• Rust on Linux: Still not working
    22 replies, posted
So the graphics issues on Linux in Rust still remain. Are there any news on the issues? I don't want any answers like "they are working on it" because that doesn't give me any idea on how long this might take. The commits aren't saying anything about linux/mac issues. Many people from the linux community are very unpleased. I'll make myself clear here: I paid money for this game under the premise that this game ( as advertised ) works on Linux. It doesn't. If you guys sell a product that doesn't work or only works here and then you are basically scamming people out of there money. A class action ( lawsuit ) is likely at this point.
Well it is the duty of the Rust Devs to communicate to the Unity Devs to resolve this issues and at best communicate back to us the players ( buyers ) and give us updates on the issues. I am myself a software dev so I know what I am talking about.
Go build your own game then
Bit harsh....... But they certainly make a lot of work for themselves... that is if they actually read all the material submitted via "F7" I can only imagine the tens of thousands of "feedback" they get...... much of it duplicated..... If the feedback was more pronounced , it would cutback on a lot of the duplicate info they received.....
There are some commits that suggests that they are moving to a newer Unity engine, maybe that'll help the Linux version.
Can you points those commits out?
I was able to find this https://files.facepunch.com/forum/upload/178138/fdaef8f1-193e-47b2-b274-48cc7581efb2/image.png
Nice to see some work getting done. Still not working but hey.
Wednesday, April 3, 2019, first one on that day. Currently it's on Page 3.
Ah good to know. The thing that just bothers massively is that I gave facepunch extensive error logs in my last post which should make it extremely easy to fix it.
Nothing is "extremely easy" when supporting multiple operating systems and graphics APIs. Hopefully the Vulkan transition finishes cleanly, though.
We have different opinions but I can respect that. If the boilerplate for your code isn't fully prepared from the beginning for multiple operating systems, then yes I agree, it is a hell of job to supports multiple operating systems.
The whole reason Rust switched to Vulkan/Metal for Linux/Mac is because of Unity-related limitations. If Unity had perfect platform parity and compatibility I doubt Rust would be having the problems it is in respect to multiplat support. If Facepunch had written the engine under Rust from the ground up and had suddenly decided late in the game to branch out to non-Windows OSs with predictable difficulties, your jabs might hit closer to home.
The problem ( judging by the error logs ) are bugs in the shaders, either fragment or vertex shader, but by the looks of it, it's a vertex shader. Furthermore it is complaining about the shader kernels, which should be more than enough information to isolate the error. After the occlusion culling commit I saw I instantly tested the game and hey I saw "some" improvement. Players weren't taking up half of the map in form of a vertex cluster fuck. Yet still items as soon as you pull them out take up the whole screen. I strongly assume that there is a special shader for player items since they are using a different rendering algorithm and viewmodel ( can't remember the exact process name ). That process most likely has it's own shader which is still faulty. This is just my assumption based on what I see since I don't have direct access to the code.
Tuesday, April 9, 2019: André Straubmeier  15:58   main/unity_2019.1.0/34115   Various FBX meta file auto upgrades to 2019.1 André Straubmeier  15:58   main/unity_2019.1.0/34114   Disabled ShaderIncludePath in post processing standard assets (obsolete / unsupported on 2019.1, let's see if this breaks something) André Straubmeier  15:57   main/unity_2019.1.0/34113   Upgraded DepthOfField to 2019.1 André Straubmeier  15:57   main/unity_2019.1.0/34112   Upgraded BeamGeometry from VolumetricLightBeam to 2019.1
Turns out that disabling GPU skinning might be the solution. I know that Rust devs were made aware of this potential fix, but so far there is no sign of action. Someone on reddit took this task for himself and through some hex editing managed to disable GPU skinning for the existing build, and it actually worked. https://www.reddit.com/r/linux_gaming/comments/bicub5/solution_for_rusts_model_explosion_on_linux_patch/ I did tested this and it did worked. I'd be curious to know if this hack might get us in trouble if used. So devs, any thoughts?
I hate so much Facepunch developpers right now... now we KNOW that the solution was as easy as UNTICKING A CHECKBOX but yeah, FUCK LINUX USERS, they paid money for the game but let's not care about them anyway, there's only 2 of them ! Instead sure let's add some skins the the LR and shit like that. I'm so pissed at you facepunch.
I have been using this fix for the last day with 12 hours game play and no ban yet. This fix is stable and working I think It would have triggered a ban by now if it was going to.
Different people work on different things. It may be that the person who makes the LR skinnable is not the same person who works on linux etc. Anyway, skins are community made and helk simply chooses the ones that will go on the store and then the skin maker receives some profit. Special items however, eg the easter eggs are custom made by facepunch
    Gonna have to call you out one more time. At facepunch the person working on Linux is working on skins too. André Straubmeier 17:34 main/32933 Skin bundle update André Straubmeier 18:00 main/32984 Fixed Linux release build getting written to debug folder (classic andre)
@Sosig.exe Done, thanks.
Well I hope you understood my example
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