this post was submitted on 30 May 2024
116 points (100.0% liked)

Linux Gaming

14926 readers
1 users here now

Discussions and news about gaming on the GNU/Linux family of operating systems (including the Steam Deck). Potentially a $HOME away from home for disgruntled /r/linux_gaming denizens of the redditarian demesne.

This page can be subscribed to via RSS.

Original /r/linux_gaming pengwing by uoou.

Resources

WWW:

Discord:

IRC:

Matrix:

Telegram:

founded 1 year ago
MODERATORS
top 25 comments
sorted by: hot top controversial new old
[–] [email protected] 32 points 5 months ago (6 children)

As a heavy SteamVR user the poor Linux support is one of the few things keeping me from dumping windows on my gaming PC. Fingers crossed for continued improvements

[–] [email protected] 15 points 5 months ago* (last edited 5 months ago) (1 children)

I've had enough issues with SteamVR and instead use an openXR runtime called Monado. The result is that I have always had working async reprojection. https://lvra.gitlab.io is a great resource for linux vr.

[–] [email protected] 4 points 5 months ago (1 children)

Thanks for this! I've spent several dozen hours trying to get SteamVR working well on Linux, and finally gave up.

Is the Monado experience close enough to Windows to be usable? Are you aware of any major tradeoffs?

[–] [email protected] 5 points 5 months ago

Games that use OpenVR instead of OpenXR will have issues, like Alyx and The Lab. And you need a separate program for boundaries and rebinding controls.

[–] [email protected] 11 points 5 months ago

Given that Valve has been one of the driving forces for certain gaming-related Wayland changes, I'm guessing we'll continue seeing this for a while.

(Funnily enough, some of these changes were things that NVIDIA first proposed that got rejected, but coming from an organisation with a better reputation people were more open to hearing it. Although I'd guess Valve were also more open about why the changes were needed rather than Nvidia's "trust us bro" answers.)

[–] [email protected] 9 points 5 months ago* (last edited 5 months ago)

Valve did promise us that they were going to improve VR support on Linux quite a while back, good to see that they're keeping that promise.

[–] [email protected] 5 points 5 months ago (1 children)

Still trying to get "Room Setup" to run. I am about 7' under the floor which is an improvement from headset not turning on

[–] [email protected] 2 points 5 months ago (1 children)

Use OVR Advanced Settings to offset yourself

[–] [email protected] 1 points 5 months ago (1 children)

I have fpsvr and i think it does that, I just wont have my chaperone and centre marked

[–] [email protected] 1 points 5 months ago (1 children)

Ah Chaperone requires the room setup then, don’t have anything to suggest there :/

[–] [email protected] 1 points 5 months ago

I have been playing for a few years, maybe it is time to take off the training wheels, go raw dog lol

[–] [email protected] 5 points 5 months ago

Agreed, as I keep a GPU passthrough setup almost exclusively for VR. And I would be happy to remove that maintenance burden.

[–] [email protected] 1 points 5 months ago

I got VR to work super smoothly with the new NVIDIA driver, on Wayland + KDE, using Alvr wireless. I can even monitor in real-time a project in development in Godot. I'm officially done with windows.

[–] [email protected] 24 points 5 months ago (4 children)

Now why has Valve returned to seemingly continue work on SteamVR in earnest, especially where Linux is concerned...

Fingers crossed they're cooking something interesting up. Whether that's "Deckard" or not.

[–] [email protected] 7 points 5 months ago (1 children)

At this point I accept that Valve probably can't compete with the billions poured into the Meta Quest 3, but I'm glad they understand there's an enthusiastic audience for whatever they do next.

[–] [email protected] 7 points 5 months ago

PCVR is an afterthought for Meta.

[–] YaBoyMax 3 points 5 months ago

It seems like one of the most conspicuous contributors to recent Linux fixes works for a consulting firm presumably contracted by Valve, so it definitely seems like a coordinated effort in preparation for... something.

[–] [email protected] 3 points 5 months ago (1 children)

As much as I would love that, don't read too much into it, Valve has always pushed Linux fixes for all of their things (including VR)

[–] [email protected] 5 points 5 months ago (1 children)

The fact that I still have to use an app on my phone to wake and suspend my base stations, says otherwise.

[–] [email protected] 2 points 5 months ago (1 children)
[–] [email protected] 4 points 5 months ago* (last edited 5 months ago) (1 children)

Lighthouse PM

Base station commands are just simple Bluetooth broadcasts, so there is no pairing or anything.

You just get the app, and it will show you any nearby base stations, and let you broadcast the suspend/wake signal from you phone.

[–] [email protected] 1 points 5 months ago

It's a nice tool to have around anyway. Even for my windows VR PC. The power at my house went out yesterday and the base stations restarted into a fully on state. I didn't have to turn on the VR PC to turn them back off, just had to open Lighthouse PM.

[–] [email protected] 2 points 5 months ago

They promised so a while back, some time just after first introducing the Steam Deck. They're keeping that promise.

[–] YaBoyMax 9 points 5 months ago

That's a pretty confusing changelog item considering async reproduction has been straight-up broken since SteamVR 2.0. That being said, I'm thrilled that Valve seems to finally be fixing some of the long-standing issues on Linux. They also recently fixed an annoying issue with the right eye mask being uninitialized, and 2.5 along with seemingly this release has fixed issues with SteamVR Home.

[–] [email protected] 4 points 5 months ago

Still needs improvements with vsync_to_photon desync and GPU bound reprojection issues