

The two solutions I’ve seen presented in the thread for the Steam problem are to run Steam in a flatpak or a distrobox. I’m not sure if using distrobox has the same issues as flatpak.
The two solutions I’ve seen presented in the thread for the Steam problem are to run Steam in a flatpak or a distrobox. I’m not sure if using distrobox has the same issues as flatpak.
It’s way too early to make that call. This is a proposal for collecting feedback. I am not sure if this has been proposed before, but I would guess you would make these proposals from time to time to gauge the feedback, and when you see support for keeping it fall to a low level you can finally make the jump. As one of the comments in the thread mentions, not might not be the right time but you can’t keep supporting it forever. Eventually you push 32 bit apps into emulators like what happened with 16 bit.
Ah you’re right. It seems Steam only provides a *.deb as far as I can tell.
The comments in the thread don’t mention Steam itself, but it’s that running all the 32 bit games will become a problem. Steam’s flatpak packages the 32 bit packages so that can get around this change, but the flatpak is not official and does not support all features. Steam themselves only provide the RPM for Fedora.
As reiterated by the OP, the proposal is just a proposal and was proposed with heaps of lead time probably because they expected it to be controversial.
As also mentioned, heaps of volunteer time is spent maintaining the packages where most are barely used (even for gaming).
However, it does not seem like there is a viable alternative. Many comments say the suggested alternative, WINE’s WoW64, does not work for all games.
I can see both sides here. Fedora maintainers says “this is so much work!” and (mostly) gamers saying “But older games will stop working!”.
The response from the Bazzite guy does seem overblown to me. I would think the first step is to work out the impact, as I haven’t seen anyone quantify what proportion of games are affected and if there are alternatives like emulation.
I deleted all mine but the funny thing is back then they were all posts on people’s walls. You used to go to their wall and write something then they would come to yours to reply like a really bad chat UI.
If you went back to 2009 my posts would all be “That’s so true lol” or “Thursday at 7?” And make no sense out of that original context.
Another comment has this down to a bug in IBus, which is for supporting typing non-latin characters.
https://lemmy.nz/post/23401044/15684126
So I get a proper solution, mostly (I think a proper proper solution would be having the bug fixed)
Nice, that does seem to be the issue! By searching for that environment variable, I also found this: https://www.reddit.com/r/linux_gaming/comments/1eqrnjr/psa_recent_ibus_releases_introduce_noticeable/
It seems IBus is the cause of this lag. I have made the change as the post you linked suggested, and it seems to have fixed it! I found some people having issues with the value of 0 and so will try out for a while to see if the hybrid 2 value is stable.
I have (sort of) solved the issue. When holding a key down, the events seem to be firing faster than the games can keep up with. The longer a key is held down the more it queues up. So if I hold left for a while, then suddenly switch to right, it seems to have a backlog of left events to get through before it processes the right event.
I went into the system settings and changed the keyboard repeat speed to be a bit lower. Now it seems to send events at a speed the games can keep up with, even if I’m holding down a key.
I’m not sure if this counts as a real solution but it seems to solve the issue for me, and I doubt I’ll notice the slightly slower repeat frequency (I think games are only listening for the up/down events so the repeat frequency probably doesn’t affect them).
So this is a bit of a dumb solution, but I went to the accessibility settings in the OS and dropped the repeat frequency a bit. Now it seems to work fine!
It did seem like the events were triggering faster than the games could process them, so dropping the repeat speed a little stopped the events queueing up.
So this is a bit of a dumb solution, but I went to the accessibility settings in the OS and dropped the repeat frequency a bit. Now it seems to work fine!
It did seem like the events were triggering faster than the games could process them, so dropping the repeat speed a little stopped the events queueing up.
So this is a bit of a dumb solution, but I went to the accessibility settings in the OS and dropped the repeat frequency a bit. Now it seems to work fine!
It did seem like the events were triggering faster than the games could process them, so dropping the repeat speed a little stopped the events queueing up.
No, it’s the desktop edition. It’s a laptop, but I have a wireless keyboard that I plugged in and tried. It didn’t help, same thing.
One thing I noticed is that it appears to happen only when holding down a key. So for example, if I tap left then tap right, the character reacts instantly. But if I hold down left and the character is going left, then I switch to pressing right instead, it can take over a second to react. Like it’s not able to process the key presses as fast as they are being generated.
That being said, there isn’t anything obvious in the dmesg output. You ran that command WHILE the problem was happening, right?
Yes, as close as I could. I had the game open and while using it the keyboard actions were delayed. Then I switched to the terminal to run the commands. So I guess not while I was pressing keys in the game, but I did it at a time when the keyboard controls were lagging.
Edit: One thing I noticed is that it appears to happen only when holding down a key. So for example, if I tap left then tap right, the character reacts instantly. But if I hold down left and the character is going left, then I switch to pressing right instead, it can take over a second to react. Like it’s not able to process the key presses as fast as they are being generated.
At the same time as installing Bazzite, I also upgraded to 64GB RAM.
Here’s the output of free -m
when the game is being problematic.
$ free -m
total used free shared buff/cache available
Mem: 64076 14703 43303 3643 14036 49372
Swap: 4095 0 4095
Here’s a pastebin of the dmesg output: https://pastebin.com/N6h3HP7D
I am sure you’re right about it being resource contrained. It seems to get worse over time, and the GPU reports 100% all the time while the game is running. Just trying to work out if there is something I can change to make it happier.
Thanks! evtest shows keyboard events happening immediately. The game seems to be the one slow to respond.
Try 8 years ago, in a regular bundle not a monthly one: https://barter.vg/bundle/1698/
Full list of bundles here: https://barter.vg/bundles/3/
Yes I did a deep dive research project as I was sure it was closer to a decade ago not a year or two 😅
I liked the first one too! I don’t remember how I even heard about it. Was it in a Humble Bundle or something?
Ok thanks, I’ll have to be extra careful deploying any changes.
I’m no expert, and I’m running Bazzite (and previously Nobara), both of which have the RPM installed by default so I don’t think I’ve ever used the Steam Flatpak. But things mentioned in the thread are VR and Gamescope.
I do wonder if any issues are related to permission restrictions that could be resolved editing permissions with Flatseal, but I don’t know enough about the issues.