The open gl renderer starts, but i cant play the game itself. Rendering the vulkan shaders, rebooting and using proton experimental(i use the native version) didnt worked.
The open gl renderer starts, but i cant play the game itself. Rendering the vulkan shaders, rebooting and using proton experimental(i use the native version) didnt worked.
There’s a GitHub issue tracking this bug. It seems like SDL3 was finally released and Valve “forgot” to compile SDL3 with Wayland support.
If you’re using Wayland, you can add a startup parameter to force the game to use X11 and it will work.
This issue is also affecting Dota 2.
If they dynamically-linked it and shipped the .so with the game (there will be a libSDL in the game directory somewhere), you can probably just save a copy of their SDL build and replace the original with a working copy if you’re desperate to play ASAP.
If they statically-linked it, you’re out of luck until they fix it, if you’re not willing to do X11.
Honestly, what I don’t get is why SDL would not do this automatically. I’d think that it’d just fall back until it hits a protocol that it can do. Historically, you shouldn’t need to force SDL_VIDEODRIVER, because it’ll use the first one available in your environment. Doesn’t matter whether it’s compiled with support for some environment you aren’t using or not.
Maybe it was compiled with support and there’s just some problem with said support.
EDIT: Ah, looks like they got it now. Apparently it’s a bug in SDL, according to the issue you linked to, and they’re pushing a patch for it.
SDL provides a way to override the lib even if it’s statically linked https://github.com/libsdl-org/SDL/blob/main/docs/README-dynapi.md
Oh, nifty, thanks.
No, the problem is the opposite, that it has Wayland support enabled by default. Source 2 doesn’t support it yet though, so it crashes.
Doesnt work
Did you use
SDL_VIDEODRIVER
orSDL_VIDEO_DRIVER
? The former one is the old parameter and the latter works. I am using it right now on a Wayland session.Both don’t work