I don’t know what was changed in the code for Linux this update but the game has gotten to be non testable for me. The ping times aren’t so much the issue anymore, I see some routing problems, here and there on both sides (me and on the server side) but that’s to be expected. However, the frame rate for the client side isn’t, it appears that the shaders are sub-optimally coded.
I decided to fiddle around with Mesa 3-D library and do some tweaking, I gained 15 FPS off of the 12, for a grand total of 27 FPS but it’s not stable. So, I recompiled the shaders for Mesa 3-D, I got another 10 FPS increases, to 37 but again, not stable, it would plummet on this game.
The one thing that I did notice is the my computer would do a hard freeze and not recover regardless if I used standard Mesa or a patched version. It seems to a problem with timing because whenever the computer is going to freeze in the game, the animation of the count down clock slows way down and skips a lot of frames (drops them to be more exact). It appears that there is one or more small memory leaks which cause the freezing. I would respectfully ask the developers to do a lot of their code tests on Valgrind to look for numerous problems, not just memory leaks.
I’ve tried this on all of these kernels, doesn’t make a difference (32 & 64-bit);
3.2.x
3.13.x
3.16.x
3.18.x
3.19.x
4.0.x
4.1.x
4.2.x
There are only three games I get sh*t frame rates on for SteamOS / Linux, this is one of them. I’m currently running AMD Catalyst 15.7 drivers, (FGLRX-updates) in all of my Ubuntu and Debian boxes (computers). So, that I have a unified AMD driver base in which to work on. All of the kernels I am using are non beta / daily, they are of the stable or long-term support type.
Let me know what error logs you want me to upload to you or all of them, if you wish. I love this game, just not the poor frame rates, let alone the instability of such.