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This game wants DX11 v1.3. ( Have read the logs. )
Win7 SP1 has DX11 v1.1 bundled in.

On Win7 you can only update DirectX 11 through Windows Update. Which immediately tries to force you into installing Win10. ( Win10 has DX11 v1.3 ). Subscription Model for OS == No Thank You. I am not paying a monthly fee to be able to use my home computer. ( Its coming, they just aren't telling anyone yet. )

Running on Win7 SP1 ( no updates ) has lag problems. Did the version of Unity Engine being used stop supporting DX9?

Note : Wine on Linux has little or no support for DX11, at this time.
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iivZubhKAqozGeXv: This game wants DX11 v1.3. ( Have read the logs. )
Win7 SP1 has DX11 v1.1 bundled in.

On Win7 you can only update DirectX 11 through Windows Update. Which immediately tries to force you into installing Win10. ( Win10 has DX11 v1.3 ). Subscription Model for OS == No Thank You. I am not paying a monthly fee to be able to use my home computer. ( Its coming, they just aren't telling anyone yet. )

Running on Win7 SP1 ( no updates ) has lag problems. Did the version of Unity Engine being used stop supporting DX9?

Note : Wine on Linux has little or no support for DX11, at this time.
I also have and developed the game under Windows 7 SP1 with native DX11 version. The game runs fine on it and you should not need to have dx11 v1.3.

The game can also run under DX9. But there is one slight issue with toggling in and out of desktop. Please check this thread on Steam for more info :
[url=]http://steamcommunity.com/app/340490/discussions/4/385428458169960914/[/url]
Post edited April 13, 2016 by Pixellore
avatar
iivZubhKAqozGeXv: This game wants DX11 v1.3. ( Have read the logs. )
Win7 SP1 has DX11 v1.1 bundled in.

On Win7 you can only update DirectX 11 through Windows Update. Which immediately tries to force you into installing Win10. ( Win10 has DX11 v1.3 ). Subscription Model for OS == No Thank You. I am not paying a monthly fee to be able to use my home computer. ( Its coming, they just aren't telling anyone yet. )

Running on Win7 SP1 ( no updates ) has lag problems. Did the version of Unity Engine being used stop supporting DX9?

Note : Wine on Linux has little or no support for DX11, at this time.
avatar
Pixellore: I also have and developed the game under Windows 7 SP1 with native DX11 version. The game runs fine on it and you should not need to have dx11 v1.3.

The game can also run under DX9. But there is one slight issue with toggling in and out of desktop. Please check this thread on Steam for more info :
[url=]http://steamcommunity.com/app/340490/discussions/4/385428458169960914/[/url]
Thank You, for answering.

You are the "most involved with customers" developer I think I have ever seen or heard of. ( Compliment ).

Will give the DX version thread a good reading.

A humble suggestion ... Maintaining two different forks of code can't be easy.

It may be simpler ( if possible ) to swap the Steam / GOG Galaxy code out when compiling. Most GOG users know by now how to ( "neuter" / remove DRM from ) games built against GOG Galaxy. ( GOG Galaxy seems to be very similar to the Steam Client in functionality ).

Two compiling runs, swap out one module of code ( and associated files ) in between, and have two compiled forks at the same version level.

If this is unrealistic, please tell me where I went wrong.
avatar
Pixellore: I also have and developed the game under Windows 7 SP1 with native DX11 version. The game runs fine on it and you should not need to have dx11 v1.3.

The game can also run under DX9. But there is one slight issue with toggling in and out of desktop. Please check this thread on Steam for more info :
[url=]http://steamcommunity.com/app/340490/discussions/4/385428458169960914/[/url]
avatar
iivZubhKAqozGeXv: Thank You, for answering.

You are the "most involved with customers" developer I think I have ever seen or heard of. ( Compliment ).

Will give the DX version thread a good reading.

A humble suggestion ... Maintaining two different forks of code can't be easy.

It may be simpler ( if possible ) to swap the Steam / GOG Galaxy code out when compiling. Most GOG users know by now how to ( "neuter" / remove DRM from ) games built against GOG Galaxy. ( GOG Galaxy seems to be very similar to the Steam Client in functionality ).

Two compiling runs, swap out one module of code ( and associated files ) in between, and have two compiled forks at the same version level.

If this is unrealistic, please tell me where I went wrong.
Yeah this isn't easy but I have the build system and code set up for non Steam build now. Please also check out the Steam forum if you are interested in finding out more about the game.
avatar
iivZubhKAqozGeXv: Thank You, for answering.

You are the "most involved with customers" developer I think I have ever seen or heard of. ( Compliment ).

Will give the DX version thread a good reading.

A humble suggestion ... Maintaining two different forks of code can't be easy.

It may be simpler ( if possible ) to swap the Steam / GOG Galaxy code out when compiling. Most GOG users know by now how to ( "neuter" / remove DRM from ) games built against GOG Galaxy. ( GOG Galaxy seems to be very similar to the Steam Client in functionality ).

Two compiling runs, swap out one module of code ( and associated files ) in between, and have two compiled forks at the same version level.

If this is unrealistic, please tell me where I went wrong.
avatar
Pixellore: Yeah this isn't easy but I have the build system and code set up for non Steam build now. Please also check out the Steam forum if you are interested in finding out more about the game.
Thank You, for answering.

I have been reading threads at the Steam forum. The V-Sync hint ( i.e. turn off V-Sync ) really did make a difference in lag. Very responsive now. Thanks for pointing me in that direction.

I have 3 known good Nvidia cards at hand. Very tempted to do some swapping to see if performance changes with the change in hardware. Using the Nvidia recommended version of driver for each card sounds like a good place to start. I will play with this and see what happens. Cards : GeForce 210, GeForce 550Ti, GeForce 750Ti.
avatar
Pixellore: Yeah this isn't easy but I have the build system and code set up for non Steam build now. Please also check out the Steam forum if you are interested in finding out more about the game.
avatar
iivZubhKAqozGeXv: Thank You, for answering.

I have been reading threads at the Steam forum. The V-Sync hint ( i.e. turn off V-Sync ) really did make a difference in lag. Very responsive now. Thanks for pointing me in that direction.

I have 3 known good Nvidia cards at hand. Very tempted to do some swapping to see if performance changes with the change in hardware. Using the Nvidia recommended version of driver for each card sounds like a good place to start. I will play with this and see what happens. Cards : GeForce 210, GeForce 550Ti, GeForce 750Ti.
210 ! ouch! XD
avatar
iivZubhKAqozGeXv: Thank You, for answering.

I have been reading threads at the Steam forum. The V-Sync hint ( i.e. turn off V-Sync ) really did make a difference in lag. Very responsive now. Thanks for pointing me in that direction.

I have 3 known good Nvidia cards at hand. Very tempted to do some swapping to see if performance changes with the change in hardware. Using the Nvidia recommended version of driver for each card sounds like a good place to start. I will play with this and see what happens. Cards : GeForce 210, GeForce 550Ti, GeForce 750Ti.
avatar
Pixellore: 210 ! ouch! XD
Testing is done :

GeForce 210, driver v341.95
GeForce 550Ti, driver v364.72
GeForce 750Ti, driver v362

No difference made by hardware / driver version.

The one change that made a dramatic effect was "Lighting".
Going from High to Medium to Low really cut the processing load.
Guessing that the lighting is a post-process thing. Not done on the GPU.

Opening a door and being able to back away quick enough to avoid the usual broken bones.
( A spear would work really good at breaking that ambush ).

Looking forward to updates ... and hope this helps.
avatar
iivZubhKAqozGeXv: This game wants DX11 v1.3. ( Have read the logs. )
Win7 SP1 has DX11 v1.1 bundled in.

On Win7 you can only update DirectX 11 through Windows Update. Which immediately tries to force you into installing Win10. ( Win10 has DX11 v1.3 ). Subscription Model for OS == No Thank You. I am not paying a monthly fee to be able to use my home computer. ( Its coming, they just aren't telling anyone yet. )

Running on Win7 SP1 ( no updates ) has lag problems. Did the version of Unity Engine being used stop supporting DX9?

Note : Wine on Linux has little or no support for DX11, at this time.
I've managed to get the game to run on Wine flawlessly using Wine 1.9.12 and the current version of the game (1117 as I write this post).

You will need the following:

Wine 1.9.12
A 32-bit prefix in Windows 7 mode

After installing the game you will need to run winetricks in order to set "glsl=disabled" in the GUI menu and then you run the game with the following command:

wine Subterrain.exe

The only thing I am unsure about working would be the Xbox controller but the keyboard + mouse works just fine.

Basically, the Wine devs added a heretofore unimplemented function to d3dcompiler_47 which was the main issue that stopped the game from running under Wine.
Post edited June 13, 2016 by JudasIscariot
Thanks for the info.

Very good to know. Will update the Wine install on Gentoo.