this post was submitted on 27 May 2026
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Nothing there looks clearly broken to me. XDG_DATA_DIRS pointing at a directory that doesn't exist shouldn't hurt anything. Note that Steam does update itself occasionally when it starts, and I don't recall what that looks like, so it's not impossible that it was updating itself.
Sorry to bring this up again, but I'd really like to get it working again.
I noticed today that the CPU usage jumps to ~98% as soon as I start WoW. Even just in the main menu. I had previously started CS as a test to see how it behaves there. In CS, the CPU load stays around 25% even when playing against bots (so not just in the main menu) and with significantly higher graphics settings. So it seems there might be some kind of problem with the CPU?! That said, I’m even less sure how to influence the CPU’s performance and why it suddenly seems to be reaching its limits when running much older games.
I've attached a graph showing the CPU usage over time, including the values when launching CS, while on the desktop, and when launching WOW.
It's probably not anything physically wrong with the CPU. It just means that the WoW binary is trying to do something in a loop and not getting anywhere (at least not quickly). It's consistent with falling back to software rendering, which is what I guessed the problem might be, but other things could also cause that.
For Counterstrike, assuming that that's what you mean by "CS", I'd guess that the game's engine probably uses about four threads, and it looks like you have 16 cores.
If you haven't done the vkgears/glxgears stuff that I mentioned above to make sure that you can render using hardware acceleration using Vulkan and OpenGL, I'd do that. Given that you've said that you also get slow rendering performance with some other games, I'd be suspicious that that's your problem, since that's the behavior I'd expect to show up if you were falling back to software rendering
very slow rendering performance.
pokes around
It sounds like World of Warcraft switched to a 64-bit binary some time back, so probably no need to check that hardware rendering works for 32-bit binaries
just 64-bit, both Vulkan and OpenGL.
If you've already done the vkgears and glxgears stuff that I mentioned above and those work using hardware rendering without issues, then the underlying Linux 3D rendering stuff should be okay. That means that whatever's at issue is probably in Proton or World of Warcraft. If you're wanting to troubleshoot further, I'd probably try launching Steam from a virtual terminal (like, probably Konsole in your case) and then launching WoW and seeing if WoW prints anything there.
If nothing comes up there and you just get a black screen...well, let's see. All of the important state should be on the WoW servers, so you could try uninstalling it and reinstalling WoW and see if that resolves whatever's the issue. Take some time to download the game, but it's not human time, so...shrugs it'd probably be the next thing I'd try.
But I wouldn't recommend doing any of that until I'd done the vkgears/glxgears test I mentioned and confirmed that you're rendering using your 3D hardware.
Oh, sorry, I’d completely forgotten to test that. As I said, I’m still new to Linux, but I hope I ran the vkgears test correctly?
The switch between 60 FPS and 144 FPS is probably because I dragged the programme from my second screen (max 60 Hz) over to my main screen, which runs at 144 Hz.
Unfortunately, I can’t make head nor tail of these figures. Does that help you at all?
Sorry for the delay in getting back to you.
Yeah, that's fine.
Both of those should be using hardware rendering, at least based on my understanding of the text. You have the name of your video card where "llvmpipe" would show up, right above "64bit", which is what happens on my system when using hardware rendering.
But...for some reason, you're consuming a ton of CPU time when rendering using OpenGL, despite doing hardware rendering. That's not what happens on my system. I don't know what would cause that.
One would want it fixed either way. For Steam, one can force Proton to use OpenGL rather than Vulkan as a Direct3D backend by setting the environment variable
PROTON_USE_WINED3D=1, which will cause many Windows apps to use OpenGL...but your problem is the opposite. Vulkan looks fine.thinks
The only thing that comes to mind would be that there's an Nvidia mechanism on systems where you have multiple GPUs
this can happen when you have an integrated on-CPU GPU and a discrete GPU on a laptop, say -- to render on one and then copy to the other. I don't know what text would show up as the renderer in that case, and I don't have Nvidia hardware, much less Nvidia hardware plus an integrated GPU to test. I don't think that that's probably what's going on here, but I don't know what mangohud reports in that case. I would think that
mangohudwould be smart enough to actually display the renderer being used, but...maybe it's not. But if you want to try it, you could give this a shot. I'm taking a stab in the dark rather than really analyzing it:If the CPU usage when you run the above command goes from ~20% (as is currently the case for
glxgearsin your above screenshot) to ~4% (as is currently the case forvkgears), that might be what's going on. If it is, then I'd try running your game with the__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidiaenvironment variables set. I wouldn't bet much money on it working, but I guess it's not hard to try.EDIT: If anyone else with an NVidia card wants to run the
MANGOHUD_CONFIG=full mangohud glxgears.x86_64-linux-gnucommand and report whether their system uses a ton of CPU time on all cores, that'd be a useful data point; I can't, as I don't have the hardware. I guess it's possible that that the CPU usage could be normalthis is going through xwayland, and maybe something there causes that. I don't want to flag it as something abnormal on OP's system if it's not. But it's not the way my AMD system acts.