
cncz
Published
it seems to work for everyone else but for me mouse movement is bugged and makes the game stutter. Note that I am using the GOG version.
game stuttered and froze when moving mouse
The game seems to completely break when moving the mouse at a slightly fast speed (note I am using the gog version with lutris). I am unable to find a fix
Latest GCC update on arch broke the executable, need to install execstack from aur and run execstack -s Celeste.bin.x86_64 and execstack -s Celeste.bin.x86 in game folder
Seems to have some bugs on newer hardware and kernels, despite its bigger brother (doom eternal) running flawlessly
pause menu is quite artifacty.
Despite running fine previously, on my new system with newer steam versions it has TERRIBLE stuttering, no fixes seem to work. (note the game is installed on a hard drive as it is WAY too big for an ssd)
Ignore my previous report the game was on an ntfs drive, after properly partitioning it the game runs PERFECT
Alt tab crashes the game
Mouse is too broken to be playable.
Previously cited mouse issue
Game lags significantly when moving mouse to the point of being unplayable, this is a similar problem to another kex engine remake, BLOOD: FRESH SUPPLY
With the mouse fix it's an excellently fun game (though 125hz does feel a bit odd to aim with)
The mouse will lag unless at lower polling rate, this can be solved with a simple wrapper script if you use a logitech mouse and libratbag, simply make this script (courtesy of u/ropid on reddit):
#!/bin/bash
# customize this line here
reduced_rate=125
# get device name and current polling rate
device_name=$(ratbagctl list | head -n1 | cut -d: -f1)
original_rate=$(ratbagctl "$device_name" rate get)
ratbagctl "$device_name" rate set "$reduced_rate"
# use script arguments as a command line and run it
"$@"
# restore original rate
ratbagctl "$device_name" rate set "$original_rate"
name it "slowpoll" or something, put it in your /usr/bin and run the game with slowpoll(or whatever you named it) %command%
proton-5.4-GE-3 GloriousEggroll
Proton GE is needed to run the game, as well as the newest nvidia 440.82 driver which adds needed vulkan functions
can be fixed by editing the following in etc/pulse/daemon.conf than restarting with "systemctl --user restart pulseaudio.socket:
resample-method = speex-float-5 default-sample-format = s24le default-sample-rate = 48000 alternate-sample-rate = 44100 default-fragments = 2 default-fragment-size-msec = 125
alt tabbing will crash the game
crashes unless +in_terminal 1 +com_skipIntroVideo 1 is set in steam launch options to disable intros
In the words of a certain bethesda executive, "It just works". Thank you doom dev team for nuking denuvo anti cheat
5.6-GE-2 GloriousEggroll
used launch options: LD_PRELOAD=/usr/lib/libffi.so %command% +in_terminal 1 +com_skipIntroVideo 1 +com_skipKeyPressOnLoadScreens 1 +com_skipSignInManager 1 gamemode
I have a god pc so performance is slightly less than windows but I upgraded recently and before than it reached equivalent performance on windows vs linux
Gone, Reduced to atoms (They added EAC)
Menu boots up but it gives an anti cheat error when matchmaking
After some radio audio fixes the game works as fine as it does on windows (which is not very good lol)
5.21-GE-1 GloriousEggroll
I had to use proton-ge to get the radio working, on top of this I had to convert the entirety of the Data/Sound/songs/radionv/ folder in the game directory to mono audio with soundconverter
Radio audio cut out 30 seconds in until the aforementioned mono conversion
This game has a lot of bugs with fullscreen, would recommend looking at some mod guides for proper borderless window
Normal dx11 mode works fine but dx12 with rtx features crashes on startup
Default mode crashes on startup, dx11 mode works fine
Remaster's single player works fine, multiplayer not so much
Not sure if it's just the port but sound effects sound a bit off
Multiplayer seems to not work despite no anti cheat files I can see, may be an issue with xbox party dlls (PartyWin.dll) but that's a hunch
After fixing the multiplayer it works fine
Crashes pc when alt tabbing in full screen, keeping it on another virtual desktop and hotkeying out fixes this
The game uses weird networking which breaks multiplayer, this can be fixed by changing wine prefix to windows 7 with protontricks
After some significant configuration and workarounds it works and provides an enjoyable experience
Proton-5.9-GE-3-ST GloriousEggroll
Proton GE was used to fix certain cutscenes, on top of that i __GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1 %command% to greatly reduce shader compile stutter (still a good chunk of stutter when entering new areas) and i did the origin write fix mentioned in other reports
Origin will not continue launching the game and will sit on a black window unless you minimize it and reopen it
PS4 controller is not able to open the holomap unless you disable the trackpad as a mouse, I did this in KDE settings so I'm not sure how to do it universally
Origin cloud saves were out of date, had to copy from windows partition
collision was a bit worse than windows, on occasion very mobile enemies would get stuck in walls, nothing game breaking though
If you go out of your way to run the custom WINE fork with a lutris installer script that utilizes a 32 bit wine prefix it will run amazing
https://github.com/Frogging-Family/wine-tkg-git as well as the lutris "Steam for Windows" script allows civ 5 to run FLAWLESSLY with dxvk, giving a significantly better experience than on native
Linux cloud saves will not move over, but saves copied from the ~/share/Aspyr/Sid Meier's Civilization 5/Saves/ directory will port over when copied to the civ 5 prefix's save directory
With the "next" beta branch of proton 6.3, it runs perfectly, infinitely better than the native linux version
Old windows cloud saves don't seem to appear
AMD_VULKAN_ICD=AMDVLK %command%
Had to use amdvlk instead of mesa which comes with a decent performance hit