemoryStatus: 0x46e61000 (9326.38MiB) dwAvailPhys
GlobalMemoryStatus: 0x102f9000 (4354.97MiB) used phys
GlobalMemoryStatus: 0x31814000 (792.08MiB) used virtual
----- Initializing Sound System ------
0: PulseAudio Output
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
1: Built-in Audio Analog Stereo
2 channels, 48000 Hz
Front Left and Front Right
Using device 0
sound system initialized.
--------------------------------------
idCommonLocal::ResetMapHeap done
--------- Initializing Game ----------
mapName:
gameFlags: 1
spawnSpot:
spawnSpotOverride:
initialMap: 0
next map checkpoint: 0
use loading screen: 0
use video: 1
transitional: 0
currentCheckpointSlot: -1
Deactive layers: --- Active layers:
numPlayers: 1
gamedate: Jun 18 2014
game initialized.
--------------------------------------
SetRetainedMemoryFiles
: 0 mapstart0.dat
: 1 check
could I get some help?
submitted by /u/CrazyMinh[link] [comments]
Should I switch to CachyOS?
I switched off windows to kubuntu about a year ago and recently I've been seeing a lot of posts praising cachyOS so I was wondering if it'd be worth switching to. I do want to at least try out arch eventually so using cachy might be a good stepping stone to that
submitted by /u/Hanak0u[link] [comments]
Warcraft 3 Reforged blank options menu on Lutris (Linux Mint 22.2)
Hi, recently I brought W3R (like 5 weeks ago). The game ran perfectly on Lutris, no workarounds, no specific settings, pretty much out of the box. But a week ago (four days after Linux Mint released 22.2 (I use Mint)) the game broke.
The glitch itself is rather common on windows: the options menu is blank, set on classic and with the reforged button greyed out. You can't start a match or campaing mission and closing the options menu straight up breaks every other button in the main menu. Like I said, the glitch itself is common on windows
The most common solutions seem to be either change the name of any audio devices with special characters or change your antivirus settings. The first one is nonsensical because none of my devices have special characters, and the second is worst because the only possible antivirus is in the wine instalation of windows made by linux (?).
I doubt is an wine/proton issue, I've tried both various pre-installed of Lutris and almost every Proton version from Steam, aside from downloading a few from ProtonPlus. They either cause the *other* common glitches of black screen or infinite loading screen, but none actually fix the initial glitch.
All this to say, if anyone had a problem remotely similar to this and managed to fix it, PLEASE help. I've spent too many hours in trying to fix this and I'm desperate.
Specs (if they are even useful):
System: Kernel: 6.8.0-79-generic arch: x86_64 bits: 64 compiler: gcc v: 13.3.0 Desktop: Cinnamon v: 6.4.8 tk: GTK v: 3.24.41 wm: Muffin dm: LightDM Distro: Linux Mint 22.2 Zara base: Ubuntu 24.04 noble CPU: Info: 20-core (8-mt/12-st) model: Intel Core i7-14700K bits: 64 type: MST AMCP arch: Raptor Lake rev: 1 cache: L1: 1.8 MiB L2: 28 MiB L3: 33 MiB Speed (MHz): avg: 886 high: 1100 min/max: 800/5500:5600:4300 cores: 1: 1100 2: 800 3: 1100 4: 800 5: 1100 6: 800 7: 1100 8: 800 9: 1100 10: 800 11: 1098 12: 1100 13: 1098 14: 800 15: 800 16: 800 17: 800 18: 800 19: 800 20: 800 21: 800 22: 826 23: 800 24: 800 25: 800 26: 800 27: 800 28: 800 bogomips: 191385 Flags: avx avx2 ht lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx Graphics: Device-1: NVIDIA GA102 [GeForce RTX 3080 Ti] driver: nvidia v: 580.65.06 arch: Ampere pcie: speed: 16 GT/s lanes: 16 ports: active: none off: DP-1,HDMI-A-1 empty: DP-2,DP-3 bus-ID: 01:00.0 chip-ID: 10de:2208 Display: x11 server: X.Org v: 21.1.11 with: Xwayland v: 23.2.6 driver: X: loaded: nvidia unloaded: fbdev,modesetting,nouveau,vesa gpu: nv_platform,nvidia,nvidia-nvswitch display-ID: :0 screens: 1 Screen-1: 0 s-res: 3840x1080 s-dpi: 101 Monitor-1: DP-1 note: disabled pos: primary,left model: LG (GoldStar) MP59G res: 1920x1080 dpi: 102 diag: 551mm (21.7") Monitor-2: HDMI-A-1 mapped: HDMI-0 note: disabled pos: right model: Samsung S24F350 res: 1920x1080 dpi: 94 diag: 598mm (23.5") API: EGL v: 1.5 platforms: device: 0 drv: nvidia device: 1 drv: nouveau device: 2 drv: swrast gbm: drv: nvidia surfaceless: drv: nvidia x11: drv: nvidia inactive: wayland API: OpenGL v: 4.6.0 compat-v: 4.5 vendor: nvidia mesa v: 580.65.06 glx-v: 1.4 direct-render: yes renderer: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 Audio: Device-1: Intel Raptor Lake High Definition Audio vendor: ASRock driver: snd_hda_intel v: kernel bus-ID: 00:1f.3 chip-ID: 8086:7a50 Device-2: NVIDIA GA102 High Definition Audio driver: snd_hda_intel v: kernel pcie: speed: 16 GT/s lanes: 16 bus-ID: 01:00.1 chip-ID: 10de:1aef Device-3: JMTek LLC. USBFH11 driver: hid-generic,snd-usb-audio,usbhid type: USB rev: 1.1 speed: 12 Mb/s lanes: 1 bus-ID: 1-11:7 chip-ID: 0c76:1720 Device-4: Nam Tai E&E Products or OmniVision Sony Playstation Eye driver: ov534,snd-usb-audio type: USB rev: 2.0 speed: 480 Mb/s lanes: 1 bus-ID: 1-4:4 chip-ID: 1415:2000 API: ALSA v: k6.8.0-79-generic status: kernel-api Server-1: PipeWire v: 1.0.5 status: active with: 1: pipewire-pulse status: active 2: wireplumber status: active 3: pipewire-alsa type: plugin submitted by /u/Junior_Froyo5921[link] [comments]
UNDERVOLT with LACT
I'm trying to use LACT to undervolt the GPU of my Notebook, an Nvidia RTX 3070. How can I do that in practice? I've always used MSI Afterburner on Windows.
submitted by /u/SetRevolutionary758[link] [comments]