Shadow Warrior

Shadow Warrior

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[LINUX] Graphical fidelity way worse?
I downloaded the DRM free build from the HIB14, and the Linux version on Ultra looks nothing close to the screenshots and video's of the Windows version?
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Showing 1-15 of 72 comments
KnockoutGames Mar 31, 2015 @ 2:49pm 
There are still some graphics features being worked on that should be fixed up by next week. Specifically SSAO and some Post Processing features are currently unavailable. Sorry about this.
Terepin Mar 31, 2015 @ 2:52pm 
But only on Linux, yes?
blackout24 Mar 31, 2015 @ 3:21pm 
Originally posted by KnockoutGames:
There are still some graphics features being worked on that should be fixed up by next week. Specifically SSAO and some Post Processing features are currently unavailable. Sorry about this.

Thanks for doing a proper port and not wrapping it in Wine or something.
KnockoutGames Mar 31, 2015 @ 5:34pm 
Yes sorry. Mac+Linux are missing a few graphics features that will come online over the next week or so (I'm the Mac+Linux developer).
NoXPhasma Mar 31, 2015 @ 5:46pm 
Can you please also look into Vsync, that does not work here. I have fullscreen activated and so I have vsync, but still the FPS go far over 60 FPS.
KnockoutGames Mar 31, 2015 @ 5:49pm 
@NoXPhasma
Thanks for noting that I believe I saw someone (probably you) mention that in another thread. It is on my radar and I will be addressing it. Just to confirm, you are on Linux correct? if you are please post the output of "glxgears -info" in your terminal. Thanks.
Aarrggghhhh Mar 31, 2015 @ 5:50pm 
Vsync works for me using a GTX670 and the latest NVidia drivers.
NoXPhasma Mar 31, 2015 @ 5:52pm 
Yes, I'm on Linux, Linux mint 17.1 x64 to be precise.

Here is the output:
╰─$ glxgears -info Running synchronized to the vertical refresh. The framerate should be approximately the same as the monitor refresh rate. GL_RENDERER = GeForce GTX 660/PCIe/SSE2 GL_VERSION = 4.5.0 NVIDIA 346.47 GL_VENDOR = NVIDIA Corporation GL_EXTENSIONS = GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 303 frames in 5.0 seconds = 60.425 FPS

*edit*
Here is a screenshot, which shows my settings and the Steam FPS counter: http://i.imgur.com/j9wTMl2.png
148 FPS while it should be 60, if Vsync would work.
Last edited by NoXPhasma; Mar 31, 2015 @ 5:56pm
KnockoutGames Mar 31, 2015 @ 5:57pm 
@NoXPhasma
Thanks. Yeah very odd someone with a very similar card/driver to you isn't having this issue. Regardless I'll be following up, looks like glxgears is vsynced.
NoXPhasma Mar 31, 2015 @ 6:06pm 
Maybe it can help you if I post some informations of my system:
Desktop: Mate 1.8.1
Window Manager: Compiz 0.9.11

I've also tried to use the default Window Manager of Mate (Marco), which doesn't work. Also using compton as compositor doesn't help here.
Aarrggghhhh Mar 31, 2015 @ 6:26pm 
If it is any help I use cinnamon.
Xpander Apr 1, 2015 @ 1:28am 
Works fine here with MATE 1.8.1
i dont use compiz though.

also using nvidia's { ForceCompositionPipeline = On }

but about the graphical fidelity it seems textures have lower resolution than the screen size.

for 1920x1080 i get this: Creating video textures menu w:1280 h:720
Last edited by Xpander; Apr 1, 2015 @ 1:46am
blackout24 Apr 1, 2015 @ 4:53am 
VSYNC works for me on Arch Linux (x86_64) Gnome 3.16, Intel Core i7 2600K, NVIDIA GTX 580 349.12 Drivers. I have sync to VBlank enabled in NVIDIA Settings.

Since, this game uses SDL 2 and does proper Fullscreen instead of Fullscreen Windowed (right?) I think the compositor shouldn't matter. A real fullscreen window should be unredirected and bypass compositor and X.Org.

Performance is good on 1440p and Ultra (50-70FPS). Only wish there was a way to get 2x or 4x MSAA, since there is still a bit of Aliasing going on with FXAA enabled. Haven't tried to override it with nvidia-settings.

EDIT: Forcing MSAA doesn't work, unfortunately. Time for a Titan X with Overclocked BIOS and a 4K Monitor. :D
Last edited by blackout24; Apr 1, 2015 @ 5:32am
KnockoutGames Apr 1, 2015 @ 7:15am 
@blackout24
The game actually is Fullscreen Windowed (is a bit more stable across all distros). I'm glad you are getting good perf :-D. The windows version doesn't have MSAA support so I didn't implement it for the OpenGL renderer.

@Xpander
"Creating video textures menu w:1280 h:720" is related to the background videos in the menu which were captured at 720p so they are always that resolution. Also upon first boot of the game a default texture quality is calculated based off the amount of dedicated video memory your system has. This detection may not be perfect, but you can manually override it in the video options menus (Texture Quality). You may need to restart after changing that setting.

Xpander Apr 1, 2015 @ 8:01am 
@KnockoutGames thanks for information
the game is running super good :) keep up the good work and big thanks for bringing it to linux!
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Date Posted: Mar 31, 2015 @ 1:59pm
Posts: 72