So something made me grin shortly after I found out 1.1 was out...
Take a look at this screenshot (special attention to the titlebar):
Did you notice the @ symbol in there? That indicates that the application is really running on another computer, the computer name generally follows the @ symbol. I've been trying to get this to work off and on for a while now. Basically RimWorld is being run on the Linux box using it's CPU, Ram, and SSD. The finished audio is being piped to my Windows machine via PulseAudio, generally an easy thing to get going. The unfinished graphics data is being piped to my Windows machine via VIrtualGL, which takes a fair bit to get configured. My machine then does the OpenGL rendering locally. Any inputs I generate are being sent back to the Linux machine (X11).
It wasn't my intention to play the game this way... I had other interests in trying to get this to work. The experience was unexpectedly pretty darned good though. I should note I did my playing using a maximized window instead of the smaller window in the screenshot above. The graphics response is such that I could play just about anything other that twitch heavy games requiring frame perfect inputs. As usual with PulseAudio remote the sound lags behind just a bit, hard to pin down how much but when using something interactive it's noticeable, probably less than a quarter of a second behind.
The other reason this makes me grin is my research strongly suggests that the older version of Unity which RImWorld 1.0 used doesn't play nice with VirtualGL. VirtualGL can show up in a few places behind the scenes on a Linux machine. Most notably in laptops that have both discrete and integrated graphics, with dynamic switching to save on battery life. The fact that this wonky configuration works now suggests that RimWorld 1.1 might be a much more pleasant experience on Linux.
I did encounter one odd issue which I don't know if it's specific to my oddball configuration (not looking for support/help) or Linux in more general terms. I've observed that the mouse position on the Y axis is inverting when I press/hold a keyboard key. Most visible by starting to draw a lasso starting from the middle of the window and then moving either up or down while keeping the mouse button down. When I press a key the lasso will jump to the opposite Y position, so if I had started drawing the lasso down it will suddenly jump up.
So yeah, thanks for continuing to work on RimWorld.
Take a look at this screenshot (special attention to the titlebar):
Did you notice the @ symbol in there? That indicates that the application is really running on another computer, the computer name generally follows the @ symbol. I've been trying to get this to work off and on for a while now. Basically RimWorld is being run on the Linux box using it's CPU, Ram, and SSD. The finished audio is being piped to my Windows machine via PulseAudio, generally an easy thing to get going. The unfinished graphics data is being piped to my Windows machine via VIrtualGL, which takes a fair bit to get configured. My machine then does the OpenGL rendering locally. Any inputs I generate are being sent back to the Linux machine (X11).
It wasn't my intention to play the game this way... I had other interests in trying to get this to work. The experience was unexpectedly pretty darned good though. I should note I did my playing using a maximized window instead of the smaller window in the screenshot above. The graphics response is such that I could play just about anything other that twitch heavy games requiring frame perfect inputs. As usual with PulseAudio remote the sound lags behind just a bit, hard to pin down how much but when using something interactive it's noticeable, probably less than a quarter of a second behind.
The other reason this makes me grin is my research strongly suggests that the older version of Unity which RImWorld 1.0 used doesn't play nice with VirtualGL. VirtualGL can show up in a few places behind the scenes on a Linux machine. Most notably in laptops that have both discrete and integrated graphics, with dynamic switching to save on battery life. The fact that this wonky configuration works now suggests that RimWorld 1.1 might be a much more pleasant experience on Linux.
I did encounter one odd issue which I don't know if it's specific to my oddball configuration (not looking for support/help) or Linux in more general terms. I've observed that the mouse position on the Y axis is inverting when I press/hold a keyboard key. Most visible by starting to draw a lasso starting from the middle of the window and then moving either up or down while keeping the mouse button down. When I press a key the lasso will jump to the opposite Y position, so if I had started drawing the lasso down it will suddenly jump up.
So yeah, thanks for continuing to work on RimWorld.