Linux Support (Beta)

Ask here if you experience technical problems with X4: Foundations.

Moderator: Moderators for English X Forum

Panos
Posts: 848
Joined: Sat, 25. Oct 08, 00:48
x4

Re: Linux Support (Beta)

Post by Panos » Fri, 3. Sep 21, 11:07

Has anyone configured vkBasalt with RealSpace reshade to share the vkbasalt.conf from their X4 directory to not have to design a new one? :lol:

If not, I will make a new conf and going to post it here. :)

BaronVerde
Posts: 477
Joined: Wed, 16. Dec 20, 21:26
x4

Re: Linux Support (Beta)

Post by BaronVerde » Fri, 3. Sep 21, 12:51

Oh, just learned about it as you mentioned it.

It seems to be built as a layer, expect a performance hit depending on what and how they do stuff. If you have a juicy grapohics card it might not be that bad ...

Code: Select all

  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 

Panos
Posts: 848
Joined: Sat, 25. Oct 08, 00:48
x4

Re: Linux Support (Beta)

Post by Panos » Fri, 3. Sep 21, 22:32

BaronVerde wrote:
Fri, 3. Sep 21, 12:51
Oh, just learned about it as you mentioned it.

It seems to be built as a layer, expect a performance hit depending on what and how they do stuff. If you have a juicy grapohics card it might not be that bad ...
On windows the difference is 4-5fps with the 5700XT and Reshade.
When I set up the config file in the morning on Linux, and going to post it here, will tell you how much the fps difference is. :D

Panos
Posts: 848
Joined: Sat, 25. Oct 08, 00:48
x4

Re: Linux Support (Beta)

Post by Panos » Sun, 12. Sep 21, 09:01

As promised, the vkBasalt.conf file to implement RealSpace Reshade to Linux.
On my 5700XT at 2560x1440 with everything maxed out, MSAA 2x and space reflections off, the FPS dropped from 111 to 103. Few more fps drop than on Windows but considering is still fine :)

As you see I have deactivated CAS. When I find it's correct position in the effect queue I will update.
Big thank you to Misunderstood Wookiee for this original Realspace reshade configuration file (if you read this a personal thank you too) which can be found here.
https://www.nexusmods.com/x4foundations/mods/415

-----------------------------
Installations instructions
a) Instal vkbasalt and the reshade shaders to your system. For Manjaro they are on the package manager which will build them automatically
b) Write down the folders the reshade shaders & textures are in your system. By default on manjaro /home/<username>/.local/share/reshade/Shaders
(i have changes the real username)
c) create the vkbasalt.conf in the X4 directory. By default on manjaro is /home/u]<username>[/u]/.local/share/Steam/steamapps/common/X4 Foundations/
d) copy paste the code bellow
e) on Steam add a Launch option ENABLE_VKBASALT=1 %command%
If you use other launch options on Steam just add ENABLE_VKBASALT=1 anywhere before %command%


You can toggle the vkbasalt with Home key. (you can change the key is the togglekey value bellow.

If you have any queries, please quote this post to get notification :D

Enjoy.

Code: Select all

#effects is a colon seperated list of effect to use
#e.g.: effects = fxaa:cas
#effects will be run in order from left to right
#one effect can be run multiple times e.g. smaa:smaa:cas
#cas    - Contrast Adaptive Sharpening
#dls    - Denoised Luma Sharpening
#fxaa   - Fast Approximate Anti-Aliasing
#smaa   - Enhanced Subpixel Morphological Antialiasing
#lut    - Color LookUp Table

effects = vibrance:clarity:hdr:eyeadaptation:lumasharpen


vibrance = /home/[u][b]<username>[/b][/u]/.local/share/reshade/Shaders/Vibrance.fx
clarity = /home/<username>/.local/share/reshade/Shaders/Clarity.fx
hdr = /home/<username>/.local/share/reshade/Shaders/FakeHDR.fx
eyeadaptation = /home/<username>/.local/share/reshade/Shaders/EyeAdaption.fx
lumasharpen = /home/<username>/.local/share/reshade/Shaders/LumaSharpen.fx


reshadeTexturePath = "/home/<username>/.local/share/reshade/Textures"
reshadeIncludePath = "/home/<username>/.local/share/reshade/Shaders"
depthCapture = off
lut = "/home/<username>/.local/share/reshade/Textures/lut.png"


#toggleKey toggles the effects on/off
toggleKey = Home

#enableOnLaunch sets if the effects are enabled when started
enableOnLaunch = True


#casSharpness specifies the amount of sharpening in the CAS shader.
#0.0 less sharp, less artefacts, but not off
#1.0 maximum sharp more artefacts
#Everything in between is possible
#negative values sharpen even less, up to -1.0 make a visible difference
#casSharpness = 0.8f


#[AdaptiveSharpen.fx]
curveslope=0.250000f
curve_height=0.100000f
D_compr_high=0.500000f
D_compr_low=0.250000f
D_overshoot=0.009000f
L_compr_high=0.334000f
L_compr_low=0.167000f
L_overshoot=0.003000f
pm_p=0.700000f
scale_cs=0.056000f
scale_lim=0.100000f

#[AmbientLight.fx]
alAdapt=0.700000f
alAdaptBaseBlackLvL=2
alAdaptBaseMult=1.000000f
alDebug=0
alDirtInt=1.000000f
alDirtOVInt=1.000000f
alInt=10.150000f
alLensInt=2.000000f
alLensThresh=0.500000f
alThreshold=15.000000f
AL_Adaptation=1
AL_Adaptive=2
AL_Dirt=0
AL_DirtTex=0
AL_Lens=0
AL_Vibrance=0

#[CinematicDOF.fx]
AutoFocusPoint=1.000000f,1.000000f
AutoFocusTransitionSpeed=1.000000f
BlurQuality=5.000000f
BokehBusyFactor=0.500000f
FarPlaneMaxBlur=4.000000f
FNumber=11.400000f
FocalLength=15.000000f
FocusCrosshairColor=1.000000f,0.000000f,1.000000f,1.000000f
FocusPlaneColor=0.000000f,0.000000f,1.000000f
HighlightAnamorphicAlignmentFactor=0.000000f
HighlightAnamorphicFactor=1.000000f
HighlightAnamorphicSpreadFactor=0.710000f
HighlightGainFarPlane=0.500000f
HighlightGainNearPlane=0.200000f
HighlightThresholdFarPlane=0.000000f
HighlightThresholdNearPlane=0.000000f
ManualFocusPlane=16.500000f
NearPlaneMaxBlur=0.000000f
OutOfFocusPlaneColor=0.800000f,0.800000f,0.800000f
OutOfFocusPlaneColorTransparency=0.700000f
PostBlurSmoothing=0.100000f
ShowCoCValues=0
ShowOutOfFocusPlaneOnMouseDown=1
UseAutoFocus=0
UseMouseDrivenAutoFocus=0

#[Clarity.fx]
ClarityBlendIfDark=36
ClarityBlendIfLight=91
ClarityBlendMode=4
ClarityDarkIntensity=1.000000f
ClarityLightIntensity=0.300000f
ClarityOffset=2.000000f
ClarityRadius=2
ClarityStrength=0.700000f
ClarityViewBlendIfMask=0
ClarityViewMask=0

#[Colourfulness.fx]
backbuffer_bits=8.000000f
colourfulness=-0.530000f
col_noise=1
enable_dither=0
lim_luma=0.300000f

#[Curves.fx]
Contrast=0.650000f
Formula=2
Mode=1

#[DepthHaze.fx]
EffectStrength=0.700001f
FogColor=0.000001f,0.000001f,0.000001f
FogFactor=0.027000f
FogStart=0.000000f

#[EyeAdaption.fx]
fAdp_BrightenHighlights=0.200000f
fAdp_BrightenMidtones=0.050000f
fAdp_BrightenShadows=0.000000f
fAdp_DarkenHighlights=0.100000f
fAdp_DarkenMidtones=0.050000f
fAdp_DarkenShadows=2.000000f
fAdp_Delay=0.000000f
fAdp_Equilibrium=0.500000f
fAdp_Strength=1.000000f
fAdp_TriggerRadius=7.000000f
fAdp_YAxisFocalPoint=0.500000f

#[FakeHDR.fx]
HDRPower=1.499999f
radius1=0.500000f
radius2=0.600000f

#[FilmicAnamorphSharpen.fx]
Clamp=0.650000f
Coefficient=0
DepthMask=0
DepthMaskContrast=128
Offset=0.100000f
Preview=0
Strength=60.000000f
UseMask=0

#[FilmicPass.fx]
BaseCurve=1.050000f
BaseGamma=0.999993f
Bleach=0.350000f
BlueCurve=1.000000f
Contrast=1.000000f
EffectGamma=0.650000f
EffectGammaB=1.000000f
EffectGammaG=1.000000f
EffectGammaR=1.000000f
Fade=0.090000f
GreenCurve=1.000000f
Linearization=0.550000f
LumCoeff=0.212656f,0.715158f,0.072186f
RedCurve=1.100001f
Saturation=-0.210000f
Strength=0.850000f

#[FXAA.fx]
EdgeThreshold=0.125000f
EdgeThresholdMin=0.000000f
Subpix=0.250000f

#[GaussianBlur.fx]
GaussianBlurOffset=1.000000f
GaussianBlurRadius=1
GaussianBlurStrength=0.300000f

#[LightDoF.fx]
bLightDoF_AutoFocus=0
bLightDoF_UseCA=4294967295
bLightDoF_UseMouseFocus=0
f2Bokeh_AutoFocusCenter=0.500000f,0.500000f
f2LightDoF_CA=1.000000f,1.000000f
fLightDoF_Amount=10.000000f
fLightDoF_AutoFocusSpeed=1.000000f
fLightDoF_ManualFocus=0.950000f
fLightDoF_Width=1.278000f

#[LumaSharpen.fx]
offset_bias=0.230000f
pattern=3
sharp_clamp=0.058000f
sharp_strength=2.000001f
show_sharpen=0

#[MagicBloom.fx]
f2Adapt_Clip=0.000000f,1.000000f
fAdapt_Sensitivity=1.250000f
fAdapt_Speed=0.300000f
fBloom_Intensity=0.100000f
fBloom_Threshold=1.700000f
fDirt_Intensity=0.000000f
fExposure=0.520000f
iAdapt_Precision=9
iDebug=0

#[PPFX_Bloom.fx]
pBloomBlendMode=0f
pBloomCurve=1.250000f
pBloomIntensity=0.600000f
pBloomRadius=13.000000f
pBloomSaturation=2.000000f
pBloomThreshold=0.575000f
pEnableHDR=4294967295f
pEnableLensdirt=0
pLensdirtCurve=1.000000f
pLensdirtIntensity=1.000000f
pTonemapContrast=0.550000f
pTonemapCurve=3.000000f
pTonemapExposure=1.275000f
pTonemapMode=0
pTonemapSaturateBlacks=0.400000f

#[PPFX_Godrays.fx]
pGodraysExposure=0.100000f
pGodraysFalloff=1.060000f
pGodraysFreq=1.200000f
pGodraysSampleAmount=120
pGodraysSource=0.717000f,0.839000f
pGodraysThreshold=0.650000f

#[PPFX_SSDO.fx]
pSSDOAmount=0.700000f
pSSDOAngleThreshold=0.125000f
pSSDOBounceLOD=3
pSSDOBounceMultiplier=0.514000f
pSSDOBounceSaturation=0.420000f
pSSDODebugMode=0
pSSDOFadeEnd=0.370000f
pSSDOFadeStart=0.150000f
pSSDOFilterRadius=57.000000f
pSSDOIntensity=0.696000f
pSSDOSampleAmount=46
pSSDOSampleRange=70.000000f
pSSDOSourceLOD=2

#[ReflectiveBumpMapping.fx]
fRBM_BlurWidthPixels=40.000000f
fRBM_ColorMask_Blue=0.000000f
fRBM_ColorMask_Cyan=0.000000f
fRBM_ColorMask_Green=1.000000f
fRBM_ColorMask_Magenta=1.000000f
fRBM_ColorMask_Orange=1.000000f
fRBM_ColorMask_Red=1.000000f
fRBM_ColorMask_Yellow=1.000000f
fRBM_FresnelMult=0.900000f
fRBM_FresnelReflectance=0.216000f
fRBM_LowerThreshold=0.066000f
fRBM_ReliefHeight=0.500001f
fRBM_UpperThreshold=0.230000f
iRBM_SampleCount=24

#[SMAA.fx]
CornerRounding=80
DebugOutput=0
DepthEdgeDetectionThreshold=0.008000f
EdgeDetectionThreshold=0.098000f
EdgeDetectionType=1
MaxSearchSteps=16
MaxSearchStepsDiagonal=16
PredicationEnabled=0
PredicationScale=2.000000f
PredicationStrength=0.400000f
PredicationThreshold=0.010000f

#[Tonemap.fx]
Bleach=0.000000f
Defog=0.000000f
Exposure=0.000000f
FogColor=0.000000f,0.000000f,1.000000f
Gamma=1.027000f
Saturation=0.000000f

#[UIMask.fx]
bDisplayMask=0
fMask_Intensity=1.000000f

#[Vibrance.fx]
Vibrance=1.000000f
VibranceRGBBalance=0.250000f,0.000000f,0.600000f

#[Vignette.fx]
Amount=-1.000000f
Center=0.500000f,0.500000f
Radius=2.000000f
Ratio=1.000000f
Slope=2
Type=0


Akselmo
Posts: 7
Joined: Fri, 30. Nov 18, 21:28
x4

Re: Linux Support (Beta)

Post by Akselmo » Tue, 14. Sep 21, 23:52

Just to notify devs, the 4.10 isn't uploaded on GOG for Linux.

Image

CBJ
EGOSOFT
EGOSOFT
Posts: 51725
Joined: Tue, 29. Apr 03, 00:56
x4

Re: Linux Support (Beta)

Post by CBJ » Wed, 15. Sep 21, 09:41

Unfortunately, because the people at GOG have to do a few things manually, there is almost always a delay of a few working days between us releasing something on Steam and GOG Galaxy, and them releasing it for manual download. There is very little we can do about this. If it's still MIA a few days from now, you can let us know again, but quite honestly you might as well just inform GOG directly as that's all we can do anyway.

Akselmo
Posts: 7
Joined: Fri, 30. Nov 18, 21:28
x4

Re: Linux Support (Beta)

Post by Akselmo » Fri, 17. Sep 21, 10:25

CBJ wrote:
Wed, 15. Sep 21, 09:41
Unfortunately, because the people at GOG have to do a few things manually, there is almost always a delay of a few working days between us releasing something on Steam and GOG Galaxy, and them releasing it for manual download. There is very little we can do about this. If it's still MIA a few days from now, you can let us know again, but quite honestly you might as well just inform GOG directly as that's all we can do anyway.
Ah I understand, thanks for letting me know.

spookywatcher
Posts: 192
Joined: Thu, 11. Apr 19, 20:26

GOG - Still no Linux v4.10

Post by spookywatcher » Sat, 18. Sep 21, 16:02

Been 5 days. Still no Linux v4.10 installer.

Akselmo
Posts: 7
Joined: Fri, 30. Nov 18, 21:28
x4

Re: Linux Support (Beta)

Post by Akselmo » Sun, 19. Sep 21, 22:49

I sent their support a message about the update not being there. I'll keep you posted what they reply.

Akselmo
Posts: 7
Joined: Fri, 30. Nov 18, 21:28
x4

Re: Linux Support (Beta)

Post by Akselmo » Mon, 20. Sep 21, 21:23

Well, I did get a reply that it should be up now, but the version number seems to be the same still. I messaged them again, maybe someone forgot to press a button or something.

spookywatcher
Posts: 192
Joined: Thu, 11. Apr 19, 20:26

Re: Linux Support (Beta)

Post by spookywatcher » Tue, 21. Sep 21, 16:23

Akselmo wrote:
Mon, 20. Sep 21, 21:23
Well, I did get a reply that it should be up now, but the version number seems to be the same still. I messaged them again, maybe someone forgot to press a button or something.
Thanks Akselmo! GOG has linux v4.10 up. Much appreciated.

Akselmo
Posts: 7
Joined: Fri, 30. Nov 18, 21:28
x4

Re: Linux Support (Beta)

Post by Akselmo » Tue, 21. Sep 21, 21:12

spookywatcher wrote:
Tue, 21. Sep 21, 16:23
Akselmo wrote:
Mon, 20. Sep 21, 21:23
Well, I did get a reply that it should be up now, but the version number seems to be the same still. I messaged them again, maybe someone forgot to press a button or something.
Thanks Akselmo! GOG has linux v4.10 up. Much appreciated.
Yup, it's up for me too now. No problem, sometimes people need a lil nudge. GOG was super fast replying to me, so I am not mad at them (nor the devs of course).

I do wish GOG would step up their Linux support, but that's a completely different discussion.

Reinis
Posts: 22
Joined: Mon, 2. May 11, 12:49
x4

Re: Linux Support (Beta)

Post by Reinis » Tue, 21. Sep 21, 21:44

Speaking of the GOG Linux version. Installed the 4.10 today and my modded game loaded and worked well. Until it did not. Now the modded saves do not load at all (when the save should be loaded, it crashes back to main menu). Started a new unmodded game, saved and the save loaded.. sorta, with very heavy visual distortions and everything was super slow (worked fine when just started from the new game menu). Also, when loading game, the spinnig wheel animation was broken, not sure if related issues.

How/where should I send a savefile or logs to help devs figure out what is going on?

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 30349
Joined: Fri, 16. Apr 04, 19:21
x4

Re: Linux Support (Beta)

Post by Alan Phipps » Tue, 21. Sep 21, 22:02

@ Reinis: If your save is modded then that might explain issues trying to run it with a vanilla game installation. All those 3rd party script and asset calls etc from the save with no data or gamefiles to find. Also the devs will probably not want to try to run a modded save on their own systems either.

The logs and dumpfiles may help to narrow it down somewhat though, just upload them to a reputable public fileshare site and post the links (assuming that still all applies in Linux).
A dog has a master; a cat has domestic staff.

Reinis
Posts: 22
Joined: Mon, 2. May 11, 12:49
x4

Re: Linux Support (Beta)

Post by Reinis » Tue, 21. Sep 21, 22:16

Alan Phipps wrote:
Tue, 21. Sep 21, 22:02
@ Reinis: If your save is modded then that might explain issues trying to run it with a vanilla game installation. All those 3rd party script and asset calls etc from the save with no data or gamefiles to find. Also the devs will probably not want to try to run a modded save on their own systems either.

The logs and dumpfiles may help to narrow it down somewhat though, just upload them to a reputable public fileshare site and post the links (assuming that still all applies in Linux).
Just to clarify, unmodded save (from a new start) loaded, but with very heavy glitches. Will try to find the logs and dumpfiles to upload to a fileshare.

gei3r
Posts: 4
Joined: Sun, 27. Jan 13, 19:57
x4

Re: Linux Support (Beta)

Post by gei3r » Thu, 23. Sep 21, 18:25

Kurzer Test mit 4.10 beide Addons von GOG, frisch installiert.

Die Linux Version erstellt fehlerhafte Speicherstände. Es wird z.B. in der Vorschau des zu ladenden Spielstands keine Spielzeit angezeigt. Ich denke es wird auch keine Position des Spielers gespeichert?
Nach laden des Spielstands spawnt das Spielerraumschiff direkt in oder neben einer Station? Man glitscht irgendwie in die ausgewählte Waffe, beim wechseln der Waffe springt die Ansicht mit.
Steht man vom Pilotensitz in der Außenperspektive auf, sieht man den Kopf der Spielfigur aus dem Raumschiff gucken.

Spielstände von der Windows Version funktionieren unter Linux ohne Probleme.
Spielstände die unter Linux erstellt wurden aber nicht in der Windows Version.

Hab keine Log und keine Screenshots, können bei Bedarf nachgereicht werden.

Dann warten wir mal auf einen Patch ;)

CBJ
EGOSOFT
EGOSOFT
Posts: 51725
Joined: Tue, 29. Apr 03, 00:56
x4

Re: Linux Support (Beta)

Post by CBJ » Fri, 24. Sep 21, 11:34

It sounds like you have a corrupt or modified installation. None of those things are normal for Linux players, and an un-corrupted Linux version does not have any differences that could cause any of the effects you are seeing.

meaning11
Posts: 8
Joined: Mon, 3. Oct 05, 14:05
x4

Re: Linux Support (Beta)

Post by meaning11 » Fri, 24. Sep 21, 12:03

Version 4.10, GOG, Linux, Vanilla

Auch bei mir laden die Savegames nicht, die Spielzeit wird mit 0d00h00m angezeigt.
Die xml.gz Dateien können einwandfrei entpackt werden. Dort sieht man, dass bei zahlreichen Angaben der (internationale) Punkt durch das (deutschsprachige) Komma ersetzt wurde, also bei

v4.00: time="198354.677"
v4.10: time="198354,677"

Wenn man es beim Spielereintrag manuell zurück ändert und die Datei wieder gzip'ed, wird im Auswahlmenu für die Savegames auch wieder eine Zeit angezeigt. Es handelt sich aber um einige zehntausend Einträge von Zeiten und Koordinaten, so dass manuelle Korrekturen hier nicht weiterbringen.

Alm888
Posts: 487
Joined: Sat, 14. Sep 19, 19:38
x4

Re: Linux Support (Beta)

Post by Alm888 » Fri, 24. Sep 21, 17:23

Hello!
I also confirm what Reinis posted. GOG Linux version is a disaster.
I've made a footage video to show how things look.
Also, here is a savefile to analyze.
I can not provide a logfile because the "-logfile" command line key is broken on Linux.

P.S. Version 4.00HF3 works totally fine on the same HW/SW configuration.

meaning11
Posts: 8
Joined: Mon, 3. Oct 05, 14:05
x4

Re: Linux Support (Beta)

Post by meaning11 » Sat, 25. Sep 21, 11:44

Though my problem started with the german installation of GOG 4.10,
it can be 100% reproduced with the international installation by starting a new game.

The first file saved by 4.10 is altered in the way I described above:
xml v4.00: time="198354.677"
xml v4.10: time="198354,677"

Savegames from 4.00 can be imported without problems, as they always use dots in the xml, but the first time they get saved by 4.10, they (we) are screwed.
Guessing I would say it can be related to environment variables like LC_ALL or LANG, which the code or a lib it is linking to is "respecting" in the wrong way.
Please fix

Post Reply

Return to “X4: Foundations - Technical Support”