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Linux Gaming
Discussions and news about gaming on the GNU/Linux family of operating systems (including the Steam Deck). Potentially a $HOME
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I really appreciate when a dev puts the extra effort in to make a Linux port, but I can understand when a solo dev such as you doesn't have much time to spend on porting. To be honest, I'm just happy if the developers at the very least test the game on Linux using Proton and WINE to make sure it's working well and correctly. That way if making a native port really is that much of a hassle, I expect them to at least test it on Linux. I think that most large teams should make a (good) native port, though.
I'm using Ubuntu myself to develop actually so I'm kind of doing that all the time. The problem is, my machine isn't everyone's machine, my drivers aren't anyone's drivers, and so on.
In the end I think that I'll try to give Linux builds to testers to see if they report a lot of bugs or not and decide at that moment if it's too much work or not.
Sounds like a good strategy. I don't know all the details, but from the way I understand it, your Linux build would be run by Steam in a Linux container, Steam Runtime. So build and test against that if you can. If I have it right, maybe the Steam Runtime container will give you more confidence if you are able to go with a Linux build.
edit: If you sell your game through Steam.
Native Linux support is always preferable if the developer can handle it or has the budget to do so. However, as long as it works well via Proton, that's the important part. I don't follow him anymore due to several reasons but Gardiner Bryant has a video about this, it's a pretty solid watch: https://www.youtube.com/watch?v=uScsmjvdwyo
Thank you for the link, I didn't know the inner workings of it :)
Steam Deck and Linux desktop user here.
I wouldn't prioritize a native Linux binary if I were you. For some of my games that have a native Linux version, I still run the Proton compatibility version instead because it runs better. Proton is insanely well-optimized and adapted to Linux desktops, your own code will have a hard time competing with that.
Just make sure to pick an engine / tech stack that works well with Proton and find one or more testers who run SteamOS or another Linux distribution.
As a personal anecdote, recently I installed a co-op videogame on my Linux Steam machine and I couldn't get past the main menu, I wasted quite a bit of my own and my friend's time before realizing it was a bug in the Linux build. After reinstalling the Windows version through Proton everything worked flawlessly.
Please don't publish a Linux build unless you plan to test and maintain it.
Yes I had a similar experience with Paradox Games, where the native build delivers very poor performance over the Proton-run version. It seems to be the consensus. If I don't receive other real counterpoints I'll follow your advice.
Yeah I agree, it's honestly impressive how well it works. As soon as I have the possibility I'll take a Steam Deck and try to make my game compatible with it, I'm sure if I manage to make it work on it that should eliminate 90% of Proton compatibility-related bugs if I don't make a native build.
I'm still seeking for answers from people for whom it doesn't work well or who have bad experiences with it, because I'm sure there are cases where it doesn't work
Honestly, I wouldn't bother.
Linux is a small market and people who buy exclusively native linux games is even smaller. If your game works fine with Proton that's great.
You're a solo dev and should pick your battles. I would focus on getting steam deck verified instead, if possible.
I would focus on getting steam deck verified instead, if possible.
One billion times this. That's a checkmark that increases your marketshare by a lot. Desktop Linux users (not all, but some) look to that as a good indicator on whether it'll run for them because it's even harder to make it run well on the steam deck. Kind of a "two birds one stone" thing
I was going to do it anyway, but your answers gave me even more confidence in how important it is! Thank you :)
Honestly, I prefer you go with Proton. Some of the native games I have are quite a few versions behind their windows counterparts. AND most likely it will run better anyways. Better for you, better for gamers. Win-win.
I honestly mostly shop for "SteamDeck verified".
If you yourself use/are familiar with Linux and willing to actually test and polish your Linux version to the same standard as your Windows version, then a native Linux version is always appreciated.
However these days, it's probably not necessary and a lazy afterthought Linux version is like a bad console port, and because we DO have the option to run the Windows version, it's probably worse than no Linux version at all.
So it really depends on your personal feelings towards Linux, and nobody's going to judge you for not providing a native version you can't personally test and support. That's why we have Proton.
I prefer a working Proton build over a untested broken native build. If you can't afford the time to test the Linux builds, go ahead and just rely on Proton.
Testing on Steam Deck so it can be verified probably does make sense from a marketing standpoint though. Mostly checking that controls work, graphic settings are not too demanding by default and font scaling works properly.
I think it's what I'll do indeed. And for the Steam Deck I intend to make the game fully compatible with it as I've read a lot of time how it enabled people with otherwise few opportunities to play to get a bit of "me time". Being a dad I empathize a lot with that struggle haha
Wat? SteamOS is Linux....
Yes my bad haha I had trouble to find another way to write that title which wasn't too long but would mention Steam
I think just calling it Proton would work, most people here would understand that I'd think.
Get us some Linux exclusives and we can stick it up towards Windows amirite
Haha problem is I have a kid to feed, and I fear that cutting myself from 90% of my potential player might be a bad play if I want to be able to continue feeding him
I only purchase native titles, because native support means support.
Ideally you should be writing your code to be as portable as possible, in an engine that offers top-notch cross-platform support.
some native titles are absolute ass and it leaves room for people to even disable wine support because you already have native (even though native sucks ass)
Example? CS2.
Many times I have enabled compatibility mode in Steam to run the Windows version, which actually works.
Yes to both. I want games that work well on Linux, so I'm happy with whichever you choose to test. If you provide both, I have options.
Linux native games are great as long as the engine is open source. If it's closed source, it will eventually stop running on up-to-date distros some time after the developer stops updating it. For closed source games, it would be better to develop for excellent wine/proton compatibility so the game will continue to be playable long after it stops getting updates.
Choose whatever is best for you.
That being said, as a Linux user I always appreciate a native Linux version of a game that runs well and is updated promptly.
As far as I know, there are game engines that make it easier to publish on many platforms, but I'm no expert.
Its about practicality.
Even big studios cant handle supporting a native linux version and having it run well while supporting windows versions.. which usually ends up with people running the windows version via proton over the native version (Looking at you, Cities Skylines, Truck Simulator games, and more)
So I would say take the easy route and develop for windows with checks to make sure it runs okay in proton, probably a lot less headache and effort than trying to create a seperate native linux codebase.
Please publish to GoG as well. I want to support sites that are DRM free. Also I think it's smart to give native Linux support to show the industry that Linux is important rather than rely on compatibility tools that may or may not work well for any given game or setup.
GoG isn't DRM free anymore
And a game on Steam doesn't have to have DRM if the developer doesn't integrate the DRM feature from SteamWorks API
DRM or not this is straight from Steam, you don't own what you "purchase". This isn't consumer friendly:
Steam Subscriber Agreement
- REGISTRATION AS A SUBSCRIBER; APPLICATION OF TERMS TO YOU; YOUR ACCOUNT, ACCEPTANCE OF AGREEMENTS
B. Hardware, Subscriptions; Content and Services
Valve or third-party video games and in-game content, software associated with Hardware and any virtual items you trade, sell or purchase in a Steam Subscription Marketplace are referred to in this Agreement as "Content and Services;"
- Licenses
A. General Content and Services License
"The Content and Services are licensed, not sold. Your license confers no title or ownership in the Content and Services."
I would like to learn more about DRM on GoG if you wouldn't mind sharing.
In the past they had the Hitman game of the year edition which had DRM baked in, but they eventually removed it after some pressure, however there is a maintained list on their forum:
https://www.gog.com/forum/general/drm_on_gog_list_of_singleplayer_games_with_drm/page1
Most of it is for cosmetic things which you may feel is not a big deal, but if you read a little deeper you'll see there are more nefarious games on there.
I appreciate the link and heads up
I didn't know there was such a demand for GOG. Thanks to this post, your and others' answers, it's on my radar now :)
Oops sorry wrong thread
I find that native clients are almost always a worse experience than running through Proton. Cursors not hiding or not appearing, inability to adjust certain graphics/display settings, and, rarely, worse performance than through Proton (including not actually managing to init).
That said, Proton has its own irritating quirks. Try turning off mouse acceleration in Skyrim on Linux for instance. Have to use protontricks to find the appid, then you have to nav to it in any of the locations that it could be found (depending on flatpak, native, etc.), and then you have to sift through the prefix to find the bloody INI that has the setting to toggle.
But as an indie dev, you should do whatever makes less work for you so you can do more with your time. If supporting native Linux will increase your workload and detract from work on the game itself, then simply don't support it. Just make sure that your Windows builds work via Proton.
EDIT: Here's a specific example from today. For reference, I normally play everything through Proton so I haven't intentionally loaded a native game for like 6 months. But today I loaded up Yooka-Laylee not realizing it had a native version. Get in, alt tab to screencast on Discord aaand... the game nixed my cursor entirely. I mean, it likely just locked it to the game window, but that still means that I couldn't interact with my PC outside the game window. So quickly downloaded the Proton version and it worked just fine after that.
Sigh... this is exactly the sort of developer decision people were worried about when Proton first came out, and why some Linux users were opposed to it. Obviously in retrospect the benefits of Proton have been worth it, but those folks wouldn't be wrong to say "I told you so."
My take on it is that if you're not developing Xbox-first (which would imply being forced into DirectX etc.) you should pick libraries that give you cross-platform compatibility "for free" (I know it's not that simple, but you know what I mean) to begin with. It has to be part of the plan from the beginning (and integrated into your build/test pipeline, etc.); writing the whole game for Windows first and then trying to add Linux support after the fact is a fool's errand.
Well, I'm using Godot which can target all three big OS, though clicking on the export button and actually supporting a platform is not the same.
In the end I think I'll try to make builds for all OSes and have testers for each platform, and estimate the viability of the builds from the amount of bugs they give me back.
In the end I think I'll try to make builds for all OSes and have testers for each platform, and estimate the viability of the builds from the amount of bugs they give me back.
Don't forget to consider the possibility that getting more bug reports from Linux users doesn't necessarily mean the Linux version is more buggy, but instead that Linux users may be better at finding bugs or more willing to report them.
This is a good take... You can tell when newer (usually indie) games were built on OS-agnostic engines; you can't really tell the difference between the Linux runtime and proton.
Otherwise, proton is often better.
At this point, Linux native is almost more like reinventing the wheel. The people working on the compatibility layers have done so much work to make a windows game feel native that you can almost think of them as cross compilers in a weird gross way
Will you only publish it on steam? It would be great to have games available on other platforms like GoG too.