Linux Gaming

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Discussions and news about gaming on the GNU/Linux family of operating systems (including the Steam Deck). Potentially a $HOME away from home for disgruntled /r/linux_gaming denizens of the redditarian demesne.

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1
 
 

I am and always was a casual gamer, I like playing puzzles, strategy and builder games, sometimes I play with friends some 7 days to die or AoE2. I am on Linux Mint for more than a year now and was surprised how easy gaming was. From time to time I had problems with weird DirectX error messages, but all in all everything just worked.

My setup:

  • AMD Ryzen 5 3600
  • GeForce GTX 1660 Super
  • 32 GB DDR4 RAM

So last week my girlfriend worked on my computer (we are not living together), she wrote some bills for customers and did some table stuff in calc. When I asked her at the end of the day how it was to work on Linux, she shrugged and said "Oh I didn't notice" lol (using Cinnamon as DE btw).

Today she bought Until Dawn the remake on Steam while she is here and because she really wanted to play she downloaded it to my PC. She just started to play and everything was great. I wondered again if I should say something like "you see how great you can game in Linux", but then it came to my mind - she doesn't care and she didn't even question it! The Linux Desktop got so mature, that non-tech people just don't notice!

I think the biggest "problem" with Linux adoption is that it does not come preinstalled on computers, and this kind of proves my point I guess.

Yeah that's all, I just wanted to share this with you guys.

P.S.: There were some bugs btw. but it turned out they have nothing to do with the OS.

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I've been running Windows on my gaming desktop and am ready to make the switch to Linux (I run arch at work and cachyOS on my personal laptop). However, I've got some software that I want to use that's Windows-only, and I'd rather not replace them and re-learn from scratch. Does anyone know of any software or methods to take the currently installed Windows OS and move it into a VM image I could run on Linux?

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Had a slow day yesterday so thought, why not wipe the gaming PC and put Linux on it.

I work with Linux every day for work so I wanted a debian-based distro as that's what I'm most familiar with. After a short impulsive-driven search, I picked pika-os. Never heard of it but thought I'd give it a go.

Picked KDE, installed the OS, booted first time and immediately regretted it. No network. I have a 2.5G Realtek 8125 nic and whilst it was detected, it was showing RX packets as "dropped". Couldn't install firmware-realtek as it conflicted with linux-firmware. Tried the Realtek website, what a mess that is, compiled a driver, couldn't get it to load. Ended up finding a git repo that created .deb packages for all realtek drivers.

Got network up and running and its all been great from there. Last time I tried this in 2021 I had loads of issues but so far, other than having to download a later version of Proton and select it in a game, or add some command-line arguments in Steam, its been great!

I'm so surprised that every app I normally use on Windows is either available as a Linux native app, works with emulation (bottles) or there is a decent alternative.

Definitely, 100%, the Linux desktop is ready.

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I have a home built PC that I want to get off Windows 11.

Specs:

  • Ryzen 3700X, upgrading to a 5800X3D soon
  • RTX 2080 Super
  • 500GB NVME for OS, 2TB SATA SSD for files, programs, etc.
  • 1440p Ultrawide monitor
  • an 8bitdo Ultimate controller

Usage:

  • I usually play indie games, emulators, and occasional AAA games. Most of my library is on Steam, with some games on GOG, e.g. Cyberpunk.
  • I have an original Steam Link in my living room, and I use it to play games from my PC on the couch. Does Steam on Linux even support this?
  • I also write game mods, so I need a distro that is a good fit for software development (C++, Python, and Lisp).
  • Random miscellany: I use mullvad VPN, stream movies from a friend's plex server, and use an SFTP client to back up photos and videos from my phone.

I've been an on/off Linux user in the past, so I know my way around basic/intermediate terminal usage and configuration. Buuuut every previous attempt to move to Linux ended in disaster, so I have little patience for asterisks, strings attached, etc. If you're offering a distro I've never heard of before, you're probably gonna be hard pressed to convince me.

Thanks for the help!

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Hey everyone!

Has anyone come across any good Lemmy communities for BC-250 Linux gaming builds?

I got my board yesterday and need to sort out PSU, cooling and modding like unlocking the CUs. I don’t have a 3D printer, so I could do with a good place to ask for advice. I can check Reddit for some stuff, but I don’t have an account to post questions.

I’m also open to any tutorials (web/video) or even Discord communities etc. If anyone here has built one or has prior knowledge, I’d love to get your input.

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cross-posted from: https://lemmy.world/post/48949710

I played Arc Raiders again for the first time for a couple of months and I was kicked out because I used "Prohibited software" with the error code ARAV1011. Earlier I have never had any issues.

It turned out that it is a problem with Denuvo anti-cheat. The solution is to change to Proton Experimental.

Source: https://www.reddit.com/r/ArcRaiders/comments/1u79sw5/comment/orz4o1v/?solution=a622f32d689fd7dea622f32d689fd7de&js_challenge=1&token=7afd7253fec22262ff1c52b1703fe9ec728d9e614aa9b40a3b07ea3415b0378c&jsc_orig_r=

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Windows: 277 Linux: 298

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I finally gave up my Nvidia 2070 Super and rejoined Team red with a 9070 XT. And it's like this is the way everything was always meant to be.

HDR works without breaking font rendering. Sleep states just work. No more random border flickering in fullscreen or borderless windows. And the fans never even spin up.

I did have to unwind a couple Nvidia workarounds to swap over successfully (like /etc/environment needed cleaning up for sddm-greeter-qt to not core dump).

No ragrets.

No regerts.

Team red 4lyfe (again).

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cross-posted from: https://sopuli.xyz/post/47762187

When I first installed CachyOS, my mind was blown away by how quickly and conveniently I could start playing my Windows games with it. With its proton-cachyos-slr wine executable, it was only a matter of setting the game executable and runtime locations in Lutris and I could start playing the game immediately.

However, ever since I updated my system with sudo pacman -Syu in the beginning of May, almost every game stopped opening like it used to. Of those games, almost half of them would simply not open at all with any tweaking. The rest of the games eventually started to run but some of them were hit by performance degradation severe enough to not be playable.

I tried to search for the cause on the CachyOS forums and wiki. I managed to find some posts somewhat discussing this issue, citing issues with the new kernel or the proton-cachyos-slr package. Unfortunately following their proposed solutions like downgrading proton-cachyos-slr or tweaking runtime settings in Lutris didn't fix the problem.

Eventually I moved on to the CachyOS documentation, mentioning an option of using an alternative wine executable wine-cachyos. It wasn't available as a regular executable option and had to be called manually, but eventually it allowed me to play most of my games like before.

I don't feel comfortable with this setup since the entire implementation feels like a hack instead of being an in-built feature, requires additional configuration process for every new game added and still doesn't allow me to run some of my games that I have spent most of my playing hours on. I have been experiencing this for almost 2 months and I have been contemplating my decision to update my system.

Is there a way to go back to how my system was before without resorting to snapshots or a fresh installation? I don't expect solutions as you would do in support forums; I am just in need of advice on where to start looking to solve my concern. If you need debug info or context, I'll happily provide them.

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https://store.steampowered.com/news/app/3029110

IIRC it showed up once before when the app ID was first added, but it had no associated store or news page.

Despite the rammagedon steam machine and probably inevitable steam frame prices, I think this is probably the coolest development Valve has invested into since its basically Waydroid + FEX which removes the dependency on libhoudini/libndk which would make a lot of mobile games playable on PC using ARM translation.

One such proven example being fortnite lol: https://github.com/waydroid/waydroid/issues/2115

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submitted 1 week ago* (last edited 1 week ago) by CannonGoBoom@lemmy.world to c/linux_gaming@lemmy.world
 
 

Heads up! This release used AI to rebase the video playback pipeline.

EDIT: I have added the release notes as a spoiler for easier readability as requested in the comments

spoilerThe long awaited video rework and Proton 11 rebase is finally done! GE-Proton11-1 is now available!

Proton updates:

  • d7vk added (not enabled by default). Use PROTON_USE_D7VK=1 to enable. It is enabled via protonfix on Tex Murphy: Overseer

  • discord bridge added. (not enabled by default). Use PROTON_DISCORD_BRIDGE=1 to enable. (proton-cachyos)

  • optiscaler support added. (not enabled by default). Use PROTON_USE_OPTISCALER=1 to enable' (proton-cachyos)

  • winealsa channel count override option added. (not enabled by default). Use WINEALSA_CHANNELS to tune. Possible values is the number of speakers, such as 2 (to disable spatial audio), such as 4 (2 front, 2 rear), 6 (5.1) or 8 (7.1). (Vyrolian)

  • winealsa spacial downmix override option added. (not enabled by default). Use WINEALSA_SPACIAL=1 to enable. (Vyrolian)

  • xrandr added to build so that auto-detection of default monitor can work without relying on host xrandr when a default monitor is not set for wine-wayland. This means if you accidentally forget to set a monitor for wine-wayland it should display on the default one found by xrandr now instead of just defaulting to the far left.

  • updated star citizen patches

  • added patches for Task Bar Hero (thaylorz)

  • added patches for VRChat webcam face tracking (LilFishyChan)

  • Entire build rebased onto latest proton 11 bleeding-edge

  • Standalone patches for VR rebased onto proton 11 (so you can use with umu outside of steam on non-steam VR games)

  • wine-native rsx3d library created to for older games (games like Tex Murphy no longer need 3rd party rsx3d winetricks)

  • Enable .exe dynamic relocation and only relocate files which have relocations. For XIV specifically, this fixes issues with low address space being filled up by everyone and everything and, as a result, some plugins failing to apply their hooks and leaving the game in an unstable state. (0x0ade)

--The video playback rework--

Q. What was the problem?

A. Originally, proton uses two methods for video playback with two different backends. The first is typically winedmo->ffmpeg. The second is typically quartz->gstreamer. For most games, especially older games, the quartz->gstreamer path was the default. winedmo was introduced recently (as of either proton 9 or 10, I don't remember which) as a modern approach to fixing video playback. The problem is the inner workings of the quartz->gstreamer path were complicated, to convert, thus two paths were used.

Seeing as both ffmpeg and gstreamer effectively do the same thing and can handle the same codecs -- it does not make sense to use both, especially when gstreamer is split into several different libraries that need to be built independently (gst-base, gst-good, gst-bad, gst-ugly, gst-orc, gst-libav, etc), and gstreamer also has surface display problems such as X11 vs Wayland vs Surfaceless.

Q. How did I "fix" it?

A. As many of you know, the last GE-Proton release was in March. It is now June. That is a 4 month gap, which is most definitely not the norm for GE Releases. Why is that? It's because I spent the last 4 months converting the quartz->gstreamer path to instead use quartz->winedmo->ffmpeg, and completely gutted all gstreamer libraries from the proton build.

Yes, I used AI for this work. No, it likely unfortunately will not be able to be upstreamed because CodeWeavers policy does not accept AI generated code. You might be asking "how the hell did you use AI for this?" -- the same way I would without it, the only difference is AI was used to compare code logic when things were failing or incorrect. So how does that work?

First, I did a base rework. I completely removed winegstreamer from wine, and had the AI agent look at the current code and convert what it could so that quartz used winedmo instead.

Next, about 80% of the games in the video rework list used the quartz path and relied on protonfixes with winedll overrides for quartz, lavfilters, amstream, dshow, wmp9, wmp11, and so on. This was GREAT because it meant I was able to get winedebug logs with valid, working instances. Once I gathered those logs for each game, I them removed the protonfixes, created a clean prefix, then ran and logged the broken instance. After that I fed a working log and a broken log into the AI agent for comparison to see what WINE was doing when the overrides were in place and working, versus when it was broken natively. I found that in pretty much every instance the agent was quickly able to identify the difference and either correct or implement the missing native code needed to make the videos work as if the overrides were in place, given a small amount of trial and failure retries. Additionally if the game provided the video files I would point the AI agent to those files so that it could properly analyze what kind of files they were in order to implement into wine the ability to play them. There were very very few games that needed fixing "from scratch" and needed a lot more trials and failures before getting a successful fix -- examples being Darksiders Warmastered Edition and Nukitashi 2. I also in the process managed to get rid of a few game-specific hacks that were used and implement solutions that did not break other games -- such as audio fixes that were previously in place for The Medium and Metal Gear Solid V. You will also see a lot of VN (Visual Novel) games have been fixed, as many of those games use the same few engines and fixing one or two fixed the rest of the games that used the same engine. In fact, we even found a bug with steam runtime 4 missing some required libraries for 32 bit video playback that we were able to report upstream to get fixed (you will see liblzma and xz added to the build for this reason).

Here is a detailed breakdown of old quartz behavior versus new:

• Current Quartz Flow

For a game using quartz / DirectShow now:

  1. Game calls IGraphBuilder::RenderFile() or manually builds a graph.

  2. quartz/filesource.c identifies the media:

  • Extension/registry if available.

  • ASF header sniffing for extensionless ASF files, e.g. Persona 4 Arena Ultimax.

  1. For ASF files, RenderFile() now tries:
  • AsyncReader first.

  • Falls back to WMAsfReader if async rendering fails.

  1. FilterGraph2_Render() autoplugs the graph.

  2. Before generic filtermapper enumeration, Quartz now explicitly tries known-good paths:

  • MPEG stream -> MPEG-I Stream Splitter

  • MPEG video -> Wine MPEG video decoder

  • AC3 audio -> winedmo AC3 decoder

  • WMA audio -> DMOWrapperFilter around winedmo WMA decoder

  1. If none of those apply, it falls back to normal IFilterMapper2_EnumMatchingFilters().

  2. Decoding is now mostly routed through winedmo, backed by FFmpeg, instead of winegstreamer.

  3. Audio renderer now rejects compressed audio and only accepts PCM / float PCM, forcing the graph to insert a decoder first.

  4. DirectSound buffer creation is delayed until stream start instead of happening at connect/filter creation time.

  5. Video output still lands in the normal Quartz video renderer path: DDraw / VMR-style surfaces depending on what the graph builds.

Previously

Before the rework, Quartz relied much more on the stock Wine DirectShow path:

  • Source filter selection was mostly extension/registry driven.

  • ASF files generally went straight to WMAsfReader.

  • Filter insertion relied more heavily on generic filtermapper enumeration.

  • Some compressed audio could incorrectly reach DSoundRender, causing failed buffer creation or partial render failures.

  • A lot of media handling still depended on winegstreamer / GStreamer behavior.

  • Game-specific workarounds and external overrides were needed more often: lavfilters, quartz, wmp11, dgvoodoo2, etc.

Practical Difference

The new flow is more deterministic:

Game -> Quartz RenderFile

-> source detection / ASF sniffing

-> AsyncReader or WMAsfReader

-> explicit known decoder/splitter choices

-> winedmo/FFmpeg decode

-> PCM audio to DSoundRender

-> decoded video to Quartz video renderer

Previously it was closer to:

Game -> Quartz RenderFile

-> registry-selected source

-> generic filtermapper search

-> Wine/GStreamer/native override behavior

-> renderer

So the current design tries to keep legacy DirectShow games inside Wine’s own Quartz graph while using winedmo/FFmpeg for the media formats that Wine’s older Quartz

path handled poorly.

Q. Are there currently any known issues?

A. Some older WMV videos can occasionally start playback distorted/pixelated, but they will correct themselves after a few seconds. This is most noticeable in the skill videos in Ghosts N' Goblins Resurrection. WRC 4 Also has some intro logo videos that have a weird frame-splitting issue. Apart from that most games should work, especially if they are in the Verified working test list below:

Godfall

Akiba's Trip: Undead & Undressed

Nukitashi

Nukitashi 2

Ys Origin

Darksiders Warmastered Edition

Breath of Fire IV

Watch Dogs

Dark Souls: Prepare to Die Edition

Silent Hill 3

Full Metal Daemon Muramasa

Bloodstained: Ritual of the Night

Blops 3

Final Fantasy XIV

RE 0

RE1 Remaster

RE2 Remake

RE3 Remake

RE4 Remake

RE4

RE7

RE8

Nioh 2

Nioh 3

Ninja Gaiden Sigma

Ultimate Marvel Vs. Capcom 3

Ghosts 'n Goblins Resurrection

Halo Infinite

soul calibur vi

age of empires II: Definitive edition

age of empires III

age of empires IV: Anniversary Edition

The Great Ace Attorney Chronicles

Memento Mori

Devil May Cry HD Remaster

Mortal Kombat 11

Injustice

Injustice 2

Endless Space 2

oddworld: munch's oddysee

Oddworld: Abe's Oddysee

Fable - The Lost Chapters

tokyo xanadu ex+

Ghostwire tokyo

Tokyo Necro

Order of Battle: World War II

Not For Broadcast

Blue Protocol: Star Resonance

Ryse: Son of Rome

Life Makeover

Street Racing Syndicate

Juarez: Gunslinger

BlazBlue Centralfiction

BlazBlue Chronophantasma Extend

Tree Of Savior

Record of Agarest War Mariage

Agarest: Generations of War 2

Agarest: Generations of War

Agarest Zero

Atelier Ryza 3: Alchemist of the End & the Secret Key DX

Atelier Ryza 2: Lost Legends & the Secret Fairy

Atelier Ryza: Ever Darkness & the Secret Hideout

Atelier Rorona The Alchemist of Arland DX

Atelier Marie Remake: The Alchemist of Salburg

Riddle Joker (should also fix other NekoNyan VNs: Senren*Banka, Sanoba Witch FHD Edition, Sabbat of the Witch, Cafe Stella, Dracu-riot, Parquet, Angelic Chaos: RE-BOOT!)

Seven: Enhanced Edition

Catherine Classic

Spyro Reignited Trilogy

Borderlands 3

Ceville

Grandia HD

Grandia II HD

Sky: Children of the Light

Trials of Mana

Secret of Mana

Legend of Mana

ARK: Survival Evolved

Power Rangers: Battle for the Grid

Persona 3 Reload

Persona 4 Golden

Persona 4 Arena Ultimax

Persona 5 Royal

Persona 5 Strikers

WRC 4

Nekopara Vol.1 (KiriKiri engine games)

Guilty Gear Accent Core Plus R

我打不过漂亮的她们 I Can't Win Against Those Pretty Girls

神都不良探 Underdog Detective

UberSoldier

The Medium

Liminal Border Part III

YOU and ME and HER: A Love Story

Mojika - Truth Rears Its Ugly Head

Moero Chronicle

Megadimension Neptunia VII

BLUE REFLECTION

Hell Yeah!

Bully: Scholarship Edition

Nine Witches: Family Disruption

Gabriel Knight 3: Blood of the Sacred, Blood of the Damned

ONE PIECE: PIRATE WARRIORS 4

Alternativa

Arcania (Gothic 4)

Arcania: Fall of Setarrif

Legend of Heroes: Trails in the Sky

Legend of Heroes: Trails in the Sky SC

Legend of Heroes: Trails in the Sky the 3rd

Umineko: Golden Fantasia

Tex Murphy: Overseer

With all of that work done, I am happy to say all of the games listed above now have functional video playback with NO winetricks needed and NO dll overrides needed. No quartz,no dshow, no amstream, no lavfilters, no klite, no rsx3d, no wmp9, no wmp11, etc. -- All the functionality previously needed from those overrides is now patched directly into wine for the listed games that needed them, and the protonfixes that were previously added have now been removed since they are no longer needed.

Many of these games I did not originally own and did have to purchase in order to get working correctly -- so I would like to send a very big thank you to my patreon supporters for helping me every month with things like this. Of course the patreon is not limited to games, many times it also goes to hardware for Nobara as well, but in this case there were a lot of game purchases made to get this working.

If a game you play has video that is not playing, please open a GE-Proton issue.

Protonfixes updates:

  • d7vk protonfix added for tex murphy overseer

  • d7vk protonfix added but temporarily disabled for Gabriel Knight 3 (d7vk has a flicker problem with this game)

  • font fix for Ground Control 2 (CommandMC)

  • protonfix added for Senren * Banka (R1kaB3rn)

  • protonfixes added for several older ID tech games: Medal of Honor: Allied Assault War Chest, Soldier of Fortune: Platinum Edition, Quake, Hexen II, Star Wars Jedi Knight/Jedi Knight II, Return to Castle Wolfenstein (SinnohConfirmed)

  • protonfix added for The Fruit of Grisaia (R1kaB3rn)

  • protonfix added for Need for Speed Underground 2 (MatthiasDillen)

  • protonfix added for GOG version of Quake II (SinnohConfirmed)

  • protonfix added for Zero Zone (XargonWan)

  • protonfix added for Gray Zone Warfare (ProjectSynchro)

  • protonfix added for Persona 5: The Phantom X (NelloKudo)

  • protonfix added for MONGI: Star Drive (NelloKudo)

  • protonfix added for cxbx-reloaded (BlueInterlude)

  • protonfix added for Assassin's Creed 1 (CommandMC)

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Whenever I open the third party Runescape launcher Bolt, it requests KDE wallet access. I don't give it access, and everyone says it's a reliable app. Is it just behaving oddly?

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I can't launch games on Steam for some reason, at least Windows games using Proton. I even reinstalled Steam several times, but nothing has changed. My distro is Pop OS. Here's what happens when I try launching Vanquish for example:

chdir "/home/quentin/.steam/debian-installation/steamapps/common/Vanquish"
ERROR: ld.so: object '/home/quentin/.steam/debian-installation/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
Game Recording - would start recording game 460810, but recording for this game is disabled
Adding process 63931 for gameID 460810
ERROR: ld.so: object '/home/quentin/.steam/debian-installation/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/quentin/.steam/debian-installation/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored.
ERROR: ld.so: object '/home/quentin/.steam/debian-installation/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/quentin/.steam/debian-installation/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
Adding process 63932 for gameID 460810
Adding process 63933 for gameID 460810
Adding process 63934 for gameID 460810
setlocale "fi_FI.UTF-8": No such file or directory
pv-locale-gen: Missing locale fi_FI.UTF-8 (found in $LC_ADDRESS)
pv-locale-gen: Generating locale fi_FI.UTF-8...
pv-locale-gen: Generated locale fi_FI.UTF-8 successfully
pv-locale-gen: Generating locale en_US.UTF-8...
pv-locale-gen: Generated locale en_US.UTF-8 successfully
pv-adverb[64004]: W: Container startup will be faster if missing locales are created at OS level
Adding process 64042 for gameID 460810
Adding process 64045 for gameID 460810
Adding process 64046 for gameID 460810
fsync: up and running.
Adding process 64047 for gameID 460810
Adding process 64050 for gameID 460810
Adding process 64052 for gameID 460810
Adding process 64056 for gameID 460810
Adding process 64068 for gameID 460810
Adding process 64074 for gameID 460810
Adding process 64081 for gameID 460810
Adding process 64113 for gameID 460810
Adding process 64122 for gameID 460810
Adding process 64125 for gameID 460810
Adding process 64132 for gameID 460810
Fossilize INFO: Overriding serialization path: "/home/quentin/.steam/debian-installation/steamapps/shadercache/460810/fozpipelinesv6/steamapprun_pipeline_cache".
pid 64048 != 64047, skipping destruction (fork without exec?)
Game Recording - game stopped [gameid=460810]
Removing process 64132 for gameID 460810

This has something to do with Steam's overlay, even though I have disabled it. Help is welcome.

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I came across some articles about how people are upcycling a specific cryptocurrency mining single-board computer and decided to pick one up myself and put together a rig. The board is the AMD BC-250 which is similar to the APU in the PS5.

I've been out of the gaming scene since the Xbox 360 and never could justify the expense of building a gaming rig, but I couldn't pass up the opportunity to build something decent for under $200. This thing rocks and can play my entire catalog of Steam games, many of which I bought on sale and worried later about having a PC that could actually run them.

Specs

  • CPU: 6x AMD Zen 2 cores @ ~3.5GHz (actually has 8 cores/16 threads, but I haven't yet unlocked the other 2)
  • GPU: 24 RDNA2 Compute Units with 1536 shaders. Actually has 40 compute units, and you can unlock the remaining ones pretty easily. The PS5 has, I believe, 36 CUs active.
  • Memory: 16GB GDDR6 shared memory
  • TDP: 220W (50W idle - 235W max load)
  • OS Support: Linux only (no Windows GPU drivers)

I/O

  • 2x USB 3.0 (A only)
  • 2x USB 2.0
  • 1x RJ-45 gigabit ethernet
  • 1x DisplayPort output
  • 2x buttons. One is power and the other seems to be reset

Cost and Parts

  • BC-250 APU - $125 (sadly they've jumped in price again and are now $165)
  • 300W 12v PSU - $35
  • 500 GB NVMe SSD - $0 since I already had a few spare ones on hand
  • 120mm Fan - $17 for a 3-pack
  • 8-pin PCIe power cable - $3 (to connect from the PSU to the APU)

Total cost: $180 though would have been closer to $250 if didn't already have an SSD on hand. Price also doesn't include the filament I used to print the case as I already had that as well. I didn't check the exact usage, but expect to use the better part of a 1 kg roll on the print. It used about half a roll of red and half a roll of black in my case.

A few optional components added to the build that I already had in my parts bin:

  • Game controller (you can use a Xbox or PS4 controller if you add a USB bluetooth adapter)
  • USB Hub
  • USB Wifi adapter (it's only got wired ethernet onboard)
  • Passive DP to HDMI cable (to connect to my HDMI-only TV)

Depending on the parts you have on hand, you could still potentially build this for $200 or less even after the price hike of the boards.

I'm running Bazzite on it and booting directly into Steam Big Picture. Works great!

Resources

View of the Guts

Note: These aren't mine and are from the Printables model page as I neglected to take photos as I went, and it's kind of a pain to disassemble this because of the way it goes together. I also modded the heatsink and cut off the little ridges since it was originally made for rack cooling and didn't cool well with just a fan on top.

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cross-posted from: https://lemmy.world/post/47988648

https://gitlab.com/christosangel/hanoi

Hanoi is a simple terminal version of the known classical game Tower of Hanoi, written in Bash.

During the game, the user can move left and right, pick disks and drop them in other stacks.

The aim is to move all the disks from the ORIGIN pile to the DESTINATION pile, in as little moves as possible

hanoi.png

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