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Ask here if you experience technical problems with X Rebirth.

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aspbazi
Posts: 11
Joined: Sat, 7. Nov 09, 02:18
xr

Post by aspbazi » Thu, 10. Mar 16, 01:02

"You mean the in-game setting doesn't affect the deadzone?"

Yes. Not working.
IT-Service «Crimea-Karro» .

sirdeiu
Posts: 8
Joined: Fri, 9. Aug 13, 13:12

Post by sirdeiu » Fri, 11. Mar 16, 07:13

timon37 wrote: @sirdeiu & kerberizer
Hmm, the game generally doesn't ever wait for assets/shaders, if something isn't loaded it just doesn't get rendered.
However currently "loaded" means the right opengl commands have been issued, so I guess depending on how the driver handles stuff it could still cause stuttering.
Anyway I'd like both of you to test something, when these happen does the hardware cursor also freeze? You can try in windowed and without locking the ship-steering.
I recently noticed an issue with minecraft at home where I get similar stutter every once in a while, and it actually blocks the whole Xorg server for a second or two (I'm on pretty new mesa of course).
Hi again,

So trying what you suggested, in windowed, the X server is not freezing and neither is the hardware mouse cursor.

Only XRebirth freezes, especially when flying in highways, sometimes less than a sec, sometimes more than a few seconds.

Also, it still happens even with the mesa shader thing added. I'm using Fedora 23 with griever/mesa-git copr repo.
mesa-libEGL-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libglapi-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libwayland-egl-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libEGL-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libglapi-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libGL-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libEGL-devel-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-filesystem-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libwayland-egl-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libgbm-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-dri-drivers-11.3.0-0.devel.6.90f9df3.fc23.i686
mesa-libGLU-9.0.0-9.fc23.x86_64
mesa-libgbm-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libGL-devel-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-filesystem-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libGLU-9.0.0-9.fc23.i686
mesa-dri-drivers-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libxatracker-11.3.0-0.devel.6.90f9df3.fc23.x86_64
mesa-libGL-11.3.0-0.devel.6.90f9df3.fc23.i686

kerberizer
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Joined: Sat, 19. Apr 14, 17:21
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Post by kerberizer » Fri, 11. Mar 16, 15:06

sirdeiu wrote:So trying what you suggested, in windowed, the X server is not freezing and neither is the hardware mouse cursor.

Only XRebirth freezes, especially when flying in highways, sometimes less than a sec, sometimes more than a few seconds.

Also, it still happens even with the mesa shader thing added. I'm using Fedora 23 with griever/mesa-git copr repo.
Do you happen to use ZFS?

daret
Posts: 6
Joined: Mon, 30. Nov 15, 12:14
xr

Post by daret » Fri, 11. Mar 16, 15:45

Q1:
According to system requirements X Rebirth needs min. 8GB RAM, recommended is 12GB.
When I run the game (campaign), it uses only 2.5GB RAM the whole time.
Why?

Q2:
Performance on my system is low (20 FPS), no mater what Graphic settings I use (Ultra or low). In "Auspicious Excavation" the CPU utilization is high - one core is sometimes 100%, FPS is 15-20.
In "Frozen Circuit" the CPU utilization is lower - all cores less the 60-80%, FPS is better around 30 (vsync off), but there is some sort of shutter (less with vsync on).
Platform performance is always low 20-30 FPS.
Is CPU the problem? Is AMD FX6200 not enough? What AMD CPU should be suitable?

I installed X on SSD, but is makes no difference.

My system:
System: Kernel: 4.2.0-25-generic x86_64 (64 bit gcc: 4.8.2) Desktop: Openbox 3.5.2
Distro: Linux Mint 17.3 Rosa
Machine: Mobo: ASUSTeK model: M5A99X EVO R2.0 v: Rev 1.xx Bios: American Megatrends v: 2501 date: 04/03/2014
CPU: Hexa core AMD FX-6200 Six-Core (-MCP-) cache: 12288 KB
flags: (lm nx sse sse2 sse3 sse4_1 sse4_2 sse4a ssse3 svm) bmips: 45752
clock speeds: max: 3800 MHz 1: 1400 MHz 2: 3800 MHz 3: 3800 MHz 4: 1400 MHz 5: 3800 MHz 6: 3800 MHz
Memory: 16GB (4x4 GB) 1600MHz
Graphics: Card: NVIDIA GM206 [GeForce GTX 960] bus-ID: 01:00.0
Display Server: X.Org 1.15.1 drivers: nvidia (unloaded: fbdev,vesa,nouveau)
Resolution: 1920x1080@60.0hz
GLX Renderer: GeForce GTX 960/PCIe/SSE2 GLX Version: 4.5.0 NVIDIA 361.28 Direct Rendering: Yes

sirdeiu
Posts: 8
Joined: Fri, 9. Aug 13, 13:12

Post by sirdeiu » Fri, 11. Mar 16, 22:02

kerberizer wrote:
sirdeiu wrote:So trying what you suggested, in windowed, the X server is not freezing and neither is the hardware mouse cursor.

Only XRebirth freezes, especially when flying in highways, sometimes less than a sec, sometimes more than a few seconds.

Also, it still happens even with the mesa shader thing added. I'm using Fedora 23 with griever/mesa-git copr repo.
Do you happen to use ZFS?
Nope, atm using btrfs (with compress=lzo).

kerberizer
Posts: 7
Joined: Sat, 19. Apr 14, 17:21
xr

Post by kerberizer » Fri, 11. Mar 16, 22:40

sirdeiu wrote:
kerberizer wrote:
sirdeiu wrote:So trying what you suggested, in windowed, the X server is not freezing and neither is the hardware mouse cursor.

Only XRebirth freezes, especially when flying in highways, sometimes less than a sec, sometimes more than a few seconds.

Also, it still happens even with the mesa shader thing added. I'm using Fedora 23 with griever/mesa-git copr repo.
Do you happen to use ZFS?
Nope, atm using btrfs (with compress=lzo).
So, if we do encounter a common issue, it can't be caused by ZFS or Btrfs alone. It still could be filesystem related though, I guess: compression (I use lz4 in ZFS) or their very CoW nature. But that's probably too far fetched a suspicion: I suppose there are tens of possible causes for the issue that are much more likely than the filesystem. In any case, further testing is apparently warranted. I'll see if I can make more meaningful traces of that Asset Enabling thread which seems to be closely connected with the issue on my system.

sirdeiu
Posts: 8
Joined: Fri, 9. Aug 13, 13:12

Post by sirdeiu » Sat, 12. Mar 16, 07:31

I don't think so, happened when using Fedora's default partitioning scheme also, which defaults to ext4.

Caldazar
Posts: 308
Joined: Sun, 21. Sep 03, 20:21
x3tc

Post by Caldazar » Sat, 12. Mar 16, 22:11

XR just crashed with a segfault. It happend while I was doing a mission to help a miner in distress in Toride. Not sure if it's reproducible from the last save, but here is the console log from before the crash:
======================================
[BuildControlTextureEntry::Update] Failed to set shader, probably due to async load, @Timon do we skip or do we sync?
======================================
Name shadergl\high_spec\copy compiled 1065
Name shadergl\high_spec\copy compiled 1068
Name shadergl\high_spec\copy compiled 1071
Name shadergl\high_spec\xu_shadowmap compiled 1074
Name shadergl\high_spec\xu_shadowmap compiled 1077
Name shadergl\high_spec\xu_shadowmap compiled 1080
Name shadergl\high_spec\xu_l_pass_spotlight compiled 1083
Name shadergl\high_spec\xu_l_pass_spotlight compiled 1086
Name shadergl\high_spec\xu_l_pass_spotlight compiled 1089
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 582 438
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 443 297
======================================
/(): GetComponentData(): Component 169211 does not exist any more
======================================
======================================
/(): IsInfoUnlockedForPlayer(): Component 169211 does not exist any more
======================================
======================================
/(): GetContextByClass(): Component 169211 does not exist any more
======================================
======================================
/(): GetModuleType(): Component 169211 does not exist any more
======================================
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 443 297
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 443 297
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 582 438
TextureD3D::BE_SetSize(ui\core\presentations\widget_detailmonitor\widget_detailmonitor_recovered\detail_monitor-rendertarget) 655 656
./testandlaunch: line 32: 9093 Segmentation fault ./$cmd "$@"

gilboa
Posts: 256
Joined: Sat, 28. Apr 07, 10:33
x3ap

Post by gilboa » Sat, 19. Mar 16, 10:55

gilboa wrote:Hello,

As I recently switched to a big-ass 4K display, I decided its time to ditch my X3:TC/AP XRM games and join the cool people @X:R :) *

However, not all is smooth sailing.
My X52 joystick that more or less worked out of the box in all the X series games (X2/linux, X3:R linux, X3TC/wine and X3AP/linux) doesn't really work under X:R.
1. The games seems to see 3-4 axies out of the joystick's 11. E.g. I cannot use any of the POV (either axis ones or "botton" ones) to strife, same goes for actual POVs.
2. Deadzone value seem to be ignored.

BTW, even on a lowly GF780 (non-TI) @4K on "high", performance seems to be acceptable. Kudos to the people involved in this Linux port!

Any help will be greatly appreciated.

- Gilboa
* Actually, being old with less-than-perfect eye sight, I need a telescope size magnifier glass to see the tiny fonts in X3AP, but lets leave it at that...
Short update.
Managed to get everything working.

Reset the custom profile.
Reloaded the "joystick" profile.
Lowered dead-zone to 5%.
Disable a roll and piloting assistance.
Joysticks now work as intended.

Though, somehow the joysticks are less fluid than under X3:TC/AP, but that's another issue.

Thanks
- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 780GTX, Dell UP3216Q 4K LCD.
OS: Fedora 23/x86_64.

Mahi Ma
Posts: 30
Joined: Mon, 16. Mar 15, 15:10
xr

Post by Mahi Ma » Sat, 26. Mar 16, 10:37

Still, i get horrible performance in Nebulas like Maelstrom/Sixth Scriputre.
TO is less worse but still ...

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ezra-r
Posts: 3087
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x4

Post by ezra-r » Thu, 26. May 16, 20:54

Are we going to be stuck forever with that horrible noise for the long range scanner under Linux?

kerberizer
Posts: 7
Joined: Sat, 19. Apr 14, 17:21
xr

Post by kerberizer » Thu, 26. May 16, 21:32

ezra-r wrote:Are we going to be stuck forever with that horrible noise for the long range scanner under Linux?
Indeed, why are some sounds different on Linux? It's not just the LR scanner. For example, the "wind" sound when the ship is moving is very muted compared to Windows. The next might be a subjective feeling, but to me the weapons also seem to lack "depth" (bass, reverb, not sure), especially the particle repeater.

timon37
EGOSOFT
EGOSOFT
Posts: 342
Joined: Fri, 14. Dec 12, 12:02
x3tc

Post by timon37 » Tue, 7. Jun 16, 10:10

Hi, sorry for going under for so long, as usual it means we've been very busy.
Unfortunately we'll be very busy for quite a while so there likely won't be any updates coming anytime soon:(

The scanner is a bug/missing feature, so it's on the todo list.
Any other sound differences are because on windows we use XAudio2, which is quite different from OpenAL (btw as an api xa2 is actually nicer imho). Anyway I did do some changes to openal-soft to mitigate any differences but it's practically impossible to fix all of them. Especially since some things are actually more correct in openal, (e.g. reverb doesn't cut off when a sound is stopped). The problem is the assets were designed for some of these implementation quirks and abuse them, so some stuff is not fixable.

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ezra-r
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x4

Post by ezra-r » Wed, 15. Jun 16, 15:25

Thanks for the update timon37. As long as the long range scanner thing is in the todo list is fine by me :P

You guys very busy is a good thing I guess, at least looking at the future. Keep up the good work.

:)

kongha
Posts: 5
Joined: Mon, 11. Jul 16, 21:02

Post by kongha » Tue, 12. Jul 16, 10:46

Just want to give a big thank you for taking your time to port the game to linux. Im very happy about it :)

Keep up the great work. X-rebirth is my first sandbox/sci-fi and Im blown away :)

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