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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. dmcmaniac

    dmcmaniac
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    currently on the steam deck the main screen ui is small but the rest of the ui is fine i already tried changing the ui resolution to no avail
     
  2. UltraBlack_

    UltraBlack_
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    I literally said I tried monado
     
  3. tdev

    tdev
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    Developer
    BeamNG Team

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    o_O
    Could you record a video of it maybe? - thank you!
     
  4. tdev

    tdev
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    BeamNG Team

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    We checked and it looks ok, can you send a picture how it looks for you please?
     
  5. Tinolm

    Tinolm
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    Sep 22, 2023
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    Does this help?

    (My display's framerate is 100fps, anything above that causes black frames)

    EDIT:
     

    Attached Files:

    • Agree Agree x 1
  6. iuqua4faih

    iuqua4faih
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    Dec 18, 2021
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    Looking good!
    EDIT: Oh my... please ignore me, the game hadn't fully updated when I launched the linux native binary. Steering lock is fixed! Disregard the text below.

    A lot of things are better. One thing I'm noticing though is that the steering lock is on or off. If you set it to 0 it's completely disabled and if you set to any value above 0, like 1% or 100% it feels like it's fully on and creates a jerky bouncy effect when hitting full lock. I previously reported this issue but it seems to still be there in the latest version. This is not the case in the windows version when using proton.

    EDIT: I'm referring to the FFB configuration setting "Steering lock strength". My hardware is an OpenFFBoard wheel.
     
    #706 iuqua4faih, Dec 10, 2024
    Last edited: Dec 10, 2024
  7. talkingerbil

    talkingerbil
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    Jun 17, 2022
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    Gotcha and depending on your headset, you might need to register monado runtime with steam. So in my brain you were describing the same scenario. This sounds more like a problem with your monado install. Did you also do:
    sudo setcap cap_sys_nice=eip pathtomonado/service/monado-service​

    What gpu? If NV you might be in for a struggle and better hit up the discord channels for better support.
     
  8. goldy_

    goldy_
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    I've been having this issue since 0.32 (I posted a video of it too in a past post: Linux Port – Feedback, Known Issues, and FAQ), the issue also occurs for me under the steam version when using the vulkan renderer, hence I assume it's most likely a bug with the vulkan renderer. Some users here fixed the bug by using the propitiatory AMD drivers instead of the default open source driver, I couldn't get the propitiatory AMD drives working for my RX 570 sadly but I did get the flickering to stop when running the game in a x11 environment. Unfortunately I run a Wayland desktop environment so this isn't really a great fix for me.
     
    • Like Like x 1
  9. sharp120515

    sharp120515
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    Hey I have been having this issue since 0.33 and am still having it on 0.34 so I wanted to report it again, but give a bit more detail I am using a g920 on arch Linux and am experiencing a weird force feedback delay even with no traffic doesn’t matter what settings I change it stays the same
    Beam bug
    https://youtube.com/shorts/p3yRmlTyfiw?feature=share
     
  10. kingdomoflinux

    kingdomoflinux
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    Jul 19, 2021
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    The flickering is just the same problem Tinolm and goldy_ have.

    I've "fixed" the resolution problem lowering it on KDE and selecting 1080p while I play. It's not ideal, but it works. :D
     
  11. 0hStormy

    0hStormy
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    I seem to be unable to open the Linux native port of BeamNG at all, it seems to have to do with failing to initialize the default system? I couldn't find my issue in this thread so I hope

    Here are the main errors of the log:

    1.71868|E|GELua.lightManager| Failed to init default system:
    1.83961|D|_mapMaterial| [Material::mapMaterial] - Cannot map unnamed Material - settings/game-settings-default.cs
     

    Attached Files:

  12. dmcmaniac

    dmcmaniac
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    It doesn't really look like it's that small on camera but it's noticably smaller than the previous UI
     

    Attached Files:

    • IMG_20241211_101722548_HDR.jpg
  13. Tinolm

    Tinolm
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    Do you also get the flickering with an fps limit that's 10-20 fps lower than what your monitor can output?
    This issue is really annoying somtimes and I'm still trying to figure out what exactly is even happening.

    Everything I know is that it has to do with wayland and the framerate of the game and probably the rfamerate of the monitor.
     
  14. goldy_

    goldy_
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    I think... My monitor refresh rate is 75hz so pretty close to 60 and from my experience the issue seems to occur when my fps goes above 60 fps.

    It could be very well that it occurs when my fps goes above 75hz refresh rate of my monitor but I think my refresh rate is so close to 60 that it falls under the margin of error so I can't be so sure on which it is (above 60 or above monitor fresh rate [75hz]).

    My current fix is capping my fps to 60 fps, when I cap it at 75 the flickering reduces a lot but it still occurs. With a cap of 60 the flicker is 99% gone (I've only seen it flicker a couple of times for my many hours of playtime).

    I'm assuming you've come to a similar conclusion too judging by the first question.

    Now that you mentioned refresh rate, you just reminded me that my second monitor is 100hz; maybe I should run the game on that monitor and study the result.
     
  15. goldy_

    goldy_
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    Tried it on my second monitor and I think I can confirm that it's the monitor refresh rate that when the frame rate goes above it flickers.

    EDIT: For some reason inputs bug out and the game still flickers if you use "-fullscreen" to full-screen the window and also if you fullscreen the beamng game so use "-geometry" instead to set your monitor res and set beamng to windowed mode.

    Anyway I JUST FOUND a goofy work around to FIX the flickering issue on Wayland

    So all X11 applications on Wayland run via the XWayland compatibility layer but what I didn't know until today is that they run in a mode called rootless. What is rootless you may ask, well here's what the Arch Wiki says about it:
    Now non-rootless is basically like running the entire X11 server as a separate environment and display it in a Wayland window (well at least that is what I understand, correct me if I'm wrong).

    So I thought ummm, if beamng doesn't flicker when I run it on an X11 desktop environment, maybe just maybe if I initialize my own x11 environment with XWayland and fullscreen it on one of my monitors and run beamng in that environment the flickering will be fixed but this time I won't need to switch between an X11 DE and Wayland DE. So it worked!

    1. Use the "Xwayland" command to init a new X11 environment but as a fullscreen window.
    Code:
    Xwayland -noreset -geometry 1920x1080 :12
    
    2. Run the BeamNG Drive binary with the appropriate "DISPLAY" environment variable set to the value we used with XWayland.
    Code:
    DISPLAY=:12 ./BeamNG.drive.x64
    
    Then the game should launch and the flickering should be gone. ⭐

    I really don't know what the fuss is with the Vulkan renderer and XWayland being ran in this "rootless" fashion but I hope this one helps the Devs. Feel free to let me be your testing guinea pig.
     
    #715 goldy_, Dec 13, 2024
    Last edited: Dec 14, 2024
    • Like Like x 3
  16. wastl_98

    wastl_98
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    Nice work, really like the new car. Issue with Nvidia latest drivers and wayland still persists tho. Still won't launch. The fix from goldy_ does not help with this issue either, though it is a very interesting approach. It does show that the issue seems to be unrelated to the actual display server, my best guess is that the Nvidia driver loads other libraries or something when the "base" session is Wayland which seem to disturb BeamNG in some way.
    I somehow managed to launch the Windows Vulkan version using ge-proton 7:55 which does allow the game to start with no errors most of the time, but some textures (mainly all the road ones in Italy as well as the grass ground texture) don't load in properly. Also, it sometimes crashes and won't start back up with my wheel and pedals plugged in, instantly jumping to the "Collecting info about the system" crash window. With them unplugged the game starts up but crashes in the same way when loading any map. This issue is same on X11, so that is probably down to the proton version.
     
  17. Tinolm

    Tinolm
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    Joined:
    Sep 22, 2023
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    26
    *tried to delete a comment*
     
  18. goldy_

    goldy_
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    I did a few mistakes in my original post, just edited it again removing "-fullscreen" from the XWayland command. I would insist you give it a second try but make sure the game is also in windowed mode, idk why this effects things but when I did it all without fullscreen the flickering seemed to completely go away. If it still flickers then something may be different with Nvidia's side of things on Wayland to AMD (I'm on an Radeon RX 570 8GB btw).
     
  19. wastl_98

    wastl_98
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    Aug 31, 2024
    Messages:
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    Nope, still won't launch. For me, the situation is different tho. I encountered the black flickering on both X11 and Wayland. I managed to kinda fix it by setting the fps lock to 58 on my 60hz monitor. That made the whole game look juuust a little bit stuttery though, which is why I want to run it on wayland so badly (way better vrr support there).

    Also, on X11 I sometimes get weird screentearing for a couple of seconds with horrible stutters although the fps counter stays locked at 60 (this happens in any game when I connect the display over DP, does not occur via hdmi. But it's not just BeamNG so it kinda does not belong here. Though if any of you happen to find a solution to that please tell me)

    The issue I am facing is not how to disable flickering but how to even launch the game. On my nvidia card it launches fine on X11 desktop environments but not on Wayland, neither through its automatic Xwayland thing nor through your fix. So I think something on a deeper level somewhere in the nvidia driver makes BeamNG crash on a wayland environment. Probably the explicit sync thing, since it is fine with any driver below 555 which is where they added explicit sync. Without it wayland on nvidia is practically unusable though
     
  20. wonziu

    wonziu
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    Joined:
    Apr 1, 2015
    Messages:
    2
    Hello,

    the game seems to be working flawless now on Nvidia 4080, latest drivers, endeavoros and Wayland, so I went a step further and tried the VR. And there seem to be a problem when using Wivrn/envision - the devs point there is some problem on BeamNG's side to make it work:

    https://gitlab.freedesktop.org/monado/monado/-/issues/464
     
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