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Tangential: anyone have experience with unity and/or unreal on Linux these days? Last I checked (2-3 years ago), they technically worked but we’re janky and buggy. Is it improved?


Unity is only a little more janky and buggy than it is on Windows.

I had a lot of trouble getting the unity editor working on my steam deck, but that may have been due to using an editor version from 2021 (for unrelated reasons). It seems to behave fine on a normal desktop environment though.


Unity has been quite solid for me on Linux lately. It’s mainly just minor annoyances like the project settings window being too small when you open it so you have to resize it, little stuff like that. Nothing that has prevented me from getting the job done. I still prefer to use it on Linux because the glitches annoy me less than, well, using windows.

Unreal works okay for me, but I’ve had to submit a few patches upstream to work out some Wayland issues. Other than that, it’s about as bloated/buggy/slow as it is on windows. Most of the time if I think there’s some Linux-specific issue I’ll open the same project on windows only to discover it was the same.


I moved to Godot and haven't looked back.


How is performance?


Quite good actually when you use the forward+ renderer (vulkan) and do the little things properly (using multimeshinstances or shaders heavily instead of tons of direct meshes, using occlusion culling properly, making sure you have multi-threading enabled, run physics on a sep proc, etc). I'm evening running with full dynamic global illum and loving it.

I'm not trying to prematurely optimize but my game worlds are very large, (I have a working to scale earth for example) (oops, forgot to mention, to get good large world behavior, compiling with double precision is a must! (https://godotengine.org/article/emulating-double-precision-g...)) so I've been watching lots of GDC and other talks from AAA titles and how they do their rendering pipelines, and my conclusion is that shaders are really the powerhouse of gamedev these days and anyone interested would do themselves a favor to start learning the quirks of your engines shader language now.




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