
Nuunuu
Published
I tried initially using protontricks mf install and that didn't work. I then tried mf-installcab and wasn't able to make that work either. running the actual mf-install script from github was the only thing that worked for me
Currently broken, but a fix is in the works
Keep an eye on https://github.com/ValveSoftware/Proton/issues/4069 , the issue is being worked on and has already been added to the development versions of wine.
That said, make sure to not try a bunch of different proton versions to make it work, the game might view each proton version as being installed on a different machine and limit you according to this reddit thread - https://old.reddit.com/r/linux_gaming/comments/hr2yj5/death_stranding/
The game had no sound when it was started but showed a message suggesting that OpenAL needed to be installed before the sound would work. I found a similar issue on a game called Megaton Rainfall and the solution posted there worked in this case as well
From user Kal-Eel:
"
download this file from Openal: https://kcat.strangesoft.net/openal-binaries/openal-soft-1.19.1-bin.zip
From that file extract the file soft_oal.dll from /bin/Win32 of the downloaded archive.
copy the file to your ~/.local/share/Steam/steamapps/common/Megaton Rainfall/ folder. **(in this case your DERE EVIL EXE folder)
rename OpenAL32.dll to OpenAL32.bak
Rename soft_oal.dll to OpenAL32.dll
Start game and destroy the aliens with full audio enabled! **(there are no aliens in DERE EVIL EXE, but you may destroy your keyboard by the end) "
There was an issue in the final section when the controls change to swipe controls. If you click and swipe between dying and the click to restart screen, the game closes. Due to the nature of the game, it was hard to tell if this was intentional, but I don't believe it was. It's also hard to tell if this is an issue only affecting proton.
Adding PROTON_USE_WINED3D=1 %command% fixed the constant menu and game stuttering, everything else just worked
Many people suggested also using PROTON_NO_ESYNC, but I found it ran fine without that flag
The reflective surfaces in a level with rain look metallic red. I am fairly certain it's supposed to be transparent, based on how strange it looks. Other than that, I haven't seen any issues.
Levels loaded in a bit slow, but once all the textures were loaded everything ran fine, even in massive battles
Works mostly fine, some issues with social club that need to be manually killed afterwards, but the game runs smooth.
alt tabbing caused a weird issue where the alt key would be stuck until i pressed it again, but other than that it worked fine
If I tried to turn my controller on in game without having it started before hand, it would freeze for several minutes and then disconnect me from my online session without connecting the controller.
Rockstar Social Club runs in the background and does not always close with the game, leaving steam to say the game is still running. I can't right click the icon in the task bar so i'm left to manually clean up like 6 different instances of the rockstar social club helper in htop and then kill steams child monitor in order for the game to show as properly closed. It was faster to just restart my computer most of the time. Paired with the issue of my controller, it was a frustrating bug if i realized i didn't have it connected beforehand.
It is perfectly servicable, but you cant expect lag to be the results of pushing the system. You have to assume it will crash when too high.
__GL_13ebad=0x1 gamemoderun %command% +com_skipIntroVideo 1
This game needs some options recommended by some nvidia devs to fix performance and get RT where it should be
If you run out of VRAM while playing the game, it crashes. While playing, I have a laptop SSHd into my computer to display nvtop, and from there I can monitor the vram utilization to make sure we're sitting around 80% overall to give some headroom to load in cutscenes. Other reports of the game crashing at cutscenes are likely due to the vram spike that happens around them. When the game crashes due to VRAM overflow, you are forced to launch in safe mode and redo all of your settings from top to bottom, and the order that you do them can effect the vram utilization and cause another crash.
At 2048x1152, everything maxed except texture pool set to ultra, full RT, and DLAA, the game consumes around 13-14 gigs of VRAM which is about the max I can pull on the 4080 without it getting into crash territory since kwin_wayland, plasmashell, and xdg-desktop-portal-kde take up about 1gig of vram together. Closing firefox also helps reclaim some 200mb of vram.
Overall very fun, looks fantastic, wish there were safeguards on vram or swap space that kept it from crashing.
Opens to a black screen with a creaking door sound.
This was specifically for the demo, assuming it is the same for the main game
With multiple monitors, the game display was more or less broken (took up a quarter of the screen). Alt-Enter brought it into windowed mode, which was playable. I was also able to disable one of my monitors and everything worked fine. Interestingly, after I got the graphics options set up for my single monitor set up, it started working fine with two monitors. Even alt-tabbing seems to work without issue. I've had one issue with audio desyncing in cutscenes, but I think I remember this happening in windows as well.
Works next to perfectly
With Cinnamon DE, the game wont tab back in correctly. Was able to circumvent this by alt-tabbing in (the game rejects this and goes back to minimized) and then hitting a shortcut to restart Cinnamon. On restart, the game is full screen again.
I found the game was stuttering every 3 or so seconds but ignored it for most of my playthrough. I later found that I could go into nvidia-settings and force composition pipeline, which completely fixed the stuttering in this game and many others (though I have to disable that setting if I want to start vr).