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Linux Port – Feedback, Known Issues, and FAQ

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Car_Killer, Jun 13, 2022.

  1. JoLi

    JoLi
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    242
    The last few hours I've tried the multi-monitor renderer, and it theoretically works fine: I have 2 Monitors, one in front of me and one to my left, so I set the right monitor to 0°, the center monitor to 90° and the left one to 60°. In beam's display settings, I chose "Windowed" and set the window size and position with KWin's tool for that. The UI is really scaled up and looks low-res, and it generally runs REALLY unstable (I'm talking about 15-45min between crashes)

    Edit #1: The navigation arrows supposed to be on the road are only displayed on the left monitor, same with the light beam that shows the location of the destination, suprisingly the arrows floating over turns that indicate you should turn left/right here are properly displayed

    Edit #2: I played Garage-to-Garage deliveries in Italy (in the overview before you actually drive, sometimes water is completely reflective)

    Edit #3: Buildings that are on the left monitor have glitchy walls
     
    #121 JoLi, Jul 4, 2022
    Last edited: Jul 4, 2022
    • Like Like x 1
  2. gentooman

    gentooman
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    Jul 7, 2022
    Messages:
    1
    Hello,

    Very cool game!

    OS: Gentoo with kernel 5.18.9
    WM: sway 1.7
    CPU: AMD Ryzen 3600
    GPU: AMD Radeon RX 580 with AMDGPU
    RAM: 32GB

    I tried to load one of the default maps and it seemed stuck on the loading screen for several minutes. Eventually I heard some ambient noise indicating that I was about to be dropped into the map, but the window closed. I see the following error output:

    285.29514|E|getStatus| Failed to get occlusion query status: ErrorDeviceLost
    285.29514|E|getStatus| Failed to get occlusion query status: ErrorDeviceLost
    285.29529|E|getStatus| Failed to get occlusion query status: ErrorDeviceLost
    285.29530|E|getStatus| Failed to get occlusion query status: ErrorDeviceLost
    285.29532|E|getStatus| Failed to get occlusion query status: ErrorDeviceLost
    285.29532|E|getStatus| Failed to get occlusion query status: ErrorDeviceLost
    285.29609|E|getStatus| Failed to get occlusion query status: ErrorDeviceLost
    285.29632|E|operator()| Failed to submit to transfer queue [ErrorDeviceLost]
    285.29633|E|operator()| Failed to submit to graphics queue [ErrorDeviceLost]
    285.29654|E|waitIdle| Failed to wait idle
    285.29659|E|waitIdle| Failed to wait idle
    296.33517|E|resetModeInternal| Failed to create swapchain
    malloc_consolidate(): unaligned fastbin chunk detected
    Aborted

    Everything from the first 'getStatus' line to the 'resetModeInternal' line was repated many times.
    --- Post updated ---
    I tried to load 'Automated Test Track: Starting Line' and it was successful, but I was getting maybe 5 fps. I went to play with graphics settings to see if I could improve it, and after turning off aniscopic filtering the program crashed.
    --- Post updated ---
    I was able to load 'Grid, Small, Pure' and it loaded rather quickly.

    I tried loading a different area of Automated Test Track (I think "Handling Circuit") and the performance seemed better than when I first tried "Starting Line", but still not great (~20FPS). If I turned lighting settings to lowest, I got ~60FPS.

    I tried to switch to another map and the game crashes.

    Overall, performance seems to be about as good as Proton: Experimental, if not a bit worse.

    That's probably all the testing I will do for now. Looking forward to seeing where this goes!
     
    #122 gentooman, Jul 7, 2022
    Last edited: Jul 7, 2022
  3. JoLi

    JoLi
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    You have a decent System, neither with Proton or native it should run that bad. I have an i5-12600k and a rx 6700xt, and with the Ultra preset I get at least 100+fps, sometimes even 200 (in 1080p)
     
  4. WhiteFusion

    WhiteFusion
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    Aug 4, 2013
    Messages:
    54
    Mods with mixed case breaks the mod manager. So 'SomeMod.zip' becomes 'somemod.zip' and the mod manager thinks it vanished and breaks.

    Edit
    This seems to apply to unpacked mods as well. Additionally vehicle extensions from the mod stop being loaded if the mod is unpacked, in contrast to using Proton where it works as expected.
     
    #124 WhiteFusion, Jul 9, 2022
    Last edited: Jul 10, 2022
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  5. EdvinasJ

    EdvinasJ
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    Feb 12, 2017
    Messages:
    33
    I also noticed Case sensitive filesystems receiving a warning in the performance window that it will cause lower performance. I guess this warning will stay until devs fix case sensitivity problems.

    I wonder how well does BeamNG support naming mods with illegal characters in windows, like \, /, :, *, ?, ", <, >, |. Also what about not putting .zip at the end? It should still work, since Linux doesn't need it.

    Code:
    $ file \:-\>
    :->: Zip archive data, at least v2.0 to extract, compression method=store
    Needs a few escape characters in the file command, but it should work ;)
     
    • Like Like x 1
  6. JoLi

    JoLi
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    When it crashes on loading, it seems to always crash after this line:

    1149.94295|I|_update| Creating imposters for: '/levels/east_coast_usa/art/shapes/trees/trees_beech/tree_beech_small_d.dae'
     
  7. jackmo2207

    jackmo2207
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    Jan 21, 2022
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    847
    ngl thats kinda sus
     
    • Agree Agree x 5
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  8. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
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    It's mentioned in known issues and faq :)

    Most of the issues mentioned here, not counting instability are the issues on windows/dx11 as well, but thanks for reporting :)

    And thank you for all tests and reports so far everyone here ;)
     
    • Like Like x 3
  9. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Jul 10, 2020
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    I discovered another weird thing related to case sensitivity, although it's on Windows but I'll post it here since I just remembered it. When you have a mod with custom key bindings and the specified keys are capital letters, it will work properly when the mod is unpacked, but as soon as you pack it, it won't recognise the keys properly anymore and will break the game. Really weird.
     
  10. Beans_On_Butter

    Beans_On_Butter
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    Jun 15, 2022
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    I had the same error loading Utah and Italy with normal and high textures, and it worked with low and lowest. I do not know if it is the same for any other maps besides the gridmaps, which work with any texture quality. Italy also refuses to load, with various settings. The only noticeable difference is lowering texture quality, which removes the above error while still refusing to load and giving no other error.
     
  11. Beans_On_Butter

    Beans_On_Butter
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    Jun 15, 2022
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    Jungle Rock Island is giving the same error regardless of graphics settings, but does get to playing audio before the errors.
     

    Attached Files:

  12. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
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    I will look into it, your PC is same as mentioned in the signature?
     
  13. Beans_On_Butter

    Beans_On_Butter
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    Yes, nothing with my laptop has changed since my last post.
     
  14. PowerstrokeHD

    PowerstrokeHD
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    I wanted to let you guys know that on the documentation it says that BeamNG is only supported on Windows.
     
  15. hacker420

    hacker420
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    Dec 29, 2017
    Messages:
    862
    from the first post
    "We would like to remind you that this version is a work-in-progress product and we do not provide any support to it, in case of questions and issues please use this thread but review the guidelines below before posting. Posts that don't adhere to the guidelines may be removed."
     
  16. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

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    I have similar issue with bigger maps, looks like it's related to partially broken iGPU support
     
  17. PowerstrokeHD

    PowerstrokeHD
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    Ok. I guess I read it wrong. I read it as that it won't run on windows.

    thank you :)
     
  18. PowerstrokeHD

    PowerstrokeHD
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  19. Izz9

    Izz9
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    Jul 21, 2022
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    The issue you’ve noticed:
    As already reported, Random Crashes I have experience.
    1st Crash; was In West Coast USA on the dragstrip, no mods loaded, in the basic Gavril d, Crashed with an error for a texture issue. FPS was at an average of 110
    2nd Crash; was in West Coast USA on the dragstrip, 2 mods loaded (Ibishu Claria mod and an addon for that mod), going down the strip fine. I decide to switch to Derby Arenas and load in, switch car, and notice FPS drop to average 15. I change settings to Low (from Normal) to see what it looked like and if it would help FPS (only bumped it up by 20). After trying to change back to normal, I was greeted with a crash and the same error as first crash.
    3rd Crash; was in Derby Arenas, Civetta Scintilla going around the track. I constantly move my camera and wanted to see if I can invert the camera look up/down (Using Xbox One Controller paired with Mouse/Keyboard), when looking in controls, I selected a control and received another crash, this time with no obvious error.

    This happens when:
    Explained above. Multiple Issues

    My specs are:
    OS: Linux Mint Cinnamon 20.3 (base: Ubuntu 20.04 focal)
    CPU: AMD Ryzen 9 5900X Base Clock
    GPU: Nvidia RTX 2060 6GB VRAM.
    Driver Version: 4.6.0 Nvidia 470.129.06 Proprietary
    Render Engine: x11, X.Org 1.20.13
    RAM: 32 GB

    My resolution is run at: 1920x1080~75Hz

    The game is run off a nvme drive in an ext4 FS.

    And each time I start the game and use a single map, My average FPS is 110-140 and I have fast load times.
     

    Attached Files:

  20. PowerstrokeHD

    PowerstrokeHD
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    I found that if you change graphics settings while loaded in (not from main menu), the game crashes.
     
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