I have got KF since it was available for Steam/Linux and there is still no update that fixes these bugs. I verified that the same issues are happening with the OpenGL renderer on Win or via Wine. As soon as a Nvidia card is detected some levels have got missing textures on the floor - directly visable with BioticsLab. As I have got more than one gfx card I noticed that stalkers look differently as well. As i wanted to know if it is a Nvidia driver bug i used apitrace found at:
https://github.com/apitrace/apitrace
and recorded the first seconds while starting BioticsLabs with my AMD HD 5670 and Nvidia GT 630 OEM. That generates of course a very huge trace files but you can playback those with any other card not only the one it was recorded. When it would be a driver error then somebody must think that when you playback the trace from the Nvidia card on an AMD one there should be no error and vice versa. But that did NOT happen. Instead my AMD card showed exacly the same bug while playing the trace from my Nvidia card and guess what: Nvidia had no rendering errors at all while playing the AMD trace.
This kind of test can be done by anybody who can read the apitrace instructions on how to compile/use a 32 bit binary. I am sure a Tripwire dev can do the same. My guess is that there is Nvidia specific code active then those cards are found. If I am correct then disabling those "optimizations" would be enough.
For the Linux build it would not hurt when the Direct 3D selection is removed and for the Windows build i would add OpenGL directly in the menu because in my latest benchmarks Intel HD 4000 was much faster using OpenGL. Changing the KillingFloor.ini is nothing for everybody as the OpenGL example is even removed when you change it once in the menu.
There is another thing that is different on Linux: you can not use the console while any menu is displayed - only after a level was loaded, thats a bit annoying and should be changed as well. Last thing: why is Highest default on Linux and High on Windows?
https://github.com/apitrace/apitrace
and recorded the first seconds while starting BioticsLabs with my AMD HD 5670 and Nvidia GT 630 OEM. That generates of course a very huge trace files but you can playback those with any other card not only the one it was recorded. When it would be a driver error then somebody must think that when you playback the trace from the Nvidia card on an AMD one there should be no error and vice versa. But that did NOT happen. Instead my AMD card showed exacly the same bug while playing the trace from my Nvidia card and guess what: Nvidia had no rendering errors at all while playing the AMD trace.
This kind of test can be done by anybody who can read the apitrace instructions on how to compile/use a 32 bit binary. I am sure a Tripwire dev can do the same. My guess is that there is Nvidia specific code active then those cards are found. If I am correct then disabling those "optimizations" would be enough.
For the Linux build it would not hurt when the Direct 3D selection is removed and for the Windows build i would add OpenGL directly in the menu because in my latest benchmarks Intel HD 4000 was much faster using OpenGL. Changing the KillingFloor.ini is nothing for everybody as the OpenGL example is even removed when you change it once in the menu.
There is another thing that is different on Linux: you can not use the console while any menu is displayed - only after a level was loaded, thats a bit annoying and should be changed as well. Last thing: why is Highest default on Linux and High on Windows?