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If you have ideas related to Linux I'm interested in hearing it.
EDIT: incorrectly I wrote 'likes' instead of 'lights'.
While there are still optimizations planned, the game is fairly optimized for what it does under the hood. The rendering technology is closer to DOOM (or No Mans Sky), than to Unity games - everything is calculated on the fly, there are no precalculations of shadows and lighting, hence bigger GPU requirements.
This is mostly done due to the fact that the levels are randomly generated from parts small enough that no precalculation can be done at "design time" (as opposed to some games that create random levels from large rooms or even room sets). This approach also allows us to basically have no "loading times" when generating levels, and will at some point allow us full procedural destruction - at which point the benefits of this approach will become more apparent.
That said, I found that running the game with OpenGL and changing (inside options) "shader quality" from 2 to 1 was enough.
From a "Game Engine" perspective I found odd that reducing lights doesn't impact performance. I hope this helps.
BTW, why are you running it under proton? The game reportedly runs fine natively. I'd gladly know how the performance compares between Proton and native - I suspect that Vulkan might run on par or better if ran natively.
Native with OpenGL gives me around 30 FPS.
I don't know if 30 FPS would be considered good by the developers, but it's enough for me.