Linux support thread

Ask here if you experience technical problems with X Rebirth.

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Corbet
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Post by Corbet » Sat, 16. Jan 16, 08:40

Thanks for the news timon37. Version 3.61 works very well already and looking forward to start testing 4.00.

timon37
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Post by timon37 » Mon, 18. Jan 16, 10:31

It is out, and since we now have a buildmachine, it'll be updated in sync with windows.
This also means that with the release of 4.0 we'll be getting rid of the linux and macosx branches.
Just follow the standard instructions if you wanna try the beta:
http://forum.egosoft.com/viewtopic.php?t=355582

fallenwizard
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Post by fallenwizard » Mon, 18. Jan 16, 12:46

timon37 wrote:It is out, and since we now have a buildmachine, it'll be updated in sync with windows.
This also means that with the release of 4.0 we'll be getting rid of the linux and macosx branches.
Just follow the standard instructions if you wanna try the beta:
http://forum.egosoft.com/viewtopic.php?t=355582
Thanks for the surprise, timon! This makes me a happy Linux user :D

I have tried to switch to the public_beta branch. Sadly, neither Steam Cloud nor the application itself works. Console output:

Code: Select all

Failed to resolve path before download
CUser::OnRemoteStorageConflictResolution() - result I/O Operation Failed  
-----After Steam opened the steam cloud conflict dialog.

Generating new string page texture 144: 512x256, total string texture memory is 3.83 MB
Game update: AppID 2870 "X Rebirth", ProcID 4332, IP 0.0.0.0:0
ERROR: ld.so: object '/home/manuel/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/manuel/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/manuel/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
pid 4338 != 4333, skipping destruction (fork without exec?)
ERROR: ld.so: object '/home/manuel/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/manuel/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
Elephant Memory Manager Initialized with 0MB
Elephant Memory Manager Name And Callstack Base Address is 0x12e67eb
Elephant Memory Manager Mode: Resizable Mode, Has small heap: No, 64bit, Version: 1.7.3
Heap Resize Generic 0x0x7f73c845f000 to 0x0x7f73d245efc0
Failed to initialize SDL2: 'No available displays'Game removed: AppID 2870 "X Rebirth", ProcID 4332 
-----After trying to start the game
This is not my machine's fault because the graphics driver works fine:

Code: Select all

direct rendering: Yes
OpenGL renderer string: GeForce GTX 970/PCIe/SSE2
    GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, 
    GL_KHR_robustness, GL_KTX_buffer_region, GL_NVX_conditional_render, 
    GL_NV_conditional_render, GL_NV_conservative_raster, 
    GL_NV_path_rendering, GL_NV_path_rendering_shared_edge, 
    GL_ARB_compute_variable_group_size, GL_ARB_conditional_render_inverted, 
    GL_KHR_robustness, GL_KTX_buffer_region, GL_NVX_conditional_render, 
    GL_NV_conditional_render, GL_NV_conservative_raster, 
    GL_NV_path_rendering, GL_NV_path_rendering_shared_edge, 
    GL_EXT_raster_multisample, GL_EXT_render_snorm, GL_EXT_robustness, 
    GL_NV_blend_equation_advanced_coherent, GL_NV_conditional_render, 
    GL_NV_packed_float_linear, GL_NV_path_rendering, 
    GL_NV_path_rendering_shared_edge, GL_NV_pixel_buffer_object, 
    GL_OES_element_index_uint, GL_OES_fbo_render_mipmap, 
EDIT: 3.61 via the linux branch works.

timon37
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Post by timon37 » Mon, 18. Jan 16, 15:57

@fallenwizard

Hmm weird, really weird. The only situations I've seen that error in is if the DISPLAY=:0 variable is not set correctly (usually to :0), or if the given user doesn't have access to X (can be worked around by doing: xhost +).

But in that case 3.61 shouldn't work either, though just in case if you can try doing xhost + (from a normal terminal), and adding export DISPLAY=:0 to the testandlaunch script at line 4.

Other than that open a console go to the game folder and gimme the output of: ldd XRebirth

fallenwizard
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Post by fallenwizard » Mon, 18. Jan 16, 16:17

Nope. Neither works.

There seems to be a regression in SDL2, but I don't know if you use this exact SDL2 version: http://permalink.gmane.org/gmane.comp.lib.sdl/71707
so I'll try to use the SDL2 library provided by Gentoo.

EDIT: Output of ldd:

Code: Select all

        linux-vdso.so.1 (0x00007ffe235ee000)
        libluajit-5.1.so.2 => lib/libluajit-5.1.so.2 (0x00007fd13e7ec000)
        libavformat.so.55 => lib/libavformat.so.55 (0x00007fd13e4d4000)
        libavcodec.so.55 => lib/libavcodec.so.55 (0x00007fd13d844000)
        libswscale.so.2 => lib/libswscale.so.2 (0x00007fd13d5dc000)
        libswresample.so.0 => lib/libswresample.so.0 (0x00007fd13d3c4000)
        libavutil.so.52 => lib/libavutil.so.52 (0x00007fd13d17c000)
        libsteam_api.so => lib/libsteam_api.so (0x00007fd13cf54000)
        libGLEW.so.1.12 => lib/libGLEW.so.1.12 (0x00007fd13ccbc000)
        libxml2.so.2 => lib/libxml2.so.2 (0x00007fd13c95c000)
        libopenal.so.1 => lib/libopenal.so.1 (0x00007fd13c6ec000)
        libvorbisfile.so.3 => lib/libvorbisfile.so.3 (0x00007fd13c4dc000)
        libSDL2-2.0.so.0 => lib/libSDL2-2.0.so.0 (0x00007fd13c1ac000)
        libGL.so.1 => /usr/lib64/opengl/nvidia/lib/libGL.so.1 (0x00007fd13bef4000)
        libgcc_s.so.1 => /usr/lib/gcc/x86_64-pc-linux-gnu/5.3.0/libgcc_s.so.1 (0x00007fd13bcdc000)
        libc.so.6 => /lib64/libc.so.6 (0x00007fd13b93c000)
        libm.so.6 => /lib64/libm.so.6 (0x00007fd13b64c000)
        libdl.so.2 => /lib64/libdl.so.2 (0x00007fd13b444000)
        libpthread.so.0 => /lib64/libpthread.so.0 (0x00007fd13b224000)
        libstdc++.so.6 => /usr/lib/gcc/x86_64-pc-linux-gnu/5.3.0/libstdc++.so.6 (0x00007fd13ae9c000)
        librt.so.1 => /lib64/librt.so.1 (0x00007fd13ac94000)
        /lib64/ld-linux-x86-64.so.2 (0x00007fd13ea5c000)
        libbz2.so.1.0 => lib/libbz2.so.1.0 (0x00007fd13aa84000)
        libz.so.1 => lib/libz.so.1 (0x00007fd13a864000)
        libva.so.1 => lib/libva.so.1 (0x00007fd13a64c000)
        libvorbis.so.0 => lib/libvorbis.so.0 (0x00007fd13a414000)
        libogg.so.0 => lib/libogg.so.0 (0x00007fd13a20c000)
        libGLX.so.0 => /usr/lib64/opengl/nvidia/lib/libGLX.so.0 (0x00007fd139fd4000)
        libGLdispatch.so.0 => /usr/lib64/opengl/nvidia/lib/libGLdispatch.so.0 (0x00007fd139cc4000)
        libX11.so.6 => /usr/lib64/libX11.so.6 (0x00007fd139984000)
        libXext.so.6 => /usr/lib64/libXext.so.6 (0x00007fd13976c000)
        libxcb.so.1 => /usr/lib64/libxcb.so.1 (0x00007fd139544000)
        libXau.so.6 => /usr/lib64/libXau.so.6 (0x00007fd13933c000)
        libXdmcp.so.6 => /usr/lib64/libXdmcp.so.6 (0x00007fd139134000)
        libbsd.so.0 => /usr/lib64/libbsd.so.0 (0x00007fd138f1c000)

EDIT2:

Yes. The SDL version is to blame. I've replaced the libSDL2-2.0.so.0 version in the lib folder with the one provided by my distro. I can start the game now as you can see here:
http://imgur.com/kVv3BeE

Corbet
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Post by Corbet » Mon, 18. Jan 16, 17:11

fallenwizard wrote:EDIT2:

Yes. The SDL version is to blame. I've replaced the libSDL2-2.0.so.0 version in the lib folder with the one provided by my distro. I can start the game now as you can see here:
http://imgur.com/kVv3BeE
Fixed the problem for me as well on SteamOS 2.0. I copied libSDL2-2.0.so.0 from Steam runtime. I don't know what kind of build options were used but Steam runtime library is about 6x smaller (~1MB vs ~6MB)

But otherwise the game runs and looks very nice! Keep up good work.

SteamOS 2.0 + i7 + GTX 750 Ti

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Post by fallenwizard » Tue, 19. Jan 16, 00:33

After testing Build 31 there are 2 things that are bothering me:

The game re-initializes every time I alt tab, even when using borderless window mode.


FIXED in Beta 6:

Code: Select all

I've also noticed that the "privacy settings" option in the settings menu crashes the UI with this error message:

======================================
Error while executing onEvent script for event: onClick.
Errormessage: H:\P\temp\r205931\gameoptions.lua:3570: /home/manuel/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so: undefined symbol: AllowPersonalizedData
======================================
Last edited by fallenwizard on Sat, 23. Jan 16, 02:52, edited 3 times in total.

jeckhack
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Post by jeckhack » Tue, 19. Jan 16, 20:58

Corbet wrote:
fallenwizard wrote:EDIT2:

Yes. The SDL version is to blame. I've replaced the libSDL2-2.0.so.0 version in the lib folder with the one provided by my distro. I can start the game now as you can see here:
http://imgur.com/kVv3BeE
Fixed the problem for me as well on SteamOS 2.0. I copied libSDL2-2.0.so.0 from Steam runtime. I don't know what kind of build options were used but Steam runtime library is about 6x smaller (~1MB vs ~6MB)

But otherwise the game runs and looks very nice! Keep up good work.

SteamOS 2.0 + i7 + GTX 750 Ti
Hi! Could you tell what fps you have when you start freeplay with ultra gfx with 4x antialiasing?

fallenwizard
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Post by fallenwizard » Fri, 22. Jan 16, 20:02

Version: 4.0 Beta 6 (Build 35) using a GTX 970 with the proprietary NVIDIA driver


Seems like the system map is glitchy. Zooming out from the zone map to the system map results in a black map screen. Zooming in slightly results in this: https://veuwer.com/i/3khf.png

This is especially noticable with the new expanded map in 4.0 with the HoL DLC.

Also please add the new build to the bug tracker, so I can avoid to flood this thread.

dracflamloc
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Post by dracflamloc » Tue, 26. Jan 16, 19:15

Just bought the game after learning linux support is back. Do we still need to switch to the linux alpha branch in steam?

fallenwizard
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Post by fallenwizard » Tue, 26. Jan 16, 19:22

dracflamloc wrote:Just bought the game after learning linux support is back. Do we still need to switch to the linux alpha branch in steam?
For the time being, yes until 4.0 launches officially.

dracflam
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Post by dracflam » Sat, 30. Jan 16, 00:04

I just opted into the 4.0 beta, runs on linux so it seems we may get a unified release when 4.0 goes stable.

On another note, an issue I'd like to report with FPS: Occasionally the game will drop from 50-60 fps to 1-5 fps and it never recovers. This only seems to happen sometimes, when docking and walking off the ship. From then on the game is in perma-slow mode. However if I go into graphics options during this slowdown and choose a graphic preset (can even be the one i'm already on), the slowdown instantly disappears and the game goes back to playing just fine.

Linux mint 17.2, Nvidia gtx 970, v 346.72, amd fx8350, 16gb ram

dracflam
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Post by dracflam » Sat, 30. Jan 16, 00:46

Another issue: my saitek av8r won't let me remap any axes. Buttons generally work however, and ingame basic pitch/yaw are working despite the options screen not detecting them.

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Graphic artifacts?

Post by ezra-r » Sun, 31. Jan 16, 20:55

Anyone else getting graphic artifacts? Or is it some specially setting I didn't check.

I do a new start (4.0b6) Argon Mercenary, very hard.

from the starting point I just go to Alpha Quadrant and I get this:
https://drive.google.com/open?id=0B7Mv- ... m5FSTZvQlE

or this:
https://drive.google.com/open?id=0B7Mv- ... zNoeFB0OHM

I tried with and without window compositing (desktop), vsync and not vsync, 144Hz and 60Hz.

Game Configuration is Ultra and window mode is fullscreen.

My setup:

Code: Select all

Processor Information:
    Vendor:  GenuineIntel
    CPU Family:  0x6
    CPU Model:  0x3e
    CPU Stepping:  0x4
    CPU Type:  0x0
    Speed:  3400 Mhz
    12 logical processors
    6 physical processors
    HyperThreading:  Supported
    FCMOV:  Supported
    SSE2:  Supported
    SSE3:  Supported
    SSSE3:  Supported
    SSE4a:  Unsupported
    SSE41:  Supported
    SSE42:  Supported
    
Network Information:
    Network Speed:  
    
Operating System Version:
    Linux Mint 17.3 Rosa (64 bit)
    Kernel Name:  Linux
    Kernel Version:  4.1.15-i7-4930k
    X Server Vendor:  The X.Org Foundation
    X Server Release:  11501000
    X Window Manager:  Metacity (Marco)
    Steam Runtime Version:  steam-runtime-release_2015-06-12
    
Video Card:
    Driver:  NVIDIA Corporation GeForce GTX 780/PCIe/SSE2

    Driver Version:  4.5.0 NVIDIA 352.63
    OpenGL Version: 4.5
    Desktop Color Depth: 24 bits per pixel
    Monitor Refresh Rate: 60 Hz
    VendorID:  0x10de
    DeviceID:  0x1004
    Number of Monitors:  1
    Number of Logical Video Cards:  1
    Primary Display Resolution:  1920 x 1080
    Desktop Resolution: 1920 x 1080
    Primary Display Size: 20,91" x 11,77"  (23,98" diag)
                                            53,1cm x 29,9cm  (60,9cm diag)
    Primary Bus: PCI Express 16x
    Primary VRAM: 3072 MB
    Supported MSAA Modes:  2x 4x 8x 16x 
    
Sound card:
    Audio device: Realtek ALC898
    
Memory:
    RAM:  16004 Mb
    
Miscellaneous:
    UI Language:  English
    LANG:  en_US.UTF-8
    Microphone:  Not set
    Total Hard Disk Space Available:  466558 Mb
    Largest Free Hard Disk Block:  102130 Mb
    
Installed software:
    
Recent Failure Reports:  

fallenwizard
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Re: Graphic artifacts?

Post by fallenwizard » Mon, 1. Feb 16, 10:14

ezra-r wrote:Anyone else getting graphic artifacts? Or is it some specially setting I didn't check.
Yes. There is a thread about that issue in the public beta forum:
http://forum.egosoft.com/viewtopic.php?t=386468

timon37
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Post by timon37 » Mon, 1. Feb 16, 10:34

dracflam wrote:On another note, an issue I'd like to report with FPS: Occasionally the game will drop from 50-60 fps to 1-5 fps and it never recovers. This only seems to happen sometimes, when docking and walking off the ship. From then on the game is in perma-slow mode. However if I go into graphics options during this slowdown and choose a graphic preset (can even be the one i'm already on), the slowdown instantly disappears and the game goes back to playing just fine.

Linux mint 17.2, Nvidia gtx 970, v 346.72, amd fx8350, 16gb ram
A few questions:
- How much memory does that gtx 970 have?
- How long do you usually have to play for this to happen?
- It only happens when docking or did it sometimes happen when doing something else?

We've had this kind of problem before especially on 1gb gpus. Whenever settings change or alt+tab happens, we sometimes have to reallocate render-targets. If the gpu is low on memory they could end up in system memory killing performance. I implemented some additional flushing to help with this but it only kicks in when ATI_meminfo extension reports we're low on memory.
Can you check with glxinfo and/or glewinfo if your gpu/driver supports ATI_meminfo?
dracflam wrote:Another issue: my saitek av8r won't let me remap any axes. Buttons generally work however, and ingame basic pitch/yaw are working despite the options screen not detecting them.
Hmm weird, you can't even remap pitch/yaw? If you load the default mapping you should see "X Axis", "Y Axis" and a few others already mapped, regardless of whether you even have a joystick. When you click to remap one of the axes does simply nothing happen and you have to press escape, or does the setting immediately get set to something (could be blank)?

@ezra-r

Hmm this is bad, we've had that before the first alpha release, originally it was just a problem with the fact that we upload meshes on another thread, and if there's just a few commands queued GL wouldn't actually push them for execution so we had to call glFlush. In general problems like this are either clobbering of vertex/index buffers, bad or incomplete uploads, unfinished uploads (the driver didn't sync properly), or other such.
My first guess would be that it's related to the driver, did you switch to 352.63 recently-ish? Can you try the older 340.96 or other similar? I'll try 352.63 soon as well (I did use it before but it was causing problems with nsight so I had to rollback).

The main question I have is if the artifacts go away after a few moments? Or once they happen they're permanent as long as a certain mesh is in view?

EDIT:
@fallenwizard Ohh, thanks I didn't notice that thread, will read through it in a sec.

@everyone I'm reading/aware of the other issues in this thread and bug-tracker, if I'm not replying it usually means I've no questions, or not enough time to look into it yet;p

fallenwizard
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Post by fallenwizard » Mon, 1. Feb 16, 11:10

@timon

I have a few performance issues as well. It seems to be some kind of memory leak because it only happened after letting run Rebirth run for several hours. RAM usage seems to grow a lot faster with stations in sight. Especially noticable in the HoL zones.
A few questions:
Because I seem to have nearly the exact same hardware as dracflam, I can answer that. (FX-8350 & GTX 970 and 8GB of DDR3 RAM)
How much memory does that gtx 970 have?
3.5gb of fast vram, 512 mb of slow vram with overall reported 4GB of vram. (Hooray for bad business practices!)
How long do you usually have to play for this to happen?
2 to 3 hours. Way shorter in busy zones like the ones in Home of Light.
It only happens when docking or did it sometimes happen when doing something else?
Just being near stations is enough for me. Even after leaving zones, the RAM usage won't decrease.
Can you check with glxinfo and/or glewinfo if your gpu/driver supports ATI_meminfo?
Bingo. My NVIDIA driver doesn't support ATI_meminfo. Here's my grepped glewinfo output:
GL_ATI_meminfo: MISSING


About the corrupted graphics issue: Sadly I can't downgrade to 340.96 because my version of xorg-server & my used kernel are too new.


EDIT: NVIDIA seems to have their own version of meminfo: GL_NVX_gpu_memory_info
If you want to look into that.

timon37
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Post by timon37 » Tue, 2. Feb 16, 17:24

Yeah I looked into NVX_gpu_memory_info when I was doing the ATI_thingy and it didn't work or the values were useless (or I decided not to use it, I'm not sure).
Anyway, that extension missing means I've one less idea why changing some graphics settings or alt+tab would fix the performance, after it got bad.

@fallenwizard or anyone else, can you properly check if it's a gpu memory leak or system memory? I'd usually run windowed and use "nvidia-smi -l 1" in a terminal for gpu memory, and whatever for system memory.

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Post by ezra-r » Tue, 2. Feb 16, 17:58

timon37 wrote:@ezra-r

Hmm this is bad, we've had that before the first alpha release, originally it was just a problem with the fact that we upload meshes on another thread, and if there's just a few commands queued GL wouldn't actually push them for execution so we had to call glFlush. In general problems like this are either clobbering of vertex/index buffers, bad or incomplete uploads, unfinished uploads (the driver didn't sync properly), or other such.
My first guess would be that it's related to the driver, did you switch to 352.63 recently-ish? Can you try the older 340.96 or other similar? I'll try 352.63 soon as well (I did use it before but it was causing problems with nsight so I had to rollback).

The main question I have is if the artifacts go away after a few moments? Or once they happen they're permanent as long as a certain mesh is in view?
* Yes, I installed the driver recently, I wasn't very active testing X-Rebirth in any platform lately anyways.

* I think I can try (soonish).

* The artifacts seem to go away after a transition (for instance I managed to set autopilot through a gate) changing the system solved the issue temporarily, or at least, after a transition with the several tests I made with different window modes and vertical refresh vsync set ups I got different results, without vsync and fullscreen 60hz in the cases I tried it proved more stable, with the opposite artifacts rised again very fast. I didn't do super thorough tests, just made sure the problem was showing up in all cases.

* I also noticed taking a screenshot through steam overlay (f12) the screen would freeze while just the infopoints from stations would more when I turned around the ship, a transition would also "fix" this temporarily.

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Post by fallenwizard » Wed, 3. Feb 16, 05:36

timon37 wrote: @fallenwizard or anyone else, can you properly check if it's a gpu memory leak or system memory? I'd usually run windowed and use "nvidia-smi -l 1" in a terminal for gpu memory, and whatever for system memory.
Seems to be a RAM issue. I play on Ultra details with 4x AA @ 1080p. The game uses around 1800 MB of VRAM and stays there.

RAM usage still increases after time according to htop. Loading my save game immediately uses up to 3800 MB, then grows and grows the more zones I visit until the game becomes unplayable and needs a restart to solve the performance issues.

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