The State of VR on Linux
boilingsteam.com
boilingsteam.com
Valve and Steam have played an important role in this, but we've also seen significant improvements in wine, applications like Lutris, and all-around steady improvements in hardware support and drivers, as well as a much larger and more accessible community and body of knowledge.
While there's still quite a few games that seem near-impossible to play from linux, I think a lot of people that decided against trying this many years ago would find things much better off than where they left off, especially for someone that is willing to put in just a little bit of time to fix potential issues (but of course, we must admit that sometimes one can be unlucky and spend hours trying to fix some specific issues, even if that is much more rare than it used to be). Although I don't play much, I'm happy to not have to dual boot Windows just to run a few select applications and I hope that things look even better this decade with the amount of interest we've seen in FOSS, user privacy and security, and so on, all increasing.
Anything Linux based that goes mainstream has very little to do with regular GNU/Linux, or is based on customized distributions, tainted with OEM specific drivers and kernels that never get updated.
It's 8 years - https://www.androidpolice.com/2020/02/07/chromebooks-will-no...
What's surprising is how many games are native through Steam. It tends to be the types of games I think most Linux nerds (like me) would stereotypically tend to prefer, too (Factorio, Europa Universalis 4, Kerbal Space Program, Cities: Skylines, most roguelikes). That said, I think a varied gaming diet is important. For non-native (especially AAA) games, https://www.protondb.com/ is very handy. Even games that can't run seem to get more runnable over time. Not long ago (a year or two?), Fallout 4 would run hilariously badly -- tons of graphical assets would be missing, and it was unplayable. Today, it runs "okay" (a subset of the sounds don't work unless you use a Proton flag in Steam, and the mouse is pretty sluggish).
But you could be absolutely right that it was intended as a signal to Microsoft. Maybe Valve just got lucky and didn't have to follow through seriously.
https://www.onmsft.com/news/the-story-of-how-valves-move-to-...
Regarding Fallout 4, though, I played through it using Proton a while ago. As far as I can tell, the mouse thing is just an issue with the game - I found multiple sets of instructions to fix it that assumed you were using Windows.
The only issue is multiplayer, which has regressed with the recently added better compatibility with Steam multiplayer :
the big standalone servers work just fine, but you won't be able to connect to most random people's games, because most of them are going to use Steam, will assume that you are using it too, and will not have configured port forwarding in their routers for other non-Steam using players to be able to join them :
https://wiki.factorio.com/Multiplayer#Setting_Up_a_Multiplay...
(No idea if Factorio's IPv6 support might help with that.)
It's getting harder and harder to get mods or find people to play multiplayer with if you're not using Steam.
What recent change do you mean? I can’t remember any particular change that I would consider user-hostile.
(Depending on your thoughts on what windows version constitutes as good you move this line back to win7/XP, I personally felt win8 was at least usable and did not show freaking ads in my start menu.)
I've found the "news" and ads added to Windows very user hostile. As with telemetry. Any attempts to disable them soon get backed out via an update. Similarly with Edge harassing you to "try it again" "are you sure you don't want to change your default browser?"
any insight into how compatible Valve's Index will be with non-valve games? i don't really wanna drop $2k-$3k to play a single title and have the VR hardware work poorly with other games or become obsolete in 2 months; the pace of state-of-the-art in VR was so rapid, that i didn't want to spend money on anything until some bug-free plateau was reached.
There are some games that might not have a good set of bindings for the index controllers by default (something might be bound to "squeeze the grip" when it should be bound to the trigger, for example), but you just open the settings menu (inside VR), click "custom bindings", and then pick the most upvoted community made set of bindings and it just works. Takes a few seconds.
Support with other games is pretty good. I bought a bunch of games during the summer sale, and haven’t found anything unplayable for me. Not all games have full finger tracking, and not all games have the ability to pick things up like you can in Alyx. Some older games have been updated for Alyx style controls, but many control exactly how they did with the Vive.
I tried VR in Linux first, then tried on windows. Windows has better feature support and performance hands down. If you have a better GPU, you might be fine, but the advantages to booting into windows was worth it to me.
The benefit of VR will be when it is decoupled entirely from games. Just like we got window manager composers when we finally stoped looking at openGL as a game technology.
This hardly makes it better, and insures that VR will still be locked to other proprietary (and potentially spywareish) platforms (just not Windows).
You could probably bring a lot of this work into the kernel if VR becomes popular enough.
I've found that Valve is pretty good when it comes to respecting their users. SteamVR software isn't even DRM'd and can run without Steam.
Ah, I didn't know that SteamVR could run without Steam. Can Alyx (once installed) ?
Still, this leaves the issue is that being theoretically Steam-free isn't enough, as the experience with AOSP/Google Play Store has shown.
Valve might be 'pretty good' with their own users, but still the result of Steam's dominance is that it's getting harder and harder to get mods and play multiplayer outside of Steam.
It's very, very easy to remove the DRM yourself, though. It's more a legal formality than an attempt at DRM and is pretty much never updated.
https://www.pcgamingwiki.com/wiki/The_Big_List_of_DRM-Free_G...
Also, there isn't a single Steam DRM, but multiple versions/layers :
https://www.gog.com/forum/general/how_to_run_steam_games_off...
The worst of which are Valve's own Custom Executable Generation, and Denuvo, which is third-party but (last time I checked) Steam doesn't warn you about as being a 3rd-party DRM.
Both of which make a game machine-specific.
Denuvo is the most difficult one, yes. It's technically not DRM, but anti-tampering software that wraps around another DRM, that said it is really the worst.
Also OpenHMD [0] and Monado [1].
[0] http://www.openhmd.net/ [1] https://monado.freedesktop.org/
Yeah you can buy playstation controllers and hack them, but that is not realistic. (to quote the state of the art on the links you posted)
Would write graphical interface code if a color monitor and a mouse required the end user to solder stuff and compile kernel drivers? While every game already had those two things but tied down to the facebook app? ..that's how insane VR is today (and for the foreseeable future)
your GPU and integrated GPU run somewhat slower on opensource OS and drivers. Heck you can compute on them on cloud providers. Anything VR can only run if you install a game studio disguised tracker and social network apps in VR headset driver's clothing, in windows only.
Even the other comment misleading saying "you already can" is only a convoluted step to provide content that will be run in the above game-restricted setting.
This math assumes that being a VR enthusiast and an (even occasional) Linux user are independent. On the opposite, I would guess that there's a lot of overlap between the two ! (Also with things like being a gadget-loving 'geek', still owning a desktop PC, &c.)
P.S.: "Scattered around the world" is not an issue for software, and maybe even not for hardware, as the overwhelming majority of the users able to afford desktop 6DoF VR are going to be either in North America or Europe.
I also wrote [0] about just getting the Valve Index and playing on Linux with my aging but still capable desktop (poor 970 was still going strong but VR is really pushing it).
[0] https://boilingsteam.com/the-valve-index-on-linux-on-a-min-s...
When I try to launch it, I get a "Only one instance of the game can be running at one time." pop-up and a "StreamVR has detected your headset running as a monitor. For best results, please switch to Direct Display Mode." Clicking "nable Disrect Display Mo" (sic) restarts SteamVR to a big window of grey binoculars. At no point is anything displayed in the headset.
"The State of VR Games on Linux : SteamVR only."
I don't know about others, but the main reason why I moved to Linux is to get away from the spyware, DRM, closed source Windows which has reached for me the breaking point with Windows 8/10.
So I'm not really interested to play games on Linux, if it's only to be forced to, yet again, use closed source, potentially DRM and spyware-riddled software.
Even Valve got worse in this aspect, as, unlike for their earlier games, you seem to be forced to run Steam just to run Alyx.
(Also I'm pissed that I now can't seem to be able to install Oculus Rift CV1's software on Windows 7 any more despite it having been sold as compatible with it for several years (and with Linux support having been promised in the still not materialized future !). Yes, I know, Facebook, but this was before the Cambridge Analytica scandal, though I still should have known better.)
Sure, OpenXR : Monado and Arcan sound promising, but will they attract video game developers ?
Vulkan seemed extremely promising too, but without Xbox support, it currently seems to go the way of OS/2, with no game developers directly targeting it (without even bothering with DirectX), and it being mostly used as a compatibility layer in the Steam/Proton stack.