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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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    Oct 12, 2020
    Messages:
    250
    haha well for me it doesn't even launch with proton :D
    interestingly, it works fine with wine (apart from extreme performance drops with multiple vehicles)


    btw I've noticed that Input is kinda broken on the native Linux version:
    I have a Logitech G29 with Wheel and Pedals
    I also have a Logitech Attack 3 (Joystick)

    I wanted to bind the pull axis of the Joystick (I think it was displayed as xaxis) to the Handbrake.
    With the Windows version running with wine, it works fine, but on the native Linux version, the roll axis of the Joystick (left/right, I think it gets displayed as xaxis) conflicts with the Wheels main axis.
    so, every time I want to use the handbrake, the Joystick and the Wheel would fight over who gets to set the steering angle, resulting in my wheel rattering and the steering bugging around.
    This is obviously not usable....
     
  2. talkingerbil

    talkingerbil
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    Joined:
    Jun 17, 2022
    Messages:
    29
    0.27 is much more stable. Display setting save is fixed! Still get a segfault at exit though. Not a big deal.

    Anti aliasing seems a bit worse in this version...but the ambient occlusion looks awesome.
     
  3. myogg

    myogg
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    Joined:
    Aug 31, 2013
    Messages:
    163
    I'm getting a lot more crashes on this version. Often times as soon as the level loads in or as soon as I load the menu. However one time I was able to load in and drive for a while without issues. I'll post more details when I can get some log output.

    One consistent issue is low framerates with certain vehicles. Using the Covet I can be locked at 144 FPS but switching to the Scintella it drops to 35.
     
  4. esgberg1234

    esgberg1234
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    Joined:
    Oct 16, 2017
    Messages:
    17
    Having issues with missing textures in the new map on steam deck
     

    Attached Files:

    • A8407CFC-FE12-4193-97FC-A7521C67F293.jpeg
  5. myogg

    myogg
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    Aug 31, 2013
    Messages:
    163
    Here is the log output I get with the crash. I have tried submitting crash reports.

    62.87399|I|GELua.levelLoading| *** Loaded everything in 32.922 s
    62.87943|D|GELua.serverConnection| Everything should be loaded setting worldReadyState to 1
    65.66765|D|GELua.core_camera.| Running cameras order:
    65.66766|D|GELua.core_camera.| #1: order=0.200, name=transition
    65.66766|D|GELua.core_camera.| #2: order=0.500, name=trackir
    65.66767|D|GELua.core_camera.| #3: order=0.600, name=fallback
    65.66767|D|GELua.core_camera.| #4: order=1.000, name=gameengine
    65.67320|D|GELua.gamestate| Checking material finished loading
    65.67321|D|GELua.core_gamestate.gamestate| exiting : worldReadyState
    65.67321|D|GELua.core_gamestate.gamestate| show main menu (false)
    65.67322|D|GELua.core_gamestate.gamestate| exiting loading screen to menu
    65.92747|D|_mapMaterial| [Material::mapMaterial] - Cannot map unnamed Material -
    *** CRASH *** Minidump generated at: /home/jake/.local/share/BeamNG.drive/0.27/temp/crashReports/ec187e68-5cc9-4049-6197e697-2f5a08be.dmp
     
  6. talkingerbil

    talkingerbil
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    Joined:
    Jun 17, 2022
    Messages:
    29
    I can see breaks between texture tiles. This is what's making the AA look so bad from a distance. The break lines are everywhere in the new desert biome.
     

    Attached Files:

    • screenshot.png
    • Like Like x 1
  7. ledechaine

    ledechaine
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    Dec 15, 2022
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    6
    Lol, I logged in via Steam and this "private" profile pic I put for fun is now "public" here. Whatever.

    Thank you very much for this Linux port, pleasantly surprised to have found this after buying BeamNG on Steam yesterday.

    I have a good old computer, just standard, normal, untouched settings @ 1080 and 30fps-ish would work and look great but crash way too often. After I set the graphics to "low" instead, I played for hours. :cool: Pro tip: Apparently this linux version doesn't like to be pushed to the max. Give it some slack! I'm running it with "mangohud %command%", mangohud set to max 30fps. I also got a good old Logitech G27 wheel, and the force feedback works perfectly with PyLinuxWheel. Again, pleasantly surprised!

    With Proton for me (Proton or GE or Experimental), it was either "something that looked good with no force feedback" or "force feedback but 15fps". Crashes with Steam would also be a pain but (after "importing" X map for the first time) the loading times on this Linux version are blazing fast.

    FYI: Debian Testing, AMD A8-5500 (Quad core 3.2GHz), Radeon RX 550-4G, 10gb ram.
     
  8. kingdomoflinux

    kingdomoflinux
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    Joined:
    Jul 19, 2021
    Messages:
    37
    I normally use the ingame FPS counter but I've just tried MangoHud and I saw that the FPS are not constant but it has constant spikes, like this:



    Is this normal or a bug?

    Also, playing around on Small Island the graphics suddenly broke, and when I loaded another map I had about 10fps and all the RAM full.
     
    • Like Like x 1
    • Agree Agree x 1
  9. JoLi

    JoLi
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    Oct 12, 2020
    Messages:
    250
    I suggest using Oversteer and the lg4ff-new driver, combined, you also have the other types of FFB (spring, dampen, friction).
     
    • Agree Agree x 1
  10. JoLi

    JoLi
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    Oct 12, 2020
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    so, idk if you changed something, but it seems like it runs A LOT more stable now! THANKS!!!! (Finally I can play Delivery Missions at 100fps yay)
    also, if we're on the topic of input, the DPAD of my G29 doesn't work with the native version, only with the windows version running with wine. It works also in KDE Settings and Oversteer.

    Update on the stability:
    It did crash just now, but instead of crashing every ~10-20mins, it now took like ~3 hours!
    Also, when it crashed, Mangohud showed a RAM usage of 19.8GB? that.... seems a bit suspicious...
     
    #210 JoLi, Dec 15, 2022
    Last edited: Dec 15, 2022
  11. Detronikaan

    Detronikaan
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    Joined:
    Nov 18, 2021
    Messages:
    2
    Alright, so I have made several attempts now to try and run beamng smoothly, but I just cannot figure out why the beamng native linux binary runs at a slideshow framerate.
    I have tried replacing my mainline-kernel with liquorix-kernel.
    I have tried setting both min & max frequency limits to the max cpu frequency and setting the governor from ondemand to performance.
    I have tried removing and reinstalling intel-microcode.
    I have tried a fresh mxLinux install with and without the above modifications.
    So yeah, I am here to ask if there could be any other reason. Any help would be greatly appreciated.

    I am running MX Linux with kernel v5.10.0-19-amd64 on ext4 partition, I do not have swap set up.
    CPU is i7-3770K, GPU is GTX 660TI, RAM is dual-channel 32gb ddr4, disk is 860 EVO 250GB SSD. more specific hardware info is in specsheet attached.
     

    Attached Files:

    #211 Detronikaan, Dec 15, 2022
    Last edited: Dec 15, 2022
  12. JoLi

    JoLi
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    Joined:
    Oct 12, 2020
    Messages:
    250
    • try it with a live usb of nobara linux or another distro
    • run vulkaninfo to see if it's even running on the GPU, you could also look into Options->Performance in BeamNG to see on which GPU it's running on
     
  13. rolesg1234

    rolesg1234
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    Joined:
    Nov 19, 2017
    Messages:
    4
    The port has improved! Great news, I still have extremely long loading times though. I wish that was fixed.
     
  14. iuqua4faih

    iuqua4faih
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    Joined:
    Dec 18, 2021
    Messages:
    27
    It's been a while since I tried this native version and things have really improved! Thanks for all the work on this! It's great to be able to save graphics settings and change them in game now. I'd say I get about double the performance of the proton version with all the graphics settings (reflections and tiremarks included) turned all the way up. Even with traffic it's still well above 60fps in utah with those settings.

    I'd say personally the input overlapping axis/button issue is what's keeping me from just using this all the time now. I can't use my wheel and any other controller (like a shifter for example) because if they both have "button0" they will both control whatever I assign button0 to. I made a previous post with more detail on this subject.

    Again thanks for all the hard work. And also thanks for the recent massive update. The new additions to the game have been a joy to explore.

    System info:
    Code:
    OS: Arch Linux x86_64
    Kernel: 6.0.12-arch1-1
    Resolution: 1920x1080, 1080x1920, 1080x1920, 1920x1080
    WM: i3
    Theme: Adwaita-dark [GTK2/3]
    Icons: Adwaita [GTK2/3]
    CPU: AMD Ryzen 9 5950X (32) @ 3.400GHz
    GPU: AMD ATI Radeon PRO W6800 (mesa version 22.2.3-1)
    Memory: 64194MiB
     
    • Like Like x 1
    • Agree Agree x 1
  15. ledechaine

    ledechaine
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    Joined:
    Dec 15, 2022
    Messages:
    6
    Is it normal for a map to take five minutes or more to load, but only the 1st time? Like, the game screen is frozen, probably doing the Vulkan/Fossilize shaders... thing, in the background, and then the map starts to load normally?

    Logs:
    39.38767|I|init| Loading TerrainMaterialTextureSet
    39.46132|I|operator()| Texture[/temp/art/terrainMaterialCache/5712F8B8D701C321.dds] started importing
    56.59858|I|operator()| Texture[/temp/art/terrainMaterialCache/5712F8B8D701C321.dds] imported in 17.137205433 secs
    (snip)
    376.50674|I|loadLevelTile| * loading took 337.433 s
    376.50713|I|GELua.levelLoading| *** Level loaded: /levels/gridmap_v2/info.json
    (second time)
    52.56076|I|loadLevelTile| * loading took 11.188 s
    52.56113|I|GELua.levelLoading| *** Level loaded: /levels/gridmap_v2/info.json

    Wishlist: Have an option to "fossilize" everything once and for all, or at least a progress bar (other than alt+tab+looking at terminal) so I know my game did not crash during the loading screen. :)
    --- Post updated ---
    Also, by Zeus, this forum is way more "beta" than the game itself, it added my message inside another message, so I deleted the top part, and now I realize I deleted my reply to someone else...
     
  16. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
    Messages:
    1,652
    Yes, during first map load, terrain textures are cooking and also game generates shader cache
     
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    • Agree Agree x 1
  17. ledechaine

    ledechaine
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    Joined:
    Dec 15, 2022
    Messages:
    6
    Last message deleted by mistake so... TL,DR: I'd try the new, updated Liquorix kernel from yesterday, and the BeamNG game update from yesterday, and/or "mangohud beamng" with the fps limit set to 30 (this helps me a lot for some reason) and if all else fails, get a cheapo RX550-4G like me or something similar, because apparently even Doom Vulkan doesn't run on 2G VRAM (coincidentally I bought Doom 2016 last week and it runs well here @ 1080/30fps-ish/normal untouched settings -- with or without Vulkan? I don't remember though).
    --- Post updated ---
    Adding that all of my gaming is done with the GPU "TearFree" option set to "on" which tremendously decreases my FPS but I'd honestly rather have lower FPS with a guarantee of zero screen tearing.
     
  18. JoLi

    JoLi
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    Oct 12, 2020
    Messages:
    250
    about tearing: might be a bit difficult or not worth it, but with Wayland you generally don't get any tearing. (but i think it "costs" 1 frame of latency)
     
  19. BombBoy4

    BombBoy4
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    Joined:
    May 16, 2015
    Messages:
    1,601
    This is what Steam's "shader precaching" system does right? So once the Linux port has full Steam integration and data is collected on the Vulkan shader cache, this problem should lessen I presume?

    Wayland currently has forced V-Sync, though there is a change in the works to allow that option to be disabled, so people such as e-sports gamers can save latency at the expense of tearing.

    I have noticed this as well.
    upload_2022-12-16_12-10-33.png

    Average FPS might be decent but the incredibly constant frame spikes make the experience nearly unplayable. Graphics settings on low, with post processing set to high, but I've seen this issue on normal quality as well.
    upload_2022-12-16_12-12-11.png

    Neofetch:
    upload_2022-12-16_12-14-1.png
     
  20. ledechaine

    ledechaine
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    Joined:
    Dec 15, 2022
    Messages:
    6
    So, uh, yeah, for me, bad things happen when you set graphics to "very low" with a RX550-4G. This is when you set the 3 first parameters to "very low".



    And this is for the next 3 parameters (shadows + post-fx). Yup, crashing my GPU for science! External HDMI capture card got it all. Edit: I hit ctrl+alt+F1 at the end to get to the command line, you can see the errors.



    Fun fact: After I recorded that, I played the game for hours at "low" settings (not "very low" !). It only happens at "very low".

    Code:
    $ neofetch
           _,met$$$$$gg.          ledechaine@symphony
        ,g$$$$$$$$$$$$$$$P.       -------------------
      ,g$$P"     """Y$$.".        OS: Debian GNU/Linux bookworm/sid x86_64
     ,$$P'              `$$$.     Host: SX2380
    ',$$P       ,ggs.     `$$b:   Kernel: 6.0.0-5-amd64
    `d$$'     ,$P"'   .    $$$    Uptime: 10 hours, 8 mins
     $$P      d$'     ,    $$P    Packages: 4937 (dpkg)
     $$:      $$.   -    ,d$$'    Shell: bash 5.2.2
     $$;      Y$b._   _,d$P'      Resolution: 1920x1080
     Y$$.    `.`"Y$$$$P"'         DE: MATE
     `$$b      "-.__              WM: Metacity (Marco)
      `Y$$                        WM Theme: Menta
       `Y$$.                      Theme: TraditionalOk [GTK2/3]
         `$$b.                    Icons: gnome [GTK2/3]
           `Y$$b.                 Terminal: mate-terminal
              `"Y$b._             Terminal Font: Monospace 13
                  `"""            CPU: AMD A8-5500 APU (4) @ 3.200GHz
                                  GPU: AMD ATI Radeon RX 550 640SP / RX 560/560X
                                  Memory: 4997MiB / 9902MiB
    ledechaine@symphony:~$
    
    If it helps, here's my "sudo lshw" as lshw.txt. Yes this is an odd one. Gateway all-in-one computer no-name motherboard (but ATI/AMD written all over it in the code).
    --- Post updated ---
    Well all this appears to be a rats nest... https://bugzilla.kernel.org/show_bug.cgi?id=205089
     

    Attached Files:

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