
nick.
Published
Worked perfectly out-of-the-box with no tweaks, launch options, or anything. Feels native
Only happened once at random (and I had played previously), so it was probably my fault (I think I was moving a bunch of windows around as it was launching), but it was just an "empty" screen when it started. I fixed it by using the KWin menu (Shift + F3 is KDE Plamsa's default shortcut) to move the window to the second desktop and back to the first. I never had to do this again. It's likely an exclusive fullscreen issue (these kinds of things usually are), so if you are consistently having this issue, I would recommend using borderless (or using windowed and telling KWin to remove the border).
No crashes during normal gameplay, but some mods will cause crashes when enabling and disabling them. This includes when you've just installed a mod and it automatically enables itself. To minimize frustration, I recommend only subscribing to mods you are sure you will use, only browsing/subscribing to mods when the game is closed (and waiting for downloads to complete before launching), and subscribing to and testing mods one by one so you don't have to go on a disable hunt (inevitably triggering random crashes) to find the mischievous mod.
The game window and splash screen will launch BELOW everything else when they start (including Steam). You can simply alt-tab to it, but I believe the window will automatically request focus when it finishes loading. If you have a lot of mods though, loading can take a LONG time, so keep that in mind when Steam says "running" for what feels like 20 minutes, but you don't see a game. Check your other open windows to see if the AHIT splash screen is loading mods. If it's stuck on one mod for a super long time, force quit the game and unsubscribe from it.
Not sure if this is normal, but when I first launched the game it said it "failed to load save" (with an error code). Then it prompted to make a new save. I've never played before, so that could be the normal "new game" prompt.
It didn't start with default Proton (6.3-8), so I updated my computer and tried Proton-GE. Not sure if it was the update or Proton-GE, but it works for me now
It's playable, but not on par with Windows or PS for me yet
Some mip maps are broken for me. Rocks further than 10 feet away start to turn black with small rock textures speckled everywhere. I think there is an issue with a specific translucent shader as well because some substance on the ground is bright pink when viewed from any angle that isn't perpendicular (so basically always). Neither of these things can be turned off in the settings, so all I can do is wait for driver and/or Proton updates to hopefully fix it for me.
Doesn't matter how low I set my graphics settings and resolution, it feels like it's stuck at 25 fps. So I just keep it on 1080p Ultra because at least it'll look good.
Loading on an HDD seriously takes like 20 minutes. Took a dump, came back, and it was still at 21%. Be patient. Or stop using archaic disk drives ¯\_(ツ)_/¯
It just runs. Albeit poorly, but that apparently happens on Windows too
I haven't run a performance overlay over the game yet, but it feels like it's running at 15 fps in a new, empty town on an RX 580. Remember this is a port of a mobile game. Pixel art mobile games have no business running this poorly. Although, this issue is apparently present on Windows as well according to a few of the (currently primarily) poor reviews. Great game, though. Terrible port.
I forced Steam Proton 7.0-1 (which is the latest stable version right now), but I only did that so I can expect consistency in the event that a future update to the default version of Proton breaks compatibility. I'll still be on an old, yet known functional version. Considering it works out-of-the-box with the latest stable version of Proton, it would likely work out-of-the-box for the average gamer that just installs and plays.
Like VC: Getting it to launch was a pain. Finally getting in and having wonky controls is frustrating. Average gamers don't want that.
VC, III, and SA all use their own method of reading input. It doesn’t play nice with Steam Input and the axes are all wonky (e.g. RT is bound to the look up-down axis while RS is just unbound). Ginput is an absolute necessity if you plan on using a controller. The important feature this adds is Xinput support, so Steam Input is understood. It also adds quality of life improvements such as vibration support. It can be found here: https://gtaforums.com/topic/562765-ginput/
It absolutely refused to launch with any other version of Proton (4.2-9). After getting everything setup it seems to be a good experience.
For the most part, it just worked. You can definitely improve your experience with some tweaking.
6.15-GE-2 GloriousEggroll
Controller binds seemed jumbled. Not nearly as bad as VC and III though. This is somewhat playable completely vanilla. But if you use a gamepad, you'll likely want to install the Ginput mod to get proper Xinput support, gamepad button hints, vibration, and other quality of life improvements. Ginput can be found here: https://gtaforums.com/topic/562765-ginput/
GTA: SA doesn's read asi files by default, so you'll need to install an asi loader. A link to one can be found in the Ginput read-me. It has a couple of DLLs you simply drop-and-replace in the game's root directory. Don't forget to override these DLLs via protontricks, winetricks, winecfg OR launch flags (only one method is necessary). If you don't do this, GTA: SA won't load the DLLs, so it still won't read the main asi file and no part of the mod will load. This isn't needed on VC or III because they read asi files out-of-the-box. Because of the confusion I experienced, I figured it was necessary to elaborate.
I'm using Proton-GE, but vanilla 6.3-6 seemed to launch it fine.
Getting it to launch was a pain. Finally getting in and having wonky controls is frustrating. Average gamers don't want that.
VC, III, and SA all use their own method of reading input. It doesn't play nice with Steam Input and the axes are all wonky (e.g. RT is bound to the look up-down axis while RS is just unbound). Ginput is an absolute necessity if you plan on using a controller. The important feature this adds is Xinput support, so Steam Input is understood. It also adds quality of life improvements such as vibration support. It can be found here: https://gtaforums.com/topic/562765-ginput/
It absolutely refused to launch with any other version of Proton (4.2-9). After getting everything setup it seems to be a good experience.
If you have a beefy computer, you'll have a good time after minimal setup. Even my 580 is pretty enjoyable
protontricks 962130 -q dotnet472 && protontricks 962130 win7
Was totally borked until I used protontricks to install the mentioned dotnet dependency
Occasional aggressive LOD pop-in
VERY minor issue (probably happens on Windows): controller doesn't let you sign into Xbox Live on start (unless you briefly emulate a mouse). After logging into Xbox Live, it works as expected
I believe it's the depth of field effect causing significant slow down. Regardless of graphics settings and resolution, I barely pull a stuttery 30fps unless objects are close enough to block the DOF background out. Unfortunately, there is no way to turn it off in-game. There is basically no difference in performance between Ultra@1080p and Low@720p on my hardware
Everything ran beautifully out of the box. No tweaks needed. 18+ DLC/Patch worked just fine. Stopped playing after I unlocked one adult scene, but everything ran as expected, so I have no reason to believe my experience would have degraded had I kept playing.
Currently borked due to native GameCube controller support. Devs are acutely aware
A black screen pops up (sometimes with a loading icon), but it crashes immediately (sometimes so fast that the black screen disappears before it can even cover the entire screen). Then, the Unity crash dialog shows up and crashes normally (as normal as a crash can be). The logs show that it crashed after spitting out "Unimplemented function winusb.dll.WinUsb_Free". This is apparently a similar issue to a game called Slap City (which is one of Ludocity's previous games). It was caused by the inclusion of native GameCube controller support. In Slap City, this could be worked around using the "-disable-native-gc" launch option to disable support. Unfortunately, this option doesn't exist in Nickelodeon All-Star Brawl (yet). According to replies to the issue on the official Proton GitHub, the developers have recognized the request for this flag. While it is possible to play by modifying the Assembly-CSharp DLL, I personally don't want to risk collecting a ban on my account and losing the $32 I paid for the game when I haven't even played it at all yet. So, I cannot personally verify that this method works. However, many have apparently seen success doing so. Look at the issue on GitHub if you wish to do this, but understand that it is at your own risk. I'm just going to wait for the launch option to be added.
In its current state, the typical gamer would be upset that they have to manually disable DLLs
I ran protontricks (the GUI version that should be in your application launcher), chose "Nickelodeon All-Star Brawl", chose "Use Default Prefix", and chose "Run winecfg". Then I went to the "Libraries" tab, added "winusb", selected "winusb" in the list view, clicked "Edit", and set it to "Disabled".
You could just add the launch option WINEDLLOVERRIDES="winusb.dll=d" %command%
instead of doing what I did. I just prefer using the winecfg GUI because it's what I'm familiar with. I only found that launch option after coming here to write this report. It does the same thing.
Whichever method you choose, it WILL disable native GameCube controller support. That's kind of the point though. The way native GC controller support was implemented causes the game to crash on boot. We HAVE to disable it in order to even get in the game (for now at least). My Steam Controller worked fine though.
Feels like a native port. Runs fantastic and just works OOTB (unless you have a 4K display)
6.15-GE-2 GloriousEggroll
Exclusive fullscreen is unplayable in 4K. Worked fine on my 1080p TV. Bought a 4K TV and Quake started vomiting pixels on boot. Updated my system. Same deal. So I launched Quake with "-windowed" or "-window" (I forget, so try both), went to the advanced video options under display and changed it to "borderless" and my TV's native resolution. This solved the pixel vomit.
5.4-GE-3 GloriousEggroll
Unzip Proton-5.4-GE-3.tar.gz to ~/.steam/root/compatibilitytools.d/Proton-5.4-GE-3. You have done this correctly if you can see a script named "proton" (as well as other support files) directly inside this newly extracted folder. Exit Steam completely and start it back up. Under the game's properties, check "Force the use of a specific Steam Play compatibility tool", and select our new "Proton-5.4-GE-3". Start game & enjoy :)
Just to be clear, I never tested vanilla 5.x Proton. I just haven't tried since 4.11 (which didn't work at the time) and I wanted to get it running ASAP, so I threw GE Proton at it right off the bat. YMMV
Shadows would occasionally act funny. Not sure if it also occurs on Windows though--haven't played SNOW or used Windows in quite a while. Nothing graphically game breaking and honestly not that noticeable unless you are intentionally looking for it. Certainly acceptable by console standards.
Whenever trying to communicate with servers, it would just search forever. So multiplayer and events wouldn't work for me. But singleplayer freeroam works as expected.
Issues were subtle enough for me to miss for a couple days. Very playable and loads of fun
when you fall off your board, the board impact sound effects will loop until you respawn (so don't touch the replay editor until your character respawns). rarely noticeable because I usually respawn before it plays the sound again, but it's sometimes annoying when I open the replay editor out of habit immediately after falling.
occasional texture pop-in for certain decorative decals. looks to be some view distance or culling issue. not sure if this exists when playing natively on Windows. rarely happens, so it isn't experience-breaking
My brand new Arch install was getting ~15fps (it used to get well above 60 with absolutely no tweaks on Manjaro) until I used KSysGuard to set the CPU and hard disk priority to max. Game runs perfectly after setting priority
Before 1.0 it ran beautifully. After, it became a fiddly mess. Hopefully Proton patches will fix these issues soon.
Missing player models after the 1.0 update (doesn't effect gameplay, the board is still visible)
Absolutely refused to launch with any other version of Proton (3.7-8) after the 1.0 update
It requires an understanding of your window manager to get working. The average user is going to be lost
Exclusive fullscreen causes flickering for maybe half a second (or not at all) and the screen goes white, blocking everything. It launches in exclusive fullscreen mode by default, making the game unplayable out-of-the-box. I fixed it for myself by using KDE Plasma's built-in KWin options to take it out of fullscreen (Alt + F3 > More Actions > Fullscreen), setting it to windowed mode in-game, and using KWin options to set it to "No Border" and "Maximize". When you maximize the window, it will essentially go native resolution regardless of your resolution settings in-game. So if your GPU cannot handle running the game at your monitor's native resolution, you must manually lower your desktop resolution every time you want to play. Alternatively, others say you can use the virtual desktop option in WINE (though it apparently breaks the Steam overlay and gamepad input), but this did not work for me. In fact, the game stopped launching entirely with that option enabled.
Had to play at 1080p medium settings on a rig that runs Battlefront II (2017) at native 4K on high settings. I don't remember how well this game performed when I used Windows, so it could just be poorly optimized. It also still looks crazy good on ultra in 2021, so it's kinda warranted.
I make it sound like a bad experience, but once you're in and playing, you totally forget about the 30 second headache you had to endure while launching the game. A perfect experience from then on. And if you play at your monitor's native res, you can tell KWin to automatically maximize and remove the border, making startup seamless from the moment you hit "Play" in Steam. The game is basically platinum if it weren't for exclusive fullscreen issues. (Also, I tried Proton-GE, but it did not help)
Plays great (both SP and MP). Wouldn't have wanted my first play-through any other way.
Titanfall looks for Steam input for controllers. Because Steam can't figure out how to hook onto Titanfall, it doesn't recognize any controller input and the controller stays in desktop layout. My solution is to set my controller's desktop layout in Steam to the standard gamepad controls before launching Titanfall. It doesn't fix the overlay, but at least I can play with my DS4.
Unplayable stutter (more often than not, it just looked frozen) until I moved the game files to an SSD. For me, that fixed it. Back to Ultra on 1080p@60fps. Made a crazy difference
Just ran. Only tweaks were in-game in user-friendly settings menu. I'm running 4K Ultra (-AA) with my DS4. I'm happy.
6.15-GE-2 GloriousEggroll
Disable anti-aliasing once in-game. Many other in-game effects (such as steam) will collide with this particular implementation of AA, causing flickering rainbow artifacts that are far more immersion breaking than some jaggy edges.
Anti-aliasing is problematic, so it must remain off to avoid occasional rainbow artifacts.
The Steam Overlay doesn't work on any version of Proton I've tried. This makes play with controllers very difficult because the controller will stay in desktop mode. My temporary solution is to edit my controller's desktop layout in Steam, navigate "Your other games" and find one that uses the standard gamepad layout. For whatever reason, the gamepad layout isn't under "Templates" when choosing a desktop layout, so just snag it from an existing layout. This temporarily makes your controller work in-game, but it will no longer control your desktop, so remember to change it back (or do what I did and make an action set for the M&KB layout and one for the gamepad layout and have it alternate when you press the right side of the touchpad on the DS4 for convenient switching).
I said "online issues" because it's true, the game cannot connect to the servers it intends to, making (convenient) online play impossible. But this issue isn't unique to Linux. Ubi shut down the servers for games like og Ghost Recon and Rainbow Six Vegas not too long ago. Don't expect to play online on any platform without some client modification or launcher (don't know if those exists) or something like Hamachi over "LAN" (no idea if that works in RSV).
Just ran. Only tweaks were in-game in user-friendly settings menu. I'm running 4K Ultra (-AA) with a DS4. I'm happy.
6.15-GE-2 GloriousEggroll
Very similar AA issues to Rainbow Six Vegas (1): "Disable anti-aliasing once in-game. Many other in-game effects (such as steam) will collide with this particular implementation of AA, causing flickering rainbow artifacts that are far more immersion breaking than some jaggy edges."
Controller wasn't detected at first. I would go to enable controller input and it would switch itself back off. Strangely enough, it fixed itself by simply closing and restarting the game.
I said “online issues” because it’s true, the game cannot connect to the servers it intends to, making (convenient) online play impossible. But this issue isn’t unique to Linux. Ubi shut down the servers for games like og Ghost Recon and Rainbow Six Vegas not too long ago. Don’t expect to play online on any platform without some client modification or launcher (don’t know if those exists) or something like Hamachi over “LAN” (no idea if that works in RSV2).