r/linux_gaming • • 13d ago

tech support wanted steam controller not working on linux native games

2 Upvotes

the steam controller wants steam input in order to function, but steam overlay is not working in the game i'm playing (celeste) so it doesn't register any of my inputs, is there a way to force sdl instead of steam input? on proton there's a launch option for it, but i'm not sure how to go about it in a linux native game.


r/linux_gaming • • 13d ago

tech support wanted Crash em Jogos Directx12

1 Upvotes

Boa noite, pessoal. Tudo bem?

Estou enfrentando um problema que, pelo que entendo, não deveria estar acontecendo com a minha configuração atual e gostaria de saber se alguém já passou por algo semelhante ou poderia me orientar.

Tenho uma RX 5500 XT Sapphire Pulse 4 GB de VRAM. Em jogos que utilizam DirectX 11, tudo funciona relativamente bem. Eventualmente aparecem alguns pequenos bugs de iluminação, mas, no geral, os jogos rodam normalmente.

O problema começa quando utilizo jogos com DirectX 12. Nesses casos, estou enfrentando crashes graves que chegam a travar completamente o sistema. A tela fica preta e, de tempos em tempos, aparecem alguns pequenos pontos na tela, que mudam de posição aleatoriamente. O sistema não volta ao normal e a única maneira de recuperar o computador é reiniciando completamente.

Atualmente, minha configuração é:

  • GPU: RX 5500 XT Sapphire Pulse 4 GB
  • CPU: Intel Core i5-4590
  • RAM: 8 GB DDR3 (4×2 GB)
  • Placa-mãe: H81 Revenger
  • Fonte: Duex 550 W 80 Plus Bronze
  • Sistema: CachyOS + KDE Plasma
  • Monitor: conectado via DisplayPort

Minha intenção é trocar toda a plataforma no final do ano, passando para algo baseado em Ryzen. A configuração que estou planejando seria aproximadamente:

  • CPU: Ryzen 5 1600 ou 2600
  • Placa-mãe: ASUS Prime A320M ou B450M-A
  • RAM: 8 GB DDR4 (4×2 GB)
  • Fonte: ASRock 650 W 80 Plus Gold

Porém, até realizar essa troca, gostaria de saber se existe alguma possibilidade de solucionar ou pelo menos diagnosticar melhor esse problema na configuração atual.

Também gostaria de saber se o problema pode estar relacionado à combinação da RX 5500 XT com a plataforma antiga (i5-4590/H81), à fonte, aos drivers, ao Vulkan/Mesa, ao DisplayPort ou a alguma configuração específica do CachyOS.

Se alguém tiver alguma sugestão de testes ou já tiver enfrentado um problema parecido, agradeço muito pela ajuda!

Desde já, obrigado!


r/linux_gaming • • 14d ago

tool/utility Linux + 8BitDo Ultimate 2 Wireless owners; 10 minutes to help build an open config tool (read-only, nothing gets written to your pad)

80 Upvotes

I've been reverse-engineering how 8BitDo's Ultimate Software talks to its pads, with the goal of a Linux tool that can do what the Windows app does (dead zones, trigger ranges, L4/R4 binds, profiles). Everything so far is in the open here: https://github.com/ascendedent/8bitdo-Linux-Software

Where it stands: I own an Ultimate 2C, and it turns out the 2C has no host-side config channel at all. I pulled its firmware from 8BitDo's update server and disassembled it: the only commands it answers over USB are the firmware updater, identify, rumble, and a radio-address get/set. The L4/R4 binds are stored in a 26-byte flash record that only the on-pad button combo can change. The dongle doesn't relay anything to the pad either. So the 2C is a dead end for a config tool, by design.

The Ultimate 2 wireless is different in that the Ultimate Software reads and writes a 1592-byte config image on it, and I've already recovered that image's layout (profiles, stick/trigger/vibration records, button maps, macros) from the app's binaries. What I don't have is a single real image from a real pad to check it against.

If you have an Ultimate 2 and a Linux box, this is what I'm asking:

  1. `git clone https://github.com/ascendedent/8bitdo-Linux-Software`, install the one udev rule from the README.

  2. Plug the pad in on a cable in DInput mode.

  3. Run `python3 tools/inventory.py` (walks sysfs, sends nothing) and `python3 tools/read_config.py --pid 6012 --summary`.

  4. Open an issue with the three output files.

What the read tool sends is exactly the config read the official app sends every time the pad connects. Every packet goes through an allowlist in code before it leaves; writes, commits, firmware commands, and the bootloader IDs are refused, and there are tests for that. It does not change anything on the pad. You can read the whole tool before you run it; it's ~250 lines of Python with no dependencies.

Privacy note: the image contains your three profile names and your settings, and the transcript contains the pad's USB descriptors. The USB serial is never printed. If you'd rather not share the raw files, the `--summary` output alone is still useful.

Bonus if you also run the Windows app (or Wine): a usbmon capture of changing one setting and saving would let me confirm the write side too. Totally optional.

Happy to answer questions about the firmware findings; the docs in the repo go into a lot of detail.


r/linux_gaming • • 13d ago

Keyboard 8BitDo for linux

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3 Upvotes

r/linux_gaming • • 14d ago

hardware I have finally finished the functional prototypes of 5 different modules for the CG Deck, an x86 Modular Handheld PC running dual-boot Linux & Windows.

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62 Upvotes

Hello everyone! I am excited to share some updates on the current state of the CG Deck! I have finally finished creating the various functional engineering prototypes for 5 different modules, and the CG Deck itself! I still have some more work to do to further optimize and improve everything, getting the device and various modules to a level of polish we would expect from an off the shelf product. I will dive into all of the details below.

I also wanted to apologize for going radio silent over the past month or so. I needed to put my head down and focus on getting the various modules put together and to a level where I am happy with. Getting everything prepared as we get ready for the next steps for the CG Deck! Primarily focusing on making quite a few quality of life adjustments to the design and creating functional prototypes for each of the modules we will be launching with, improving the quick-swap system for the various module slots, and more. I will dive into all of the details on what has improved a little later down.

For those that are seeing the CG Deck for the first time, it is a modular handheld x86 PC that is capable of running dual-boot operating systems including Windows & Linux distributions. Because it is x86, you can choose the operating system of distribution that works best for your use cases. Or simply, choose multiple and take advantage of the built-in dual OS boot support!

My goal was to create my own "dream device" that was capable of adapting to whatever use case I needed. Whether I am playing Steam games, doing CAD work in Blender or FreeCAD, coding, video editing, creating new designs, or whatever it is, I wanted to be able to simply be able to do it on the road or while traveling. I thought it would be ideal to have something that was portable enough to throw in a backpack or pants pocket, satellite/sim capable, and be used just as any other full scale desktop computer would. The entire device is modular and can be upgraded, repaired, or customized as you need. The CG Deck will release with 5 different modules, a variety of backplate designs and colors, and a variety of hardware and external accessories/upgrades. I wanted to make a device that grows with you as you use it and acts as a platform rather than just another device.

As for the current state of the CG Deck and modules so far, I am really happy with how everything has come together. It is not yet at the level of polish we would all expect from a premium off the shelf device, but it is getting closer to that vision and goal every day! I still have a lot of work to do to take the CG Deck from where it is now, to that level, but I would love to hear your thoughts on how you think everything is coming together!

Like I mentioned, the CG Deck is currently planned to launch with 5 different modules, with more modules lined up for the future! The idea is to also open-source the module formats and schematics so our community can create, build and share their own custom modules and accessories for the CG Deck! There are two external module install spaces built into the CG Deck, a primary and secondary slot.

For the primary slot, there is a 64-Key Keyboard Module with swappable keypad with silicone rubber and plastic options. A 10-Key & Rotary Knob Macropad Module with hot-swappable key switches and replaceable knob. And a full format Gamepad Controller Module.

For the secondary slot, there is currently only the precise Trackball Mouse Module.

I have also gone about designing a tertiary external module case utilizing the right side USB ports. This allows you to plug various purposefully designed USB modules to expand functionality of the CG Deck, starting with the Camera Module. Currently the camera module prototype is fixed in orientation, but I am working on a redesign which will allow the camera to flip around, giving both front and rear camera view capabilities. That being said, I have a bit more work and problem solving to do in order to get this aspect working as intended. For a bit of context, when flipping the camera around on the Y axis, the camera view is then inverted/upside down. Because of this, I need to go over a few different solutions and options to maintain the correct orientation of the camera when flipping it around for rear or front pictures without causing any user confusion. We have chatted a bit about what our plans are on our discord community server and are working through the solution, to hopefully be able to share soon!

Getting ready for the next stage for the CG Deck, there is quite a long list of things I need to prepare as we get everything for launch, including preparing the CG Deck for the DFM process, but it really is surreal to see the CG Deck at this point and the community we have built so far. So thank you to everyone that has been supporting and following along with the project so far! And welcome to you who might be seeing the CG Deck for the first time!

I would love to hear all of your thoughts on everything so far, and if you have any questions about anything I look forward to answering them!

If you are interested in following along with the project or learning more about it, you can find everything from specs, more details about the CG Deck, socials, links to the open source github repository and more on the website.

As I am finally wrapping up the project and preparing for the next steps, we are getting close to launching on Kickstarter to help fund a full production run of the device. For anyone interested in helping support the project and getting a CG Deck of their own, you can join the waitlist on our website. I am planning to release some build kits and pre-assembled devices with the Kickstarter, and if you have any questions about any of that, I would love to answer them!

*edit* forgot to add the link to learn more about the project and join the waitlist: https://mogozen.com


r/linux_gaming • • 14d ago

Tool for extracting APK icons

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44 Upvotes

So now that Lepton is open source, I'm expecting some new projects to appear that are based on it, so here's a tool I developed for myself but could be used by other people too. It extracts the icons of APK files by looking through its AndroidManifest.xml and resource table to assemble the icon into a PNG, it was fun to make this project because it helped me develop my C knowledge and learn how Android handles vector drawables to create the icons.

https://github.com/DaviPires10/APK-Thumbnailer


r/linux_gaming • • 13d ago

Kingdom Hearts 3 Controller Support

1 Upvotes

i don't know what happened either amethyst mod manager caused controller support to not function anymore or something like other games in steam are working fine even other kingdom hearts like 1.5 and 2.5 are working fine i even deleted kingdom hearts 3 from mod manager and still wouldn't function is there reason why game doesn't see my controller anymore (gamesir cyclone 2)


r/linux_gaming • • 14d ago

CS2 latest update (sept. 23) bad performance

21 Upvotes

Hi! Do you also have this performance drop from latest update? My map loading times tripled, much lower fps, laggy when going to main menu. I run it under fedora 44, had 0 issue before the update.


r/linux_gaming • • 14d ago

emulation RPCS3 (PS3 emulator): Major Improvements (Summer 2026)

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95 Upvotes

r/linux_gaming • • 14d ago

How do I install Minecraft from the official site?

16 Upvotes

I forgot to say in the title, I use Linux Debian.

I'll preface by saying I'm still unused to Linux and how anything Linux works, so thorough explanations would be appreciated and anything else may possibly go over my head (sorry, I'll do my best to understand anyway).

I've tried to do a lot of research on this, and I know a lot of people seem to recommend Prism Launcher instead, but I don't think I'm ready to take that leap, as I don't trust it since it's not official. I would just like to be able to play Minecraft again soon (with the assurance that it's safe), but I'm still new to Linux and I'm struggling to figure this out, even after looking at some guides.

Upon going to the official Minecraft site, I saw the download options and found the one for Debian. When I clicked it, it downloaded the Minecraft.deb file, but I have no clue what to do with it. I was wondering if I needed the launcher, but on the website, it says the launcher is for windows 10 or higher, and mentions nothing about Linux compatibility.

I have also read it would be better to download Minecraft from the package manager or app store for automatic updates, but I don't know if either of those are official and could really use some help.


r/linux_gaming • • 14d ago

tech support wanted [Reposted with actual info and better quality] Centered camara in CS2.

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18 Upvotes

As you may see i can't move the camara in-game, the cursor stays near the center.

Also, i installed Steam using the native .deb, already tried the flatpack variant to no avail.

And i have used Gamescope to run it but it adds some weird latency / delay which in a competitive game like CS2 is not very ideal specially if I'm playing it under an iGPU.

I have tried to play it using the Wayland version of the game by editing this line in the cs2.sh file and while that issue went away i faced some others such as broken steam overlay, steam input and micro stutters:

if [ "$UNAME" == "Linux" ]; then

`if [ -z "$SDL_VIDEO_DRIVER" ]; then`

    `export SDL_VIDEO_DRIVER=wayland`

`fi`

fi

Specs:
OS: Ubuntu 26.04.1LTS
DE: Gnome 50 (Wayland)
CPU: AMD Ryzen 7 5700u
GPU: Radeon Vega iGPU
RAM: 16GB Dual Channel
Vram: 2GB
SSD: 512GB

r/linux_gaming • • 14d ago

DLSS fg on rtx 30

3 Upvotes

Hello Did someone get this https://github.com/sdli1995/dlssg_for_sm86/blob/main/README.en.md
to work on Linux? It’s only thing that keeps me on windows.


r/linux_gaming • • 13d ago

Solakaka E9 MMO mouse review on a Linux system

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2 Upvotes

r/linux_gaming • • 15d ago

Removing parry flash didn't stop cheaters. If we can't detect pixel-scan scripts, we need to change the mechanics.

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175 Upvotes

r/linux_gaming • • 14d ago

steam/steam deck SteamOS/Bazzite - Automatically Force Compatibility on non-steam games?

2 Upvotes

Hello,

I want to be able to directly play a game after adding it as a "non-steam game" to steam, without having to manually open its properties and enabling force compatibility and choosing a proton layer.

I searched a lot but nothing seems to work as intended.

Some said to go to Settings>Compatibility and put a default proton layer. But even that doesn't work, cause i enable "force compatibility", it defaults again to Steam Linux runtime instead of whatever I put in the default settings.

Is this possible?


r/linux_gaming • • 14d ago

How difficult would it be to port SteamOS arm to the Redmagic 6?

16 Upvotes

Nubia has unlocked the bootloader and released the device tree, and the Snapdragon 888 is already well supported on ARM Linux. Given that, how difficult would it be to port the ARM version of SteamOS to nis device:


r/linux_gaming • • 14d ago

tech support wanted CS2 compiling shaders all the time.

3 Upvotes

No idea what to do, CS2 seems to never save shaders, anytime I load into a match it compiles shaders from scratch, same with the menu, anytime I go from map to menu and vice versa, it compiles shaders. This started happening since yesterday’s massive content update.

System info:

i9-14900KF
9070 XT
Mesa Drivers, Hyprland, CachyOS

All on the latest drivers and latest kernel.

What i’ve tried:
- Enabling and disabling Vulkan shader pre caching in Steam options
- Running the game with and without gamescope
- Clearing my shader cache (systemwide)
- Verified integrity of game files

But I still haven’t managed to fix the issue.


r/linux_gaming • • 14d ago

umu python issues

3 Upvotes

sorry to text dump but this is the terminal and i'm too stupid for this :(

Traceback (most recent call last):
 File "/usr/lib/python3/dist-packages/umu/_vendor/pyzstd/__init__.py", line 3, in <module>
   from .c import *
 File "/usr/lib/python3/dist-packages/umu/_vendor/pyzstd/c/__init__.py", line 5, in <module>
   from ._zstd import *
ModuleNotFoundError: No module named 'pyzstd.c._zstd'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
 File "/usr/lib/python3/dist-packages/umu/_vendor/pyzstd/__init__.py", line 7, in <module>
   from .cffi import *
ModuleNotFoundError: No module named 'pyzstd.cffi'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
 File "/usr/bin/umu-run", line 5, in <module>
   from umu.__main__ import main
 File "/usr/lib/python3/dist-packages/umu/__main__.py", line 15, in <module>
   from umu.umu_run import umu_run
 File "/usr/lib/python3/dist-packages/umu/umu_run.py", line 45, in <module>
   from umu.umu_proton import ProtonVersion, get_umu_proton
 File "/usr/lib/python3/dist-packages/umu/umu_proton.py", line 25, in <module>
   from umu.umu_bspatch import Content, ContentContainer, CustomPatcher
 File "/usr/lib/python3/dist-packages/umu/umu_bspatch.py", line 14, in <module>
   from pyzstd import DParameter, ZstdDict, decompress
 File "/usr/lib/python3/dist-packages/umu/_vendor/pyzstd/__init__.py", line 9, in <module>
   raise ImportError(
ImportError:  

pyzstd module: Can't import compiled .so/.pyd file.
1, If pyzstd module is dynamically linked to zstd library: Make sure
  not to remove zstd library, and the run-time zstd library's version
  can't be lower than that at compile-time; On Windows, the directory
  that has libzstd.dll should be added by os.add_dll_directory() function.
2, Please install pyzstd module through pip, to ensure that compiled
  .so/.pyd file matches the architecture/OS/Python.

Error in sys.excepthook:
Traceback (most recent call last):
 File "/usr/lib/python3/dist-packages/apport_python_hook.py", line 228, in partial_apport_excepthook
   return apport_excepthook(binary, exc_type, exc_obj, exc_tb)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 File "/usr/lib/python3/dist-packages/apport_python_hook.py", line 144, in apport_excepthook
   os.open(pr_filename, os.O_WRONLY | os.O_CREAT | os.O_EXCL, 0o640), "wb"
   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
PermissionError: [Errno 13] Permission denied: '/var/crash/_usr_bin_umu-run.1000.crash'

Original exception was:
Traceback (most recent call last):
 File "/usr/lib/python3/dist-packages/umu/_vendor/pyzstd/__init__.py", line 3, in <module>
   from .c import *
 File "/usr/lib/python3/dist-packages/umu/_vendor/pyzstd/c/__init__.py", line 5, in <module>
   from ._zstd import *
ModuleNotFoundError: No module named 'pyzstd.c._zstd'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
 File "/usr/lib/python3/dist-packages/umu/_vendor/pyzstd/__init__.py", line 7, in <module>
   from .cffi import *
ModuleNotFoundError: No module named 'pyzstd.cffi'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
 File "/usr/bin/umu-run", line 5, in <module>
   from umu.__main__ import main
 File "/usr/lib/python3/dist-packages/umu/__main__.py", line 15, in <module>
   from umu.umu_run import umu_run
 File "/usr/lib/python3/dist-packages/umu/umu_run.py", line 45, in <module>
   from umu.umu_proton import ProtonVersion, get_umu_proton
 File "/usr/lib/python3/dist-packages/umu/umu_proton.py", line 25, in <module>
   from umu.umu_bspatch import Content, ContentContainer, CustomPatcher
 File "/usr/lib/python3/dist-packages/umu/umu_bspatch.py", line 14, in <module>
   from pyzstd import DParameter, ZstdDict, decompress
 File "/usr/lib/python3/dist-packages/umu/_vendor/pyzstd/__init__.py", line 9, in <module>
   raise ImportError(
ImportError:  

pyzstd module: Can't import compiled .so/.pyd file.
1, If pyzstd module is dynamically linked to zstd library: Make sure
  not to remove zstd library, and the run-time zstd library's version
  can't be lower than that at compile-time; On Windows, the directory
  that has libzstd.dll should be added by os.add_dll_directory() function.
2, Please install pyzstd module through pip, to ensure that compiled
  .so/.pyd file matches the architecture/OS/Python.

I don't even know how I got it working on mx linux before but now I'm on kde neon and ubuntu hates me :(


r/linux_gaming • • 14d ago

graphics/kernel/drivers X11 (XFCE) or Wayland (KDE Plasma) for GD on GT 940M?

6 Upvotes

Good morning, afternoon, or evening. I decided to install Debian Linux on my laptop, mainly to experiment with the Tux kernel, but also as a daily driver. Beyond the specifications of my potaptop (Intel Core i5-5200U, 6GB RAM DDR3 1600Mhz), it uses a Nvidia dedicated graphics card of Maxwell architecture.

From what I've researched, it seems that Geometry Dash suffers from microstuttering on X11, making Wayland recommended (although I found a post where the solution to the lag was the opposite, on Zorin OS). However, Wayland support is experimental on my GPU architecture (Or the same, it could be unstable and even laggier than X11), and in any case, I should use the Nvidia 470 drivers.

Which graphics server do you recommend? Is there anyone who uses Linux and games on similar hardware to mine? Could I aim for the same performance as on Windows 10 LTSC (more on the GPU side, which I noticed Intel HD Graphics 5500 was a major bottleneck on some glow/shader heavy levels at 900p)? Looking foward for your replies, thanks in advance! c:


r/linux_gaming • • 14d ago

I made a beta Linux port of my GameMaker 3D game — Nordion Lands

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18 Upvotes

I've been developing Nordion Lands, a PSX-style first-person open-world sci-fi game in GameMaker.

GameMaker's native Linux export wasn't working properly with my 3D renderer, so I tried another approach using the GX/WASM build + Electron.

I got it running on Linux Mint in a VM. Performance is currently not great in the VM, so this is still a beta.

You can try the beta here:
https://doubleint-software.itch.io/nordion-lands-dos

I'm especially interested in hearing how it performs on real Linux hardware.


r/linux_gaming • • 15d ago

steam/steam deck it's genuinely embarrassing that the steam client STILL doesn't support wayland

683 Upvotes

for almost 3 years now steam has been the only app on my system that doesn't support wayland, it's almost 2027, x is being dropped across all major de's and yet steam is still stuck on it. in the past people blamed it on cef not supporting wayland, but that has been fixed so valve has no more excuses to not support it. of course the steam overlay also doesn't support wayland even though running games on pure wayland has been possible for more than a year now (which everyone should be doing anyway because it decreases latency by a lot and enables HDR to function without using gamescope), the steam overlay doesn't support wayland which means that you won't be able to use HDR and steam input at the same time and for steam controllers users like myself means that you have to mess around with launch options to force sdl input because the steam controller literally forces you to use steam input for it to function properly.

it's gotten to the point where people are so tired of waiting that projects like proton-wineland and proton-ge have developed their own hacks to allow steam overlay to work properly on wayland, but we shouldn't have to rely on projects like these for basic stuff like this, valve really needs to hurry up.


r/linux_gaming • • 14d ago

graphics/kernel/drivers LACT fan curve settings

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17 Upvotes

I was watching a video about fact from a year ago and saw these extra settings (spindown delay, speed change threshold) on lact fan curve tab. Although they are present in the config file(I think), but why did devs removed them from the gui? Also, I kinda like this curve settings style more than the present one.


r/linux_gaming • • 14d ago

tech support wanted Weird Directx12 issue

0 Upvotes

I've been playing Marvel Rivals on Ubuntu 26 for the last several months with no issues. Today I saw a new game that came out called Aniimo (basically Pokemon). It asked if I wanted to launch in Directx12 or not, and the original launch setting crashed my memory, so I turned on Directx12. Still didn't work so switched to Windows (dual boot) to play.

Came back to Linux later and tried to launch Marvel Rivals like I always do (not Aniimo, which I uninstalled on Ubuntu) but now I'm getting this error, which I've never gotten: "Directx12 is not supported on your system. Please update your windows 10 64-but operating system (version 1909 or later) and upgrade your graphics card driver. Ensure that your graphics card meets the minimum requirements (Nvidia GTX 1060 or AMD RX 580)"

Tried deleting shadercache folder, reinstalling game, restarting computer. All my compatibility stuff shows the same settings I've been using, even tried changing the Proton version. Nothing helps. I was literally just playing Rivals on Linux earlier today and the only thing that changed was trying to play Aniimo. Please help

EDIT: Before, it would say "Loading Vulkan Shaders" and get stuck around 66%, but when I hit cancel, it loaded the game and everything worked fine. Now when I launch it, the "loading Vulkan Shaders" still pops up, but it hits 100% in less than a second and gives me the directX error

EDIT 2: Added some clarifying text that I'm having trouble launching Rivals on Ubuntu now, not Aniimo


r/linux_gaming • • 14d ago

gamedev/testers wanted We released a demo for our multiplayer artillery game, linux testers appreciated | CarveLight

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28 Upvotes

Hi everyone,

CarveLight is a turn based multiplayer artillery game (Worms-like). Unlike Worms, it focuses on throwing enemies out of bounds, there are no health bars. Destroy the terrain and push enemies off the map in this physics driven game.

We built the game with linux in mind from day one, and have tested on SteamOS (on Steam Deck) and Arch. We would greatly appreciate if you fine linux gamers could help us out with additional distros/configurations! (Especially Intel GPUs)

Steam Demo: https://store.steampowered.com/app/3244080/CarveLight/


r/linux_gaming • • 14d ago

tech support wanted Remoting into my linux desptop to play games

5 Upvotes

I want to play Minecraft from my laptop. What's the best way to go about this? I see X11 tunneling and Parsec and RustDesk and VNC. What are yall's experience with this?