steam-runtime
Fossilize
steam-runtime | Fossilize | |
---|---|---|
86 | 23 | |
1,153 | 516 | |
1.4% | 1.2% | |
6.6 | 7.8 | |
7 months ago | 5 days ago | |
Shell | C++ | |
GNU General Public License v3.0 or later | MIT License |
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steam-runtime
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One Game, by One Man, on Six Platforms: The Good, the Bad and the Ugly
> It turns out that unless the game is explicitly marked (by Valve reviewers), Steam Deck will use the Windows build + Proton even if a Linux version is available.
I found this which sounds like it's not the default, but is in fact a result of compatibility testing:
> If your game has gone through Steam Deck compatibility testing and the testers reported that the native Linux version didn't work (because of #579), then it might have been flagged to run the Windows binaries via Proton by default, instead of the native Linux version.
per https://github.com/ValveSoftware/steam-runtime/issues/585
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Chromebook Plus: more performance and AI capabilities
> Where is it written that steam-run will magically execute most binaries without patching them?
Somewhere in here: https://github.com/ValveSoftware/steam-runtime
:p
But I do get what you're saying. Once Flakes are default, I hope people start a proper push to clear up documentation and streamline the development process. The end-result is amazing, and the perfect OS/packaging system for my needs. The means of getting there... need a lot of work. I'm along for the ride either way.
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i386 in Ubuntu Won't Die
I think they have something a bit like a container built into Steam: https://github.com/ValveSoftware/steam-runtime
- Gaming on Linux easier on Debian based distros vs Arch based?
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How do you build games for Steam Linux Runtime?
this is for steamworks API, my understanding is there's a separate SDK for consuming Linux dependencies like glibc. Like Soldier runtime, Sniper runtime, and so on. Am I wrong in thinking these are two separate SDKs? here's the link to the other SDK I'm talking about: https://github.com/ValveSoftware/steam-runtime
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After 4 years of development, 100% on Linux, I've released my 2D sandbox RPG, Vagabond, in Early Access !
I'm not sure we can distribute a flatpak or an appimage through Steam. They have their own controlled environment called Steam Runtime (https://github.com/ValveSoftware/steam-runtime) in which I should compile to be sure it runs everywhere (very similar to what I am doing). Last time, I look at this, it wasn't very clear and they supported only old versions of GCC. But it seems the documentation improved and now that I succeeded in building a modern version of GCC in my own container, maybe I could do that in theirs.
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How to install old libraries on OTHER distro's than Debian?
I believe it's usable outside of Steam: https://github.com/ValveSoftware/steam-runtime though the instructions are not particularly clear. There's also a link to the APT repo they use as a reference: https://repo.steampowered.com/steamrt/
- Steam Desktop Client Update, Now with working hardware acceleration on linux!
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Recommended method to install Steam on Debian?
Looking at the Flatpak version, if you want to use Proton versions 5.13 or newer with Steam in Flatpak, you need to install Flatpak from backports https://github.com/ValveSoftware/steam-runtime/issues/294 . Using Flatpak saves having to install i386 if that matters to you.
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Wine 8.1
> Game developers would be fine to target a single distro like Ubuntu 22.04.
Valve has its own container-only Linux distribution, called "Soldier Runtime" (https://github.com/ValveSoftware/steam-runtime); especially for games distributed on Steam, it probably makes more sense to target that distribution instead of Ubuntu.
Fossilize
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CS2: Preliminary Single Scene FPS Test Results
Note : AMD Propietary drivers for Vulkan on both Windows and Linux will have S E V E R E stuttering issues in game without fossilize shader precompilation. This is due to the lack of GPL support
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This needs to stop
Doesn't make a difference in download size at all, you don't download mesa shader caches (unless on Steam Deck, maybe), you download fossilize archives that are then compiled by the driver on your local machine. It will only affect the disk usage after it's compiled.
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Pre caching shades freezes computer
You're not the first to complain about fossilze (steam's shader precaching) freezing the system when processing, though I don't know why it would happen really to only some people - it must be some disk io or CPU scheduler shenanigans going on, since as you said, the GPU isn't really involved while compiling shaders.
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Why does my steam deck always downloads around 1mb updates for every game on startup?
Right, but this is part of Steam’s overall shader pre-caching system. From what I can tell when this window appears Steam is invoking their Fossilize library to do some work, possibly converting the cache from an intermediary representation to a usable binary for your hardware. I’m not sure why it only appears for some games, maybe it has to do with what graphics API the game is actually using and how the translation layer handles this. There is some discussion here but I couldn’t find official documentation (other than what’s in the Fossilize repository).
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I'm Sick and Tired of Shader Compilation Stutters.
On Linux for the first run the game will precompile shaders thanks to this tool Valve made and open sourced. As a result we don't get shader stutter over here anymore.
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Someone has this problem too with Steam? (Fossilize_replay, shaders cache in background)
These people seem to have the problem: https://github.com/ValveSoftware/Fossilize/issues/210
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What are these tiny updates?
What the user below pointed out. Valve specifically uses a library called Fossilize (Open Source on GitHub here https://github.com/ValveSoftware/Fossilize) to generate the shader caches on your Steam Deck (or any machine running Proton).
- Hogwarts Legacy Is Currently The Best Selling Game On Steam
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How to debug Cyberpunk 2077 crash in Wine?
Fossilize will only be helpful if it actually crashes while compiling pipelines, which I see no indication of in the bt, but still might happen I guess. Also it has some limitation with rt pipelines at the moment: https://github.com/ValveSoftware/Fossilize/issues/209 but still worth a try.
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dear PC developers, I would happily wait 5, 10, 60, 100 minutes for my shaders to compile before the game starts if you gave me the option. I'm sick of the stutter!
Almost all Steam games on Linux do this, it's really nice. Fossilize is an open source Linux tool made by Valve that precompiles Vulkan shaders. This only works with Vulkan though, so its use on Windows is limited, but basically everything on Linux runs through Vulkan, even DirectX games via DXVK.
What are some alternatives?
flatpak - Linux application sandboxing and distribution framework
box86 - Box86 - Linux Userspace x86 Emulator with a twist, targeted at ARM Linux devices
dxvk-native - D3D9/11 but it runs natively on Linux!
vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.
Proton - Compatibility tool for Steam Play based on Wine and additional components
dxvk-async
flathub - Issue tracker and new submissions
SteamVR-for-Linux - Issue tracker for the Linux port of SteamVR
SDL - Simple Directmedia Layer
dxvk-caches - /OUTDATED for DXVK 2.0+/DXVK state caches to reduce stuttering!
steam-for-linux - Issue tracking for the Steam for Linux beta client
UnrealEngine