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Cyberpunk 2077 runs on Linux through the Proton compatibility layer

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Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#261
post #133

Earlier quoted context omitted.

> Sadly we never released the game on Linux to the public. Do you know why? Linux is my primary OS and it always breaks my heart when companies decide to not support it.

Because if you start to support Linux you actually have to support all the major distribution (Debian, Arch, Ubuntu, Fedora, etc.) with their different idiosyncrasies, package format, libc implementations and/or version, etc. Basically your testing coverage explodes exponentially. That's why in a former gig the team I was part of decided to go from Linux to only Windows since it way easier to test only for ~3 majors…

That's sad, but you'd think the business would see the Linux user base is skilled enough to handle this. If you say you only support X and put a warning on other distros, you're basically employing the community to get it working properly on other distros for you. Some companies do this and it seems to work just fine.

Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#262
post #199

Earlier quoted context omitted.

PUBG - a game where you need at least 50 players for a match - would be quiet empty when you're only playing with Linux players.

Why would you assume that they wouldn't be able to play with Windows players??

OP said:

> Give Linux users option to play the game, without the anti cheat and only match with similar Linux users.

Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#263

Earlier quoted context omitted.

I run Linux, and play games, but all in all, I strongly believe that Wine ports are the only realistic, less-worse, alternative. I'm not the only one - Carmack expressed the same (although, to be fair, I've never read other high-profile devs discussing this idea). This is a real-world Linux game production story: https://twitter.com/bgolus/status/1080213166116597760 . Note that the developers tried hard to release th…

There is the steam linux environment [1] which is pretty standard for native linux builds on steam. And that works independently of the distribution steam is actually installed on. I think it should be possible to use it without steam too.. [1] https://github.com/ValveSoftware/steam-runtime

> And that works independently of the distribution steam is actually installed on

Not entirely, it still relies on some system libraries, and you will see there are times where games do not run on Arch despite using the steam runtime. It is known.

Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#264
post #153

Earlier quoted context omitted.

I run Linux, and play games, but all in all, I strongly believe that Wine ports are the only realistic, less-worse, alternative. I'm not the only one - Carmack expressed the same (although, to be fair, I've never read other high-profile devs discussing this idea). This is a real-world Linux game production story: https://twitter.com/bgolus/status/1080213166116597760 . Note that the developers tried hard to release th…

Same here, and I've also noticed the library churn is a problem: Heroes of Might and Magic 3 and Neverwinter Nights both have had official Linux ports/releases, and neither of them run on modern Linux distro's because of library incompatibilities (in the case of NWN, it's because of libSDL, don't remember the issue with HoMM3). Even my recent purchases on GOG where there's plenty of native Linux to be found, I usuall…

The latest version of Neverwinter Nights Enhanced runs without issue on Linux Mint 20.

The Beamdog Client no longer seems to work (pango lib issue), but GOG installs just fine. I like Beamdog and appreciate their ongoing support for Linux and have in turn purchased NWN gift keys for many people, but man - fix the Linux client please.

(Beamdog, feel free to contact me and I'll fix the broken client for free - seriously).

Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#265
post #244

Earlier quoted context omitted.

I'm doubtful about this. Even though Android uses the Linux kernel, its userspace is completely different; There isn't much overlap in the APIs you can use on Android vs ones you can use on desktop Linux, besides a few things like openGL and syscalls.

I am fully aware of it. ISO C, ISO C++, OpenGL/Vulkan, OpenMAX and OpenSL ES are certainly available on GNU/Linux. https://developer.android.com/ndk/guides/stable_apis Just as Cocos-2dx, Unreal and Unity are, the main engines used on Android games. However, having 2% of users responsible for 50% of support requests + extra development effort, is what puts GNU/Linux off their plans.

>having 2% of users responsible for 50% of support requests

If you're referring to [1], you might be interested in reading [2] as well.

[1] https://twitter.com/bgolus/status/1080213166116597760

[2] https://twitter.com/bgolus/status/1080544133238800384

Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#266
post #132

Earlier quoted context omitted.

Yeah, I'm a huge fun. I used it to play few games before I got into Shadow, but GFN is better for more GPU heavy games so I'll play CP2077 there. The only downside I see is that there is no Linux client (or a browser one, which they promised) and I need to do a strange setup of: 1. Starting game on Android 2. Connecting bluetooth mouse there (so it won't kick me out because I'm not doing anything on the phone) 3. Sta…

You can now run GFN in the browser on Linux (It might need Chrom(e/ium)). The downside is that if you have a non 16:9 resolution you will have to change your desktop resolution to support fullscreen with black borders, otherwise the content renders off the bottom of the screen.

I do this in stock Chrome (running in Pop!_OS) and it works totally fine. Fantastic experience.

Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#267
post #248

Earlier quoted context omitted.

What you linked is more about programs relying on the same computer graphics libraries that then need to rely on the same system libraries. Games stand alone and don't need this integration.

If you compile everything statically yes, otherwise yes they need this integration.

Games can have their dependencies shipped with them with or without static linking. They aren't transferring data to another game that has to line up exactly.

CG programs and renderers need to have subdivision surface data be the same and image filtering be the same. They may be able to architect their way around standard library versions, but games don't need this same treatment because they stand alone.

Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#268
post #244

Earlier quoted context omitted.

I am fully aware of it. ISO C, ISO C++, OpenGL/Vulkan, OpenMAX and OpenSL ES are certainly available on GNU/Linux. https://developer.android.com/ndk/guides/stable_apis Just as Cocos-2dx, Unreal and Unity are, the main engines used on Android games. However, having 2% of users responsible for 50% of support requests + extra development effort, is what puts GNU/Linux off their plans.

>having 2% of users responsible for 50% of support requests If you're referring to [1], you might be interested in reading [2] as well. [1] https://twitter.com/bgolus/status/1080213166116597760 [2] https://twitter.com/bgolus/status/1080544133238800384

I am aware of those tweets, although my remark was based on experience among game developer friends all the way back to the Loki days.

Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#269
post #74

To be perfectly fair, it’s working on Linux natively. Since it runs on stadia. I was part of the efforts of putting The Division 2 on stadia and it really is “just Linux” for the most part. The elf binaries ran essentially flawlessly on my linux machine (although my machine was under powered for the game.) Sadly we never released the game on Linux to the public.

>Sadly we never released the game on Linux to the public.

There was a lot of bad feedback after W2 was released on Linux. It was full price, but full of glitches, bugs, crashes, unexpected dying, invisible sword... and this list can go on. A lot of users released anger on CDP who took offence and said they're not doing anything for linux any more.

From what you're saying, CP2077 is more closer to native desktop Linux than W2 is now after years, so CDP could drill into this market of fanboys and try to regain trust of the community.

Re: Cyberpunk 2077 runs on Linux through the Proton compatibility layer

#270
post #222

Earlier quoted context omitted.

Too small of a market. Most people don't use linux as a desktop OS. Those who do tend to use Chrome OS, which isn't well suited to gaming.

That doesn't make any sense since all development for Linux is already complete.

The problem is cost of support, including hard to quantize things like reputation.

It's one thing to do it like idSoftware used to, with silent releases done by one guy that were accepted as unofficial and you'd buy the windows release to get the missing files, and another to make a proper purchase of a game for linux with all kinds of expectations about it actually working.

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