I tried heavily modded and almost vanilla, just with harmony and DBH. I did not try vanilla Stellaris, but modding is all just text scripting, so it’s not possible to change to the underlying engine.
The problem seems fairly evident to me: the Linux versions of the engines fall back to OpenGL and are poorly supported by the devs, while the dx9 (now dx11 for Stellaris) backends receive the optimizations.
And this is true for many Linux native games in general. You can’t assume the native version will even be in the same ballpark as the proton path, you just have to try and see.
Sometimes there is a huge advantage for native Linux, too. Modded Minecraft and Starsector (both Java and OpenGL on all platforms) are the concrete examples I personally tested, where the simulation and frame rate are, similarly, massively faster in Linux than Windows.
Hm, maybe there is something in modding? Have you tried vanilla?
I tried heavily modded and almost vanilla, just with harmony and DBH. I did not try vanilla Stellaris, but modding is all just text scripting, so it’s not possible to change to the underlying engine.
The problem seems fairly evident to me: the Linux versions of the engines fall back to OpenGL and are poorly supported by the devs, while the dx9 (now dx11 for Stellaris) backends receive the optimizations.
Thanks for sharing! You saved me some headache, that’s for sure
Yep!
And this is true for many Linux native games in general. You can’t assume the native version will even be in the same ballpark as the proton path, you just have to try and see.
Sometimes there is a huge advantage for native Linux, too. Modded Minecraft and Starsector (both Java and OpenGL on all platforms) are the concrete examples I personally tested, where the simulation and frame rate are, similarly, massively faster in Linux than Windows.