ZeroKnight
Published
Runs great, didn't run into any issues. Even the periodic stutter I was getting on Windows is gone.
gamemoderun %command%
Seems to take a while for the game to fully finish quitting (from Steam's perspective) for some reason, but it's in the background so it's not that significant.
Disabled mouse accleration via config file (no in-game option)
Unusually high mouse sensitivity caused by bad mouse accleration implementation
The game has a terrible mouse acceleration implementation which is responsible for the overly-high sensitivity that many people report. There is no in-game toggle, but it can be disabled by editing the prefs
config file and setting mouseAcceleration
to 0
. This change alone made mouse sensitivity behave more sane.
gamemoderun %command%
While Proton 9.0-3 does work, the game was unable to connect to a multiplayer session with a bogus mismatched version error (reported version strings were the same). Switching to Proton Experimental did the trick.
Works flawlessly. Did not experience any issues, even with mods.
If you intend to use mods (e.g. via BepInEx), include a WINEDLLOVERIDE for winhttp.dll.
WINEDLLOVERRIDES="dinput8.dll=n,b" mangohud gamemoderun %command%
Multiplayer and mods work without issue. The WINEDLLOVERRIDES
var enables REFramework to hook the game and enable mods.
Runs perfectly fine native with the exception of a windowing quirk
Had to "fix" borderless fullscreen on KDE Plasma by manually toggling KWin's fullscreen flag on the game window. I created a window rule to ensure this is always done.
Runs as well as it should for its current EA stage; no Proton-specific troubles whatsoever.
Occasional lag spikes, and began noticing inventory desync after around 5 hours of continuous play. This may have been server-side, however.
Able to play on maximum settings with no DLSS at 1440p and hold around 100FPS.
Ran great without any tinkering other than switching to Proton Experimental as other recent reports suggested.
I noticed some jarring screen tearing and bad frame pacing at certain camera angles after adding PROTON_ENABLE_NVAPI=1
. The game runs much better without it.
Runs totally fine with or without gamescope. I don't recall having a single crash in 120 hours.
env LD_PRELOAD="" gamescope -W 2560 -H 1440 -f --adaptive-sync --hdr-enabled -- %command%
HDR doesn't seem to work; enabling in-game has incorrect "washed out" tonemapping
env LD_PRELOAD=""
is a workaround for gamescope issue #163 that causes massive frametime drops on every keypress after around 30 minutes or so.
Works perfectly on Wayland, including multiplayer.
Zero issues encountered even after hours of continuous play.
Works fine native, even with the Paradox launcher
Had to "fix" borderless window mode in KWin by toggling the "Fullscreen" flag on the game window, otherwise it wouldn't draw over the taskbar. Could just be a KWin thing.
Works great out of the box, both singleplayer and multiplayer. Modding works with the addition of a launch option.
WINEDLLOVERRIDES="winhttp.dll=n,b" %command%
Edited Risk of Rain 2_Data/Config/config.ini
to set intro_skip 0
and splash_skip 0
as a small QoL tweak. See PCGW for details.
Initial asset loading before main menu takes noticeably longer than on Windows.
To launch with mods, add the following launch option: WINEDLLOVERRIDES="winhttp.dll=n,b"
and then "Start modded" from r2modman. winhttp.dll
is added to the game installation directory after installing BepInEx; it is how it hooks into the game.
Do not include the linux_wrapper.sh
bit mentioned in r2modman to the game's launch options; it no longer correctly detects Proton and will either not load mods or fail to launch the game entirely. See the following issues for details: #950, #927, etc.
Overall an okay experience marred by specific, minor graphical issues and more significant performance hitches due to being a sloppy port.
PROTON_ENABLE_NVAPI=1 %command%
- In-game videos will not have any video output on all official Proton versions; Proton-GE is required for them to play properly.
- Some (but not all) in-game videos are heavily artifacted for some reason---most notably the video that plays before Jack wakes up in the tutorial flower field at the start of the game.
- Known issue of characters looking heavily aliased and low-resolution in the battle settings screen. Fine otherwise once in a mission.
Typical poor Squeenix port. Framerate can be very inconsistent and stuttery. There is a well-known issue where performing a Soul Burst and leaving the camera in the cinematic position causes a significant increase in frame time for seemingly no reason---performance is fine if you force the camera out of its cinematic mode by switching lock-on targets.
DLSS helps a lot. At 1440p with max settings, using the Quality preset generally keeps the game at 120FPS; even Soul Bursts cause only a barely noticeable dip.
Works mostly fine native running on Wayland (Plasma 6.0.5), but only via Gamescope. Some input-related bugs. Didn't try X11.
gamescope -r 144 -b -- %command%
Mouse Wheel Up was seemingly inputting both up and down at the same time, making it impossible to cycle inventory and conversation choices backward. I could tell since the inventory switch sound was louder when trying to cycle backward, indicating that it was playing twice.
As reported by another user, the game will crash before the main menu if running native on Wayland. I was able to work around this by using Gamescope, which was also necessary to set a framerate limit to work around the game's lack of built-in limiter.
Other than some occasional hitching (which may just be the game) and the odd mouse-wheel input bug my overall experience was completely fine. Panning the map is a bit broken in Wayland/Gamescope as well.
These bugs don't manifest when running via Proton nor is Gamescope necessary, so it might be worth it to just play via Proton.
Runs without any issue in Proton. Solid 144 FPS with occasional spikes.
The game has a handful of issues running natively in Wayland, so Proton is the way to go IMO.