Linux support thread
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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
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
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Thanks for the surprise, timon! This makes me a happy Linux usertimon37 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
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
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,
@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
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
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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:
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
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)
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)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
But otherwise the game runs and looks very nice! Keep up good work.
SteamOS 2.0 + i7 + GTX 750 Ti
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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:
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.
Hi! Could you tell what fps you have when you start freeplay with ultra gfx with 4x antialiasing?Corbet wrote: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)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
But otherwise the game runs and looks very nice! Keep up good work.
SteamOS 2.0 + i7 + GTX 750 Ti
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- Joined: Tue, 13. Apr 10, 20:03
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.
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.
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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
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
Graphic artifacts?
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:
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:
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Re: Graphic artifacts?
Yes. There is a thread about that issue in the public beta forum:ezra-r wrote:Anyone else getting graphic artifacts? Or is it some specially setting I didn't check.
http://forum.egosoft.com/viewtopic.php?t=386468
A few questions: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
- 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?
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)?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.
@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
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@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.
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.
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.
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)A few questions:
3.5gb of fast vram, 512 mb of slow vram with overall reported 4GB of vram. (Hooray for bad business practices!)How much memory does that gtx 970 have?
2 to 3 hours. Way shorter in busy zones like the ones in Home of Light.How long do you usually have to play for this to happen?
Just being near stations is enough for me. Even after leaving zones, the RAM usage won't decrease.It only happens when docking or did it sometimes happen when doing something else?
Bingo. My NVIDIA driver doesn't support ATI_meminfo. Here's my grepped glewinfo output:Can you check with glxinfo and/or glewinfo if your gpu/driver supports ATI_meminfo?
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.
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.
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.
* Yes, I installed the driver recently, I wasn't very active testing X-Rebirth in any platform lately anyways.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?
* 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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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.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.
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.