

Controller mapping for Nintendo Switch Pro Controllers needs to be tweaked in some capacity. If you have the Flip A/B button enabled for Switch Pro Controller, you'll probably find that the A Button isn't registered as A Button, and B Button isn't registered as B Button and will require the reconfiguring of Steam Controllers from Steam, you need to restart the game if you make changes as they're not detected immediately. Some other button inputs might need reconfiguring as a result.
GE-Proton9-23 is selected as default for Compatibility with no tinkering of config files or launch options involved for the game, as it runs well out the box.
I used a GuiliKit King Kong Pro 3 controller with this game, and feels really nice to use with this game, you can use the paddle buttons on this controiller for this game, but need to be manually configured for different button input actions in the Steam Controller config, since it doesn't natively support paddle buttons. I do find the in-game button mapping menu to be somewhat awkward when trying to remap buttons, since it's hard to tell if the button pressed is mapped correctly, but this is a Game UI issue on Team Sonic's side of things not making it visually clear on when a button is mapped, and not necessarily hardware issue.

For most people, playing this game on Linux is great and works Fine, but if you are specifically on EndeavorOS it is a bit of a mess.
PROTON_USE_WINED3D=1 %command%
Without the launch option there is zero foliage in the game, with the launch option (turning off DVXK) cyberspace (and fishing) levels are unable to render correctly. The way to fix this is to not use the launch option, leading to me to have to constantly restart the game and add and remove the launch option.
Any additional bugs (weird double Sonics in a cutscene, or not being able to trigger stuff, or not being able to move) are solved by either just saving and loading, or if that doesn't work, not using the launch options, but that gets rid of all foliage (see graphical issues).
Alright so, someone else using EndeavorOS has mentioned before not having any foliage in their game, and this was also true for me at first. To restore any foliage I needed to turn OFF DVKX (that's what the launch option command I used is for), BUT with turnning of DVKX, it makes the cyberspace levels impossible to play due to them not rendering correctly, meaning I need to RESTART the game each time and then remove my launch options to play those segments of the game (including fishing). So while I am writing this at almost the end of the first Island I will be able to complete the game this way, but I would highly reccomend against it unless you like restarting your game over and over. Sometimes this also causes other unexpected bugs, like 2 sonics in a cutscene and then being inable to move afterwards and having to restart the game.
Also, Hedge Mod Manager's flatpak works flawlessly for this game, don't even have to add any launch options to get mods to work.

Works great out of the box
Running perfectly on my setup. Steam Input required for Dualsense support.

gamemoderun DXVK_ASYNC=1 DXVK_FRAME_RATE=60 WINEDLLOVERRIDES="dinput8=n,b" %command%
For me atleast modding this game was a pain, until I found these on the HMM Github. Guide for running the modloader on Linux: https://github.com/thesupersonic16/HedgeModManager/wiki/Running-on-Linux-(Bottles) And someone people (including myself) need some custom registry edits so the game can actually play with most mods: https://github.com/thesupersonic16/HedgeModManager/issues/219#issuecomment-2600760751

This game is technically playable with keyboard and mouse, but it isn't meant to be played this way
Neither my PS4 nor my PS5 controller was detected.

When I first reported on this game using EndeavourOS, I was facing an issue where the game wouldn't render certain objects in the terrain that were affected by draw distance (such as folliage, small rocks, cacti, etc.). However, playing the game again on the same computer with a new installation of Arch, everything renders just fine. Not sure what changed between Endeavour and Arch that caused it to bug out on the former, but the game runs pretty much perfectly now.

FOR ANYONE WHO WANTS TO PLAY WITH MODS Crashes with hmm aka hedgemodmanager to remedy this, I am using the bottles flatpak to use hmm to install mods, but it will usually make your game crash after the window spawns for a few seconds my fix is going into flatseal and adding this to the "other files" section so that the game can properly load the mods without crashing "/home/deck/.local/share/Steam/steamapps/common/SonicFrontiers/Mods/" this is the generic path to add if you're on steam deck but if you're on a linux pc just replace that with the name of your user and your mods should work. I also reccomend keeping hmm up to date along with the mods and codes.
SteamDeck=1 prime-run gamemoderun %command%
i had the same issue on windows with geforce experience installed. if i set shadows to high, the game bugs out and drops my frame rate to ~30fps when i have the game set to 60, the game is fine on windows without geforce experience installed so it's just weird to me

Runs out of the box
Fullscreen caused my second display to bug out

Low graphics preset for FPS closer to 60. Dips in some of the open world sections but not terribly.

The game doesn't seem to render things like ground folliage and small rocks in the terrain. This issue isn't exclusive to GE, as it also occurs on Proton 9.0-3 and Experimental.
Game does not start and gives a anti-tamper warning

I'm back 10 months later. This game now works great with regular Proton, and even has better performance on my PC now than months ago.
gamemoderun DXVK_ASYNC=1 DXVK_FRAME_RATE=60 WINEDLLOVERRIDES='dinput8.dll=n,b' %command%
Yes, you can play this game with mods on Linux. Just make sure to add the WINEDLLOVERRIDES='dinput8.dll=n,b' %command% at the end to boot the game with the Mod Loader. To install and run the Hedge Mod Manager on Linux you'll need Bottles, and modify some of the Frontiers' system files (otherwise the HMM will not "find" Sonic Frontiers). There's an up-to-date guide on how to setup Hedge Mod Manager on Linux on Sonic Frontiers' Steam Guides.

Works better now than it was at launch
Now that I'm on AMD hardware and the graphics libraries have updated, this game runs flawlessly.

Runs out of the box without any issues
No problems
No issues
Crashes on startup every time.
Runs perfectly after recent update. No launch options required. Previously ran super slow with sluggishness.

As of a recent update all the issues are resolved and the game just runs as if native.

Works well out of the box
Water seemed to turn into a red glowing area depending on location and camera angle.
No further configurations were needed for the game to run. The only issue, water turning into a glowing red surface randomly, wasn't disruptive. I didn't test the game with proton experimental, will do in the future after DLC 3 comes around.

Had to use GloriousEggroll Proton to fix awful flikering, otherwise a flawless, if a litle slow, experience.
Heavy lighting flickering every other frame if not hitting constant 60 fps (which is always in the open world). Fixed by using GE-Proton8-6

Now runs flawlessly on NVIDIA GPUs
As of June 2023, thanks to a patch on SEGA's end, the game now runs flawlessly on NVIDIA GPU's with no tinkering required.

Sega recently pushed out a patch for the NVidia driver issue and now the game runs perfectly with this version of GE proton.

DXVK_ASYNC=1
Game runs great on Nvidia now. After testing older Proton versions and older Nvidia drivers, I can conclude that the Nvidia issue was likely fixed by Sega in the recent update they did (June 2023). Nvidia has said they've had the fix for months but have yet to push it to public drivers as of this writing. At any rate, the game seems to work now with little to no tinkering on various driver versions and Proton versions.

I made this report to second the one above me from 4 days ago, and I am happy to say as a Linux Nvidia GPU user that Sonic Frontiers isn't being chunky anymore. When I first played this title on release there was an area in Ares Island (The one where you serpentine across the green paths between the canyon walls) that would make the game crash as well as mission 040 so I had to use my steam deck to progress. But now its been fixed after a recent nvidia driver update so I reinstalled the game on my Desktop, went back to that general area, and experienced no crashing whatsoever or any weird graphical oddities to speak of.
Ended up beating the Knight Titan as of the time of writing and had alot of fun doing it. Can't wait to finish this game.

No longer runs terribly on NVIDIA GPUs
Random slowdowns, possibly due to shaders being compiled
Seems the 535 update for the NVIDIA driver + Proton Experimental on Linux fixed the game's performance problems

Plenty of people here are chasing 40Hz using 540p, but I find this just ends up looking pretty bad while still not being stable.
Set in-game settings to low but keep resolution to 1280x800, resolution scale to 100% and anti-aliasing to TAA. Keep in-game framerate cap to 60 (not 30!). On the Deck side, cap the framerate to 30.
This will give clean image quality and while it will be 30fps, it will be a stable 30fps with good frame times.
gamemoderun WINE_FULLSCREEN_FSR=1 WINE_FULLSCREEN_FSR_STRENGTH=1 WINE_FULLSCREEN_FSR_MODE=ultra %command%
Be aware of the game's DRM, which can trigger if you switch Proton versions 5 times in less than 24 hours and lock your game for 24 hours. The DRM has makes hard to play this game offline, mas it has to authenticate at least once before running. Other than that the game is fully compatible with anything from Proton 7 onwards.
My PC is on the weaker side, so I had some major slowdowns in the Open Zones and minor hiccups in the Cyberspace. I used GE-Proton because of the built-in FSR, which allowed me to have better image quality while rendering the game at lower res to get a FPS boost. I got around 40ish to 60 FPS in Open Zone and 60 FPS in Cyberspace and the Giganto boss. Ambient Oclusion ON, FXAA enabled, everything else pretty much disabled or Low.
Also, if you're into mods, modding Sonic Frontiers is very hard on Linux if you're not a Steam Deck user. On the SD there are things that pretty much automated everything for you, but on any other Linux distro there's so many jumps and hoops I gave up. Running the HedgeModManager.exe through Proton doesn't work.
DXVK_FRAME_RATE=30 %command% DXVK_ASYNC=1 %command% https://community.bitsum.com/forum/index.php?topic=10316.0
DXVK_FRAME_RATE=30 %command% DXVK_ASYNC=1 %command%
all proton games and even wine game use something called usr/bin/pipewire setting it's priority to idle using process lasso can improve performance. pipewire plays media files so it's recommended to play games at 30 when pipewire wattage is high which you can find using something like powertop. pipewire sound libraries seem to be the culprit because pipewire uses a lot of processing power even when no videos are seemingly being loaded. performance improves significantly with all sound turned off in options
there were static lines when booting into the first cyberspace level this was before I used my script process linux to improve the performance of the game. lines are there on console and are technically supposed to be there however in proton they glitch slightly when first loading the level.
game stutters every 5 seconds are so runs fluidly but a stutter during losing rings can put you at a disadvantage. some cyberstage levels stutter very infrequently. although the game nearly crashes when loading them.
system wattage is 19 watts when playing. game runs great with occasional stuttering. process linux reduces stutters but doesn't elimnate them. game is fun to play but you are at a disadvantage over windows users but with linux customizations you can use signficantly less power. when using process linux the p value is the same as the pid of the process your modifying with process linux. you should use process linux to change the cpu and io priorities as you see fit and under the conditions you see fit similar to process lassos process watchdog. the processes you should modify are the process for sonicfrontiers.exe which is easily findable and usr/bin/pipewire whose pid is listed when using a program like powertop running the 11800h which has the slower performing xe graphics. although i can play the witcher 3 classic and rise of the tomb raider on it in windows and the witcher 3 classic with linux. from the reports I heard I expected more graphical glitches either theyre fixed now or don't show up at 30 fps. in any case it did seem like intel graphics had less problems displaying the game's graphics originally. really enjoying playing.
DXVK_FRAME_RATE=72
https://github.com/thesupersonic16/HedgeModManager/issues/219 installed HedgeModManager to fix a severe framepacing issue with the game.
To fix the frame pacing issues with HE2 (which are NOT Proton exclusive), install HedgeModManager. Enable the "uncapped framerate" code, and then use DXVK_FRAME_RATE=60
to cap the framerate externally. It makes the game look a lot smoother. You can also cap the framerate higher, but keep in mind the higher you go, the more things will break. For example, after about 65 FPS, level 4-3 has a bug where you hit an invisible wall because a launch doesn't register high enough, and have to mash boost to continue. If the framerate is too high, no amount of mashing can save you and the level becomes unplayable.
Almost everywhere, there is constant flickering that can be hard on the eyes.
Steam cloud refused to sync all my saves from PC.
The game consistently drops to the 30-40 range no matter what.
Performance didn't hit a consistant 60fps outside of cyberspace levels, but the framerate rarely went below 40fps for me. Played the mojority of the game on my Deck and didn't notice any issues.
framerate is really bad, im getting 15 to 35 fps, on windows its native 60 fps
framerate is really bad on windows its native 60 fps
it crashed once in chaos island
Most settings on low, with TAA and 75% resolution scaling for the best results. No slowdowns in Cyber Stages. I doubt Proton version matters
Game does not hold a Solid 60 in the overworld, fluctuates between 40-60fps. Retains a solid 60 in Cyber Stages
I've tried FSR at 540p, and I still recommend resolution scaling + TAA over it, although it does work fine if you enable windowed mode. While there are frequent slowdowns in the overworld, the game plays fine, and I do recommend playing like this over using the 30fps cap, because it still ends up feeling smoother, oddly enough. Using 40hz doesn't seem to help that much with smoothness in this game and it might cause issues with the 30fps cutscenes, or at least make them look worse. This may be mitigated by using a mod to uncap the cutscene framerate, but I haven't tested it and I can't promise stability, since they were probably capped to 30fps for a reason. Regardless of your preferred fps and resolution settings, some graphical options appear to have little to no effect on the framerate at all, so feel free to leave some of them on if they don't appear to be causing issues.
(If you are playing this on desktop, use some external, probably driver forced Anti Aliasing or a DSR equivlalent instead for better results; TAA ends up being way too aggressive and smeary at higher resolutions.)