1. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  2. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.26 Bug Reporting thread
    Solutions and more information may already be available.

Linux Port – Feedback, Known Issues, and FAQ

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

  1. Joomes

    Joomes
    Expand Collapse

    Joined:
    Jan 26, 2017
    Messages:
    36
    The game hangs at a transparent window, using very little ram. You can see the terminal I launched the game from through the game window. No response to Alt+Enter.

    -` james@arch9020
    .o+` --------------
    `ooo/ OS: Arch Linux x86_64
    `+oooo: Host: OptiPlex 9020 01
    `+oooooo: Kernel: 5.18.3-zen1-1-zen
    -+oooooo+: Uptime: 3 hours, 34 mins
    `/:-:++oooo+: Packages: 1527 (pacman), 12 (flatpak)
    `/++++/+++++++: Shell: bash 5.1.16
    `/++++++++++++++: Resolution: 1920x1080
    `/+++ooooooooooooo/` WM: i3
    ./ooosssso++osssssso+` Theme: Arc-Dark [GTK2/3]
    .oossssso-````/ossssss+` Icons: Papirus-Dark [GTK2/3]
    -osssssso. :ssssssso. Terminal: xterm
    :eek:sssssss/ osssso+++. CPU: Intel i5-4590 (4) @ 3.700GHz
    /ossssssss/ +ssssooo/- GPU: AMD ATI Radeon RX 550 640SP / RX 560/560X
    `/ossssso+/:- -:/+osssso+- GPU: Intel HD Graphics
    `+sso+:-` `.-/+oso: Memory: 2597MiB / 15906MiB

    Edit: neofetch doesn't like being posted here
     

    Attached Files:

    • 2022-06-16-211614_1920x1080_scrot.png
  2. Beans_On_Butter

    Beans_On_Butter
    Expand Collapse

    Joined:
    Jun 15, 2022
    Messages:
    8
    You need to resize or drag the window to make it continue loading.
     
  3. MagentaPuppy

    MagentaPuppy
    Expand Collapse

    Joined:
    Dec 10, 2021
    Messages:
    4
    Runs great for a while, then i decided to change to a different map and it crashed my GPU drivers (i think) upload_2022-6-17_17-27-42.jpeg

    OS: Linux Mint 20.3 x86_64
    Kernel: 5.15.0-33-generic
    Shell: bash 5.0.17
    Resolution: 2560x1440
    DE: Cinnamon
    WM: Mutter (Muffin)
    Terminal: gnome-terminal
    CPU: AMD Ryzen 9 5950X (32) @ 3.400GHz
    GPU: AMD ATI Radeon RX 470/480/570/570X/580/580X/590
    Memory: 9981MiB / 64220MiB

    Mesa 22.2
     
    • Like Like x 1
  4. bortsng1337

    bortsng1337
    Expand Collapse

    Joined:
    Jun 16, 2022
    Messages:
    1
    Nice FPS improvement, also have this crash when I try to change the map. High RAM usage too (+15gb).
     
    • Like Like x 1
  5. snoutie

    snoutie
    Expand Collapse

    Joined:
    Dec 3, 2021
    Messages:
    4
    That's fucking amazing! You are absolute mad lads. The performance gain is massive with AI compared to running with Proton.
     
  6. JoLi

    JoLi
    Expand Collapse

    Joined:
    Oct 12, 2020
    Messages:
    106
    I have an issue with high VRAM usage, and also, if I load big maps (like the OGC map) it crashes with a segmentation fault error:
    (Top graph is VRAM usage (stopped at 8.4GiB), lower graph is RAM usage)
    upload_2022-6-17_17-12-40.png
    and the last few lines of the beamng log:
    242.87324|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_beech/tree_beech_large_b.dae'
    243.34460|I|_update| Creating imposters for: '/levels/ogc_map/art/shapes/trees/trees_oak/oak_a.dae'
    243.42962|I|_update| Creating imposters for: '/levels/ogc_map/art/shapes/trees/trees_oak/oak_b.dae'
    243.51646|I|_update| Creating imposters for: '/levels/ogc_map/art/shapes/trees/trees_oak/oak_c.dae'
    243.60467|I|_update| Creating imposters for: '/levels/ogc_map/art/shapes/trees/trees_oak/oak_d.dae'
    243.68973|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_beech/tree_beech_large_c.dae'
    244.40587|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_beech/tree_beech_overhang_a.dae'
    244.85420|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_italy/cork_oak_filler_center.dae'
    245.31030|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_italy/cork_oak_filler_large.dae'
    245.90358|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_italy/holm_oak_filler_2.dae'
    246.35123|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_beech/tree_beech_forest_a.dae'
    246.79731|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_beech/tree_beech_forest_b.dae'
    247.26310|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_beech/tree_beech_forest_group.dae'
    248.01211|I|_update| Creating imposters for: '/levels/industrial/art/shapes/trees/trees_beech/tree_beech_small_c.dae'
    fish: Job 1, './BeamNG.drive.x64' terminated by signal SIGSEGV (Adressbereichsfehler)
     
    #46 JoLi, Jun 17, 2022
    Last edited: Jun 17, 2022
    • Like Like x 1
  7. Car_Killer

    Car_Killer
    Expand Collapse
    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
    Messages:
    1,328
    From here now report issues from 0.25.1.0
     
    • Like Like x 2
  8. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    2,985
    We fixed the sound issue, you all should be able to hear things now :)
     
    • Like Like x 6
  9. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    2,985
    Also, for the Steam launch options, we added a selection to run via Proton or the native binaries to make it easier :)
     
    • Like Like x 7
  10. kingdomoflinux

    kingdomoflinux
    Expand Collapse

    Joined:
    Jul 19, 2021
    Messages:
    9
    Where is this option?

    It works amazingly fast launching it from the terminal though.

    I have two main issues. The 1st is that I need to resize the window when the game starts to load, if I don't it crashes. And the 2nd is that sometimes the game crashes randomly (or sometimes while trying to load a new car or changing car parts).

    I'm using Arch with kernel 5.18.3 and latest Gnome. And my specs are CPU: Ryzen 3400g GPU: RX6600, 16GB RAM.
     
  11. fossenjoyer

    fossenjoyer
    Expand Collapse

    Joined:
    Jun 16, 2022
    Messages:
    5
    Thanks for this update! I decided to try and changing the graphics options one by one to see which ones crash the game.

    First series of test, I avoided Lightint and texture, as I suspect them of crashing the game, since when running on Proton, the road textures are black:
    • Anti-aliasing SMAA <-> FXAA
    • Mesh Quality :
      • Normal -> high
      • high -> lowest
      • lowest -> low
      • low -> normal
    • Shadow visibility:
      • All -> partial
      • partial -> none
      • None -> all
    • Shader quality:
      • Normal -> high
      • High -> lowest (Crashed here, not sure if it was when going from normal -> high or from high -> lowest though, it could have still been processing the first change)
    Second test, I decided to start by changing the shader first:
    • Shader quality:
      • Normal -> high
      • High -> normal
      • normal -> low (CRASHES. It looks like changing from normal to high and vice versa does nothing, the change is basically instant and there is no visual change on the screen. So I am guessing that the shader is actually different in normal/high than on low/lowest and when it has to change it crashes.)
    Third test, decided to not change shader quality since it is know to crash on my system:
    • Texture quality:
      • Normal -> high
      • High -> lowest
      • Lowest -> low
      • Low -> normal (Did not crash, but the changes from high to lowest and onwards are instant and there is basically no visual change)
      • Normal -> High (there is a small freeze here, as expected)
    • Lighting Quality:
      • Normal -> High (weird behaviour, the game has a very low fps, 10 to 20)
      • High -> Ultra (long freeze, then visual change, still froze, then CRASHES)
    From my very quick and unscientific testing, the crashes seems to come from lighting, shader quality, and anisotropic filtering, but I did not document this one

    Also, I noticed the game looks like it reloads languages when changing any graphics settings, it looks for english US but does not find it.
    Code:
    564.51087|D|GELua.core_settings_settings.setting| refreshLanguages called: oldLanguage = "en-US"  appliedLanguage = "en-US" userLanguage = ""
    564.55903|D|reloadLanguages| Could not load any language, falling back to 'en-US'
    
    Here is the error messages when the game crashes after changing graphics settings

    Code:
    573.24406|E|compileHlslGlsl| /temp/shaders/procedural/48faf5f984f1ca45_V.hlsl: warning: macro 'BGE_HLSL_MODEL' contains embedded newline; text after the newline is ignored
    In file included from hlsl.hlsl:5:
    In file included from ./shaders/common/bge.hlsl:7:
    ./shaders/common/hlsl.h:8:5: error: expected end of line in preprocessor expression
    #if BGE_HLSL_MODEL >= 6
        ^
    <built-in>:73:46: note: expanded from here
    #define BGE_HLSL_MODEL MFT_MaterialDeprecated,-1
                                                 ^
    In file included from hlsl.hlsl:5:
    ./shaders/common/bge.hlsl:421:5: error: expected end of line in preprocessor expression
    #if BGE_HLSL_MODEL < 6
        ^
    <built-in>:73:46: note: expanded from here
    #define BGE_HLSL_MODEL MFT_MaterialDeprecated,-1
                                                 ^
    hlsl.hlsl:55:8: error: no member named 'imposterFade' in 'ConnectData'
       OUT.imposterFade = IN.tcImposterParams.y;
       ~~~ ^
    hlsl.hlsl:61:11: error: redefinition of 'inPosition'
       float3 inPosition;
              ^
    hlsl.hlsl:52:11: note: previous definition is here
       float3 inPosition;
              ^
    hlsl.hlsl:62:11: error: redefinition of 'texCoord'
       float2 texCoord;
              ^
    hlsl.hlsl:53:11: note: previous definition is here
       float2 texCoord;
              ^
    hlsl.hlsl:63:13: error: redefinition of 'worldToTangent'
       float3x3 worldToTangent;
                ^
    hlsl.hlsl:54:13: note: previous definition is here
       float3x3 worldToTangent;
                ^
    hlsl.hlsl:64:8: error: no member named 'imposterFade' in 'ConnectData'
       OUT.imposterFade = IN.tcImposterParams.y;
       ~~~ ^
    hlsl.hlsl:66:11: error: redefinition of 'wsPosition'
       float3 wsPosition = inPosition.xyz;
              ^
    hlsl.hlsl:57:11: note: previous definition is here
       float3 wsPosition = inPosition.xyz;
              ^
    hlsl.hlsl:67:13: error: redefinition of 'viewToTangent'
       float3x3 viewToTangent = worldToTangent;
                ^
    hlsl.hlsl:58:13: note: previous definition is here
       float3x3 viewToTangent = worldToTangent;
                ^
    hlsl.hlsl:72:8: error: no member named 'hpos' in 'ConnectData'
       OUT.hpos = mul(mul(cameraToScreen, worldViewOnly), float4(inPosition.xyz,1));
       ~~~ ^
    hlsl.hlsl:74:13: error: redefinition of 'objTrans'
       float4x4 objTrans = uObjectTrans;
                ^
    hlsl.hlsl:70:13: note: previous definition is here
       float4x4 objTrans = uObjectTrans;
                ^
    hlsl.hlsl:75:13: error: redefinition of 'worldViewOnly'
       float4x4 worldViewOnly = mul( worldToCamera, objTrans ); // Instancing!
                ^
    hlsl.hlsl:71:13: note: previous definition is here
       float4x4 worldViewOnly = mul( worldToCamera, objTrans ); // Instancing!
                ^
    hlsl.hlsl:76:8: error: no member named 'hpos' in 'ConnectData'
       OUT.hpos = mul(mul(cameraToScreen, worldViewOnly), float4(inPosition.xyz,1));
       ~~~ ^
    hlsl.hlsl:80:8: error: no member named 'out_texCoord' in 'ConnectData'
       OUT.out_texCoord = float4(texCoord.xy, texCoord.xy);
       ~~~ ^
    
    573.24425|E|processMaterial| Failed to initialize material 'imposter_mat_/levels/Utah/art/shapes/trees/Juniper/Juniper_tree_01.dae'
    573.24427|E|operator()|         ERROR: MatInstance::init - Invalid processed material for imposter_mat_/levels/Utah/art/shapes/trees/Juniper/Juniper_tree_01.dae
    *** CRASH *** Minidump generated at: /home/[user]/.local/share/BeamNG.drive/0.25/temp/crashReports/69c44149-f4cc-4ab2-b8094287-16b1dfb5.dmp
    
    Test conditions:
    Game:
    • Utah map
    • Campsite spawn
    • Normal settings
    • UI resolution: 2560x1440
    Computer:
    • CPU: i9-10850K
    • GPU: GTX 1080Ti FE
    • GPU Driver: 515.48.07
    • RAM: 2x8GB @3200MHz
    • Monitors: 2560x1440@165Hz (primary) + 1920x1080@144Hz (secondary)
    • Display server: X11 (so the refresh rate is basically 144hz)
    • DE: Latest GNOME (42.2)
    • Distro: Arch Linux
    • Kernel: 5.18.3-arch1-1
    • Storage:
    • Boot drive: NVMe formatted with ext4 with a Windows11 dual boot
    • Game drive: ext4 partition with another as ntfs for windows
     
  12. UltraBlack_

    UltraBlack_
    Expand Collapse

    Joined:
    Jul 29, 2021
    Messages:
    31
    Hey there,
    I am very happy that this port exists since I am now finally getting reasonable 30 fps on normal settings and no longer 20 fps on the lowest possible, though I'm having some problems:
    First of all, most of the repository mods are apparently 404s, even though I only installed though the in-game mod manager. Trying to enable them regardless causes the game to freeze, apparently.
    The other problem, that I discovered a crash and I don't know what caused it. I was just driving around the USA city map and then when I approached the oil pumps coming from the city, following a dusty road, the game crashed.

    I am running Garuda Linux (It's arch based), Wayfire and the 5.18.3-zen1-1-zen kernel on an Ryzen 5 and an RX 560

    Can you help out? I am very grateful for the linux port :)

    Thanks!
     
    #52 UltraBlack_, Jun 17, 2022
    Last edited: Jun 17, 2022
    • Like Like x 1
  13. iuqua4faih

    iuqua4faih
    Expand Collapse

    Joined:
    Dec 18, 2021
    Messages:
    8
    With the new version sound works perfectly, thanks!

    Issues which are still present:

    1. Graphical choppiness in comparison to the proton version when running multiple screens and other applications. I tested in the same state with both proton and native. Native's frame rates are noticeably less stable, this is visible in the graphs below as well as when just playing the game (no mods in either situation):

    With native ("normal" graphics preset):



    With Proton ("ultra" graphics preset):



    2. I still can't add multiple buttons with the same name from two different controllers, for example both paddles or next/previous gear labeled button0 and button1 on my t300, and gear 1 and gear 2 labeled button0 and button1 on my t500 gear shifter. They overlap and cause very strange problems when shifting since pressing the paddle (button0) also activates all the other button0s that belong to other controllers.

    Thanks for all the hard work, and I'm happy the community is able to have such a good dialogue started here in this thread to help work out the kinks.
     
  14. asu

    asu
    Expand Collapse

    Joined:
    Jun 15, 2022
    Messages:
    5
    Just a heads up: I can confirm this issue goes away when specifying the `RADV_DEBUG=zerovram` environment variable. This would indicate this issue is caused by an uninitialized buffer read.
     
    • Like Like x 2
  15. rolesg1234

    rolesg1234
    Expand Collapse

    Joined:
    Nov 19, 2017
    Messages:
    3
    I'm getting this on my system too while trying to load East Coast USA

    Specs:
    OS: Fedora 36 Workstation Edition
    CPU: AMD Ryzen 5 1600x
    GPU: AMD Radeon RX480 4gb
    RAM: 16gb ddr4
     
  16. UltraBlack_

    UltraBlack_
    Expand Collapse

    Joined:
    Jul 29, 2021
    Messages:
    31
    It appears that Vsync causes continuous extreme stutters, filling the whole screen with artifacts. This all with a few seconds delay between stutters, but it's very noticeable.

    Can anyone confirm this?
     
  17. JoLi

    JoLi
    Expand Collapse

    Joined:
    Oct 12, 2020
    Messages:
    106
    I can't confirm the artifacts, but for me when I enable VSync, it runs at 0fps according to mangohud, and it's extremely unresponsive (took me like 30 seconds to change it back)
    I'm also using Garuda, but KWin 5.25 with Wayland and XWayland
     
    • Like Like x 1
  18. kingdomoflinux

    kingdomoflinux
    Expand Collapse

    Joined:
    Jul 19, 2021
    Messages:
    9
    I have two problems with my G27:

    - The DPad or HAT doesn't work (which I use on Windows for navigating menus and move the camera).

    - And this is an odd and frustrating one. I lose the FFB when the vehicles are over steering. While a car is sliding the wheel has like 90° of nothing, and if I try to correct the slide the FFB sometimes goes bonkers. It does the same when hitting the soft lock too.
     
  19. WhiteFusion

    WhiteFusion
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    53
    By chance is it some vehicles? And when you fight it enough it feels like it wants to pull towards the direction you were fighting?

    I had an issue with my wheel and that required a patch.
     
  20. UltraBlack_

    UltraBlack_
    Expand Collapse

    Joined:
    Jul 29, 2021
    Messages:
    31
    Does anyone also experience system freezes with beamng? It likes to completely freeze my system, forcing me to use sysrq. I would really like this to not occur that frequently, but as a sidenote; Last time I experienced this was with Garrys's mod on their awesomium branch. Maybe updating chromium would help? What version is it even on?
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice