posts
Patch notes in spoiler
spoiler
Changes since GE-Proton11-11.
Component Updates
-
Wine: Valve bleeding-edge 2026-10-31, plus newer bleeding-edge commits:
-
XInput now rescans controllers only when a device could have changed. This replaces the Far Cry 4 and Witcher 3 rescan hacks.
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The thread pool worker timeout is now 60 seconds.
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Voice Capture DSP (
mfwmaaec) supports audio capture. -
HID input reports are cut to their declared length.
-
The Radeon Software version is now set in the registry.
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nvapi is disabled for every game when the NVIDIA driver isn't loaded.
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Xalia was updated to 0.5.0.1.
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wineopenxr was updated to OpenXR 1.1.65, adds initial support for D3D-consumed swapchains and fixes extension string lengths.
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lsteamclient: better path resolution for
ISteamApps::GetFileDetails(), and matchmaking request handles are now validated. -
DXVK: v3.1.1-174:
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Command submission throttling and memory eviction rework.
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Present timing fixes, including an NVIDIA fence workaround.
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D3D9 YUV conversion fix and D3D11
ForcedSampleCountfix. -
D7VK: large DirectDraw/D3D7 and older rework:
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Viewport, material and texture objects are shared between interface versions.
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Gamma, display mode and present handling fixes.
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New legacy aspect-ratio and overlay options.
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VKD3D-Proton: v3.1:
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Arc Raiders wave32 workaround.
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UE4 ray tracing glitch fix on AMD.
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Memory allocation fallback across memory types.
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Fence event and present timing fixes.
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VKD3D: shader compiler updates (HLSL namespaces,
.mips[][], d3dbc parsing). -
DXVK-NVAPI: v0.9.3. Available video memory now matches
nvidia-smi. -
FEX: FEX-2610-116. Adds AVX-NE-CONVERT and x87 FIP, plus decoder fixes.
-
DXVK, D7VK and VKD3D-Proton built from a GE-patched tree now carry
-GE-Proton(dirty)in their version string. This lets upstream developers see in bug reports that the build is modified.
Controllers
-
Final Fantasy VII Rebirth, Horizon Forbidden West and Horizon Zero Dawn Remastered: Duariggers now work together over USB. These games now default to
PROTON_SONY_WINDOWS_DEVICE_NAMES=1(#860). -
Armored Core VI: controllers now work through the Steam Input fallback with Steam Inpute received no input.
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The automatic Sony Steam Input fallback is kept when Steam Input is disabled for one game but enabled globally for PlayStation controllers.
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Added
PROTON_STEAM_INPUT_XBOX_PROMPTS. It reports the Steam Deck and Steam Controllermes show controller prompts instead of keyboard prompts. Enabled by default for RuneFactory 5 (#841). -
Where Winds Meet now defaults to
PROTON_SONY_AUTO_XINPUT=0, which fixes the DualSenseeplugged (#829). -
The Forest: fixed a crash when joining a dedicated server from the in-game browser.
Steam Overlay
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Wine-Wayland on niri and other Smithay compositors: fixed the overlay cursor drifting or staying in place, and the overlay responding late to input (#904, thanks @yahya637).
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Fixed the overlay cursor freezing in pointer-locked games on compositors that skip `wl_
Wayland and Windowing
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Hyprland: fixed fullscreen games dropping to a tiled or maximized window. Examples are UT2004 rendering into a tile-sized viewport and UT4 losing fullscreen at the menu. This was a regression since GE-Proton11-7 (#871).
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Fixed IME input (Fcitx5) freezing games with
PROTON_ENABLE_WAYLAND=1(#798). -
Fixed a Wine-Wayland deadlock during present and focus changes, and a hang on exit, in Galaxy Idle Clicker (#908).
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GNOME: fixed tray icons of Wine-Wayland applications not appearing. This was a regression in GE-Proton11-11 (#872).
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Wine-Wayland: animated game cursors now animate (#919).
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RuneScape (Vulkan beta): fixed the game window never appearing on Wine-Wayland with NVIDIA and antialiasing enabled (#837).
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Cinnamon: windows keep their title bars and borders again. GE-Proton now treats Muffin ke Valve's Proton does(#767).
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X11: games no longer hang waiting for a pointer grab on focus changes (#920, thanks @Syrupdesu).
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Layered overlay windows such as Desktop Mate (#897, thanks @Mihnea8848):
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Fast readback is now kept for windows larger than the screen.
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New opt-in
WINE_LAYERED_OVERLAY_DIRECT=1presents directly, which avoids duplicated -
Fixed DXVK and VKD3D-Proton device creation failing on Wayland when an OpenXR runtime iyZ (#852).
Video Playback
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MSFS 2024: 4K intro videos no longer play in slow motion. The faster GPU conversion path is enabled again (#389).
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Warrior Cats: Clans of the Forest: intro videos with AAC audio no longer stop playback https://github.com/GloriousEggroll/proton-ge-custom/issues/882)).
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VRChat TopazPlayer: RTSP streams are now reported as live, so AVPro Video no longer reloads them as stalled. Patch by @l12436 (#896).
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The Godfather: FMVs no longer flicker or flash at the edges (#909, thanks @AITUS95).
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Arcade and Konami movie fixes, thanks @aderumier (#880, #884,#894, #895, #905,
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Silent Hill: The Arcade: movies no longer stay black.
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Cooper's 9: MP42 movies play.
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Yu-Gi-Oh! 5D's Duel Terminal 6: mode previews no longer turn grey.
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Wangan Midnight Maximum Tune 5: WMV movies play.
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Need for Speed Underground (Global VR): no longer crashes at the first movie frame.
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Madden NFL Football Season 2 (Global VR): no longer crashes at the end of attract mov
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PGA TOUR Golf Championship Edition III: gray blocks after fades are gone.
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khdays-port: the game now gets past the first cutscene. Fixes a work queue shutdown deacom/GloriousEggroll/proton-ge-custom/issues/899)).
Rendering and HDR
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RuneScape: colors no longer look washed out. Swapchains now report the same first surfahttps://github.com/GloriousEggroll/proton-ge-custom/issues/837)).
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KDE Plasma 6.8: MangoHud and the Steam overlay no longer look oversaturated in HDR10 games on Wine-Wayland.
WINE_WAYLAND_HDR_PASSTHROUGH=1restores the previous behavior (#898, #916). -
HDR detection on KDE no longer uses KWin's private protocol and now uses the same stands (#838).
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Added
PROTON_FORCE_HDR=1. It reports HDR when KDE's SDR brightness is set to the monitor's peak, and on compositors that switch to HDR only for fullscreen HDR clients, such as Hyprland'scm_auto_hdr. -
Star Citizen: DLSS works on NVIDIA again without disabling bottom-up allocation. GE-Proton now keeps free the address range the NVIDIA driver reserves for DLSS.
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Titanfall 2 and the EA app on Wine-Wayland with NVIDIA: fixed the EA app crashing at stVIDIA driver bug when Vulkan instances are destroyed(#881).
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Arc Raiders: fixed an NVIDIA crash when the window is unfocused while a level loads (#891).
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StarCraft II: the GPU hang workaround now applies only to Navi 10 (RX 5000) GPUs. Otherreaming (#845).
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Warhammer 40,000: Darktide: on AMD-only systems the game now uses its native AGS library without
amdxc64, restoring the FSR 4 option on RDNA3. This is skipped whenPROTON_FSR4_UPGRADEis set oramdxc64
is overridden (#869).
Protonfixes
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Added
PROTON_STREAMLINE_UPGRADE. It downloads a current NVIDIA Streamline so the DLSSrks in games that ship an old one(#875). -
Upscalers:
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User-defined DLLs can now be passed.
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PROTON_FSR4_UPGRADEandPROTON_MLFG_UPGRADEare now passed through. -
The FFX4 version is controlled through the FSR4 version when OptiScaler is used.
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Setup is skipped when the fix's conditions aren't met.
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The Witcher 3: the Wine version is hidden for the other store versions too (#879).
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Kingdoms of Amalur: Re-Reckoning: installs
d3dcompiler_43andd3dcompiler_47(umu-database#159). -
Star Citizen:
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The libcuda workaround was replaced by the DLSS address-range fix above.
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PROTON_DLL_COPYis applied early for the .NET install. -
Added a fix for Ultima Online (ClassicUO Launcher).
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Removed the Gray Zone Warfare EAC hash fix.
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Updated the umu database.
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The protonfixes debug output now shows the Proton build and the prefix version.
Other Changes
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Helldivers 2:
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Fixed a memory leak of about 34 GiB of address space and 360 MiB of RAM per hour (#917, thanks @jegglest).
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Fixed threads and file descriptors piling up during a session (#921, thanks @jegglest).
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Both leaks come from killed threads not being cleaned up.
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Fixed unbounded heap growth. In EVE Online with 5 clients, memory growth went from 292 ttps://github.com/GloriousEggroll/proton-ge-custom/pull/907), thanks @greg2010).
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Space Marine 2: fixed crashes after long play sessions. This is Proton-JE's `RtlWaitOnA
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ntsync: a mutex whose owner dies is now abandoned even after its handles were closed, aer block forever.
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Persona 5 Royal: fixed crashes with Reloaded-II mods (#873).
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The Last of Us Part II: daily-run leaderboards work again (#463).
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NCSOFT PURPLE launcher (#870): - Runs in WoW64 mode.
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No longer stays closed after restarting itself for an update, which fixes
cmd /C choice /Ttimeouts. -
EA app: fixed installs failing with INST-14-1603. New prefixes include the Wine Mono support package again (#857, #881).
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Prefixes moved from Valve's Proton to GE-Proton no longer fail .NET 4.0 and 4.8 installs. Leftover read-only links to the other install are replaced.
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Prefix upgrades:
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Prefix upgrade and downgrade logic runs again (#900).
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The prefix version now follows Valve's (
11.0-100). The log shows the GE build name. -
32-bit OpenXR applications are now supported (#906).
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Liarsoft games (codeX RScript): reduced audio crackling. The high-quality resampler is buffers (#521).
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Fixed WoW64 processes crashing on exit with the Wayland driver.
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The compatibility report template now asks for Wine-Wayland and launcher details, and spresets for common problem areas.
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Release workflow: an already uploaded release build is never replaced.
- Nexus Mods: https://www.nexusmods.com/
- Amethyst-Mod-Manager: https://github.com/ChrisDKN/Amethyst-Mod-Manager
So I'm new to modding PC games. I wanted to recommend a way using a mod manager called Amethyst-Mod-Manager, which installs and manages game mods from Nexus Mods. It has native support for almost 100 games listed at https://github.com/ChrisDKN/Amethyst-Mod-Manager/wiki#supported-games . But one can add manually more games to the list, but I didn't test that out. Just tried out modding Stardew Valley for the first time, and plan on trying Cyberpunk 2077 too.
My little documentary of the steps and what is needed:
- Download and install the application. Choose from https://github.com/ChrisDKN/Amethyst-Mod-Manager#install options, I chose the AppImage for testing. If it doesn't have self updating, I might go for Flatpak later.
- To download and manage mods from the app, you need an account on Nexus Mods. There is a free tier (which I use) with limitations such as download speed, but it does not cost any money. A new account can be created at: https://users.nexusmods.com/register For me it took a few minutes before the verification email landed, so have this in mind.
- If not already connected, in the Amythyst App go to Settings > Connections and click "Login via SSO". You should be connected to Nexus Mods now and can start adding mods.
- Add a game to the list. But first you need to download the game, in order it to be detected. I play on Steam and downloaded Stardew Valley in Steam (because its small, and I wanted to test it quickly). Then come back to the Amythist App and add the game, it should automatically find the location and configure it.
- Then I clicked the "Wizard" button on the app and installed "Install SMAPI".
- On the main page of the App, click "Nexus" button, and choose "Open Nexus Mods". This will open a new tab in the App, listing all mods for the game. Choose what you want to install, in my case I chose "SMAPI" again, the "Content Patcher" and "CJB Cheats Menu". Click the "Install" button for the mod.
- This should open the page in your external web browser (in my case Firefox) and ask you to open the link. Click it and select "Slow download" (if you are on free tier) and the download process should start. It will install the mod for you.
It's exciting to finally be able to mod PC games as well. And I hope this helps you figure this out, if you are new to this too. Especially so on Linux, where modding was always a bit problematic before. But this makes it so much easier for me to finally try it out. Have a nice day.
I got a gaming computer a few months ago and installed Pop OS on it. No particular reason for this distro-choice. When I buy a computer, I run with the first distro that installs easily.
I was gonna dual-boot with Windows, but well why assume Linux won't work and pre-empt. Let's try monobooting first.
The computer is basically offline. I connect to the internet when I need to download a driver or something like that. Was thinking of making the computer 100% offline, but that introduces headaches with certain uploads and installs. So all one-player-games, the way I like, might be hard for the amongus generation to relate.
I download games from Fitgirl to a Raspberry Pi and external drive. It's more energy-efficient anyway to leave my Pi running than a gaming computer. Then I transfer the games to the big computer.
I don't use Steam, not even sure what that is. I have never seen a microtransaction, online multiplayer, or ads. My games come with all DLCs bundled.
Do I have tech trouble making games work on Linux?
Sometimes. Standard operating procedure is run the installer on Bottles (https://usebottles.com/) and then run the game with wine game.exe
The more games you install, the more likely it is to be an error you've seen before, so gaming on Linux becomes easier over time. I keep a .txt file of how I got each game working so I can re-try solutions.
Two important tricks to save the headache of troubleshooting –
- go to Plan B. If the Fitgirl repack didn't work, try the Dodi Repack. Or a different version number. No point wasting your time dealing with tech problems.
- a gaming computer is the same thing as an AI computer. I run Qwen locally and show it the error messages, tell it to fix it, then come back after a few hours. This works great. Culture warriors will be like "oooh AI bad"... mate it just figured out my game was using Wine D3D instead of DXVK and the wrong card, and autonomously changed the settings. I don't care if you think "AI bad", I put in two minutes of effort instead of two hours and the problem got fixed.
I have been working on theming my setup and made some fun little plymouth themes (just static not animated idk how to do all that and didn't feel like figuring it out), and figured I would share them. They're based on different things from fallout and are made using stuff I found online. The art itself is not mine I just put them together into plymouth themes.
I'd always wanted some New Vegas splash screens but couldn't find any premade. Hope some people who are New Vegas fans like me enjoy them! I might do some more for other factions eventually, but am currently preoccupied with other things. Here's an example of one:
Hi. I am Juliano, a solo developer at Tombo Studio, and Blame the Manager is my first game: a football club management game where you play the chairman.
I made this game because games in this niche have too many clicks, a lot of reading in-game emails, and a few traps, like not being able to grow your club because the youth players and the transfer options are never good enough. In the game you hire the coach, set the budget and build the stadium. The coach picks the team. After all, the team is his. And you own the whole thing, so you can even fire him!
The game is built in Godot 4 and ships a native Linux build next to the Windows and macOS ones. So far I have only tested it on my own machine, and that is the problem. I want to know where it breaks on real Linux setups: distributions, AMD and Intel graphics, Wayland and X11, and the Steam Deck in desktop mode.
The playtest is free and closed, from Nov 23 to Dec 6, 2026: about 1 hour 40 minutes over two sessions, whenever you like in that window. Builds come through itch.io. The form asks your distribution and graphics card so I can spread the testers across setups.
Sign-up closes on Nov 8 (18 or older): https://docs.google.com/forms/d/e/1FAIpQLSclyaWn8kdTAu5_smel7gxKpqL8EFKcnscXzqMKr-Tw_AXSrA/viewform
A question for anyone who plays management games on Linux: what annoys you most in this genre? I want to know if it is the same thing that made me start this one.
Disclosure: the portraits and part of the text were made with generative AI tools.
I will be in the comments to answer anything about the build.
Hotfix Release
spoiler
Changes since GE-Proton11-10.
Video Playback
- Fixed games freezing when a video is skipped or closed while MPEG-1 audio is playing through
DirectShow (deadlock in the MPEG audio decoder, a regression since GE-Proton11-8)
(#865).
- Fixed MPEG-1 videos played through AMStream showing upside down (a regression since GE-Proton11-1)
(#863).
- Fixed heap corruption and crashes from video frames that are converted or scaled, e.g. Target Bravo:
Operation G.H.O.S.T. crashing when entering stage select
(#864, thanks @aderumier).
Rendering and HDR
- Fixed Easy Anti-Cheat kicking Star Citizen with "Violation 8 - Untrusted system file"
(StarCitizen_Launcher.exe, error 30033) since GE-Proton11-7. The same issue affects Hunt: Showdown
(hunt.exe) when launched outside Steam. VKD3D-Proton no longer reads the parent process's executable
to detect Unreal Engine games (#858,
- Removed the Star Citizen native AMD AGS override added in GE-Proton11-10. It was not the cause of the
EAC violation.
- Space Marine 2 was also reported broken in 11-10, but worked when tested with the above mentioned changes.
Protonfixes
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Star Citizen: install .NET 4.8 for the new RSI Launcher.
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Windows version fixes (
win10,win7, etc.) are now re-applied when a later winetricks install
changes the Windows version. Previously a failed or partial .NET install could leave a prefix on
Windows XP.
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Added fixes for the BepInEx, MelonLoader and FrostyModManager mod loaders.
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Call of Duty (2003): fixed the game fix not running.
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Ceville: respect
PROTON_USE_XALIAif it is already set. -
Removed the unused
amdxcffx64winetricks verb and updated the umu database.
Patch notes in spoiler.
spoiler
Component Updates
-
Wine: Valve bleeding-edge 2026-10-16. This brings upstream syscall emulation through Syscall User Dispatch and native-syscall handling for EAC (EOS) launchers. Also included: Xalia now shuts down cleanly, fewer spurious X11 mouse movement events, a Witcher 3 controller rescan fix, and a ddraw fix for paletted primary surfaces.
-
Wine:
PROTON_LIMIT_ADDRESS_SPACEand its address-space limits for Reverse: 1999 and Blue Protocol: Star Resonance were removed upstream. -
DXVK: v3.1.1-134. Includes D3D9 texture, StretchRect and device-reset fixes, D3D8 CopyRects rework, a workaround for an EA anti-cheat code-signing crash, shader cache fixes, and zero-initialized shader scratch memory for Call of Duty: Ghosts.
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D7VK: rebased onto DXVK v3.1.1.
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VKD3D-Proton: fixes synchronization around queued transfer operations.
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FEX: FEX-2610-30.
Controllers
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The automatic PlayStation controller XInput fallback no longer rescans every HID device each time a game polls an empty controller slot. Since GE-Proton11-8 this caused large slowdowns, even with no controller connected:
-
Path of Exile ran at ~50 FPS instead of 200+ (#862).
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Le Mans Ultimate slow-motion physics with a Moza wheel (#777).
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Story of Seasons: Friends of Mineral Town lost FPS with
PROTON_PREFER_SDL(#850). -
Setting
PROTON_SONY_AUTO_XINPUT=0confirmed this was the cause in #862; the fix itself has not been confirmed in-game yet. -
Sackboy: A Big Adventure and Rune Factory 4 Special now default to
PROTON_SONY_AUTO_XINPUT=0. This fixes the DualSense being assigned to player two in Sackboy and scrambled DS4 input in Rune Factory (#843). The variable was confirmed by two users. -
Bluetooth DualShock 4 and DualSense rumble now works through the XInput fallback, and input no longer stops after the first rumble (#853, thanks @ilyasbounoua). Native hidraw games on Bluetooth keep the extended controller reports (gyro and touchpad).
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PROTON_SONY_HIDRAW_XINPUT,PROTON_SONY_AUTO_XINPUT,PROTON_DUALSENSE_HAPTICS_PREFER_NON_EVENTandPROTON_DEATH_STRANDING_CONTROLLER_EFFECTSnow reach the HID bus driver; previously the driver ignored them.
Wayland and Windowing
- GNOME: fixed games and launchers closing when a window that owns a popup is destroyed (mutter: "destroyed popup not top most popup"). This affected AION 2 and Battle.net auto-login with
PROTON_ENABLE_WAYLAND=1(#834). Not yet confirmed on GNOME.
Video Playback
- MonoGame games no longer stall or crash when a song is played again, for example Picross for a Cause (#839, thanks @Petru101).
Rendering and HDR
- KDE Plasma: HDR detection now uses KWin's per-monitor HDR state. HDR monitors are detected even when SDR brightness is set to the HDR reference level. Other compositors keep the existing detection (#838).
Other Changes
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Arknights: Endfield: added the ACE anti-cheat driver fixes from dwproton (#847):
-
DriverEntry is called with a kernel-mode return address.
-
ntoskrnl fixes:
MmCopyMemory,ServiceKeyName, MDL section views andPsGetContextThread. -
A stub
lsass.exe(SamSs) service is added and started. -
This matches dwproton. The remaining ACE bugcheck
0x65636154is still unresolved there too. -
Star Citizen: loads the game's bundled AMD AGS library again, as GE-Proton11-6 did. This should avoid the EAC "Untrusted system file" violation and error 30033 (#858). Not yet confirmed in-game.
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Faster shared SRW lock releases. Lock-heavy games spend less time in ntdll; Microsoft Flight Simulator 2024 went from 24.5% to 19.1% (#844, thanks @smatkovi).
-
Build: clang/libc++ and llvm-libc build fixes (#835, thanks @FireBurn).
Patch notes in spoiler
spoiler
Hotfix release:
GE-Proton11-9
Video Playback
- Added a fix for Crimson Desert getting stuck after selecting Play or starting a new game due to
looping menu-video playback. Affects both Wine-Wayland and XWayland.
Rendering and HDR
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Added automatic HDR detection for DX11/DXVK and DX12/VKD3D-Proton with Wine-Wayland or Gamescope.
-
PROTON_ENABLE_HDR=1andPROTON_USE_HDR=1are no longer required. HDR must still be enabled in
the desktop or Gamescope.
- Corrected a Wine-Wayland detection regression that incorrectly reported HDR displays as SDR,
affecting Dragon's Dogma 2 and other games on compositors without optional Windows-specific color-
management extensions.
-
Preserved SDR fallback when HDR is unavailable or disabled.
-
Retained legacy HDR overrides. Use
DXVK_NO_HDR=1to disable HDR reporting. -
Updated the README with automatic HDR setup instructions.
Pre-hotfix changelog:
GE-Proton11-8
Changes since GE-Proton11-7.
Component Updates
- Updated Wine bleeding-edge, DXVK, VKD3D-Proton, VKD3D, D7VK, DXVK-NVAPI, DXVK-IGDext, FEX,
lsteamclient, wineopenxr and protonfixes.
- Rebased the downstream patch stack and removed patches superseded upstream.
Controllers
- Added automatic PlayStation-to-XInput fallback when Steam Input is disabled, including
appropriate controller identity and button origins for supported games. Native controller
handling and real Steam Input take priority.
- Removed most (now obsolete) game-specific Sony fallback overrides; improved compatibility with Grandia I/
II, Lunar, Sky, God of War Ragnarok and Horizon Zero Dawn.
-
Fixed Diablo IV's startup DualSense detection and added DualSense Edge compatibility.
-
Fixed Castlevania Anniversary Collection controller replacement and late connection.
-
Improved DS4 speaker audio, Sony controller hotplugging, Death Stranding speaker switching
and Monster Hunter Wilds haptics. Addressed audio initialization races and expensive
controller polling.
- Added Switch Pro/compatible controller XInput support and corrected Dynasty Warriors 8
DualSense mappings.
Steam Overlay
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Fixed Guide-button overlay not closing under Wine-Wayland, including Labwc and Warframe.
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Improved overlay cursor ownership and visibility; fixed a Wine-Wayland clipboard-related
World of Warcraft crash.
Wayland and Windowing
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Fixed fullscreen Alt+Tab restoration in Guild Wars Reforged
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Fixed startup/minimize recovery for Deadlock on Niri. Added cross-driver suppression of the
transient minimized-window white rectangle. (#781, [#762]
(https://github.com/GloriousEggroll/proton-ge-custom/issues/762))
- Improved Battle.net tray-menu rendering, positioning, keyboard focus, cursor handling and
tray recovery.
-
Fixed Warframe's missing launcher settings dialog and disappearing cursor.
-
Fixed Touhou 11's unwanted fixed-window resizing
-
Fixed Zenless Zone Zero launcher window being mistaken for a tray menu.
-
Improved GNOME direct-scanout compatibility, Vulkan surface opacity metadata and cursor
confinement updates.
- Preserved Assassin's Creed DX10 fullscreen mode across Alt+Tab.
Video Playback
- Improved VRChat YouTube, HTTP MP4, HLS, MPEG-TS and RTSP playback, including URL
compatibility, playlists, seeking, pause/resume, audio synchronization and periodic
streaming stalls.
-
Enabled AV1 decoding through dav1d.
-
Fixed Resident Evil 4 video corruption and improved intro playback performance
-
Fixed WUCHANG skill-preview videos. ([#775](https://github.com/GloriousEggroll/proton-ge-custom/
issues/775), #787)
- Added playback fixes for Borderlands 3, Saku Saku, Fairy Fencer F Advent Dark Force,
SHUFFLE! Essence+, Hatsumira, Colin McRae Rally 3 and One Piece: Pirate Warriors 4.
- Fixed interrupted music in T4C Neerya and an audio-sample memory leak affecting Apple
Jack.
-
Fixed Way of the Samurai 4 movie-skipping crashes.
-
Improved King of Fighters XIII and Taito Type X2 movie compatibility, added DirectDraw
video-overlay emulation, and fixed a seeking deadlock affecting SNK Heroines.
Rendering and HDR
- Added reported-working StarCraft II GPU-hang workaround. ([#790](https://github.com/
GloriousEggroll/proton-ge-custom/issues/790))
- Fixed Meridian: New World's dark lighting and scrolling flicker through Wine-Mono/FNA
stencil-state fixes.
- Fixed Le Mans Ultimate initialization and HUD/text rendering through Direct2D
improvements. (#777)
- Enabled Warframe's DX11 HDR detection and added SDR fallback when HDR is requested but
unavailable on the output.
Protonfixes
- Project Torque: corrected .NET dependencies and disabled Xalia to prevent startup
problems.
- The Witcher 3: hid Wine exports to restore graphics features disabled by the game's Wine
detection.
- Added or updated fixes for A Way Out, Way of the Samurai 4, Ceville, Kanvas Launcher and
the original Call of Duty's non-Steam release.
- Updated the UMU database and fixed the unzip dependency URL.
Other Changes
- Added opt-in Bluetooth LE support for applications such as Zwift and Rouvy using
PROTON_ENABLE_WINEBTH=1.
- Fixed unsafe timing-source selection, process-exit hangs, Richard Burns Rally's exit
crash, and serial-port probing that disrupted Sinden lightguns.
- Added SHA-256 certificate-property support for MTA and corrected incomplete TLS-record
handling.
- Restored ARM64 DXVK-NVAPI builds, enabled FEX disk caching by default, and updated
upstream game/launcher compatibility fixes.
- Expanded controller documentation and replaced obsolete RDNA3-specific FSR4 guidance with
PROTON_FSR4_UPGRADE.
While the game is dripping with satire of the auto industry it is still a pretty fun management game so far!
cross-posted from: https://lemmy.wtf/post/49719896
I love this game and since its not updating very offten i decided to learn programming and start making things that i want myself.
So i made some first mods. One is lode stone, i changed recepy to use metal ingot instead of netherite ingot. Small change but wery important one, because player can use it much earlier in the game, and can make as much of them as it needs. Its wery usefull item in the game and it never should have been expencive.
Second mode is furnice, blast furnice should simply be better version of regular furnice. And thats exactly what i made. It can smelt all the items same as regular one but it smelts items twice as fast.
I want to learn everything, so if you have some place where i can find all informacions about how game works and how to make mods, please share it with me.
Ethan Lee just updated his .plan with a bunch of arm native ports of the games he's worked on if any Linux fans with the hardware wants to help him test.
A note from GloriousEggroll:
I've been creating much more organized and in-depth changelogs with the latest releases, so I recommend reading them over on the release page so that they are legible with proper formatting rather than me copy/pasting them here:
https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-7
The last two releases have had a massive amount of work done on them. 11-6 was more of a functionality release, while 11-7 was more of a cleanup/regression fix release for that functionality + some new implementations.
Big highlight of this release: Purple Launcher is now working, Lineage 2 and Aion also now work.
Patch notes in spoiler
spoiler
Wine-Wayland Changes
-
Updated the Wine bleeding-edge base twice and imported/rebased the latest EM11 Wine-Wayland series: 3e5f91eb
(https://github.com/GloriousEggroll/proton-ge-custom/commit/3e5f91eb114f17d81eef001d3bcee0e69243bb00), 0c63e181
(https://github.com/GloriousEggroll/proton-ge-custom/commit/0c63e18158bb5316c2b7eec210b7c85157870920), 061e2df3
(https://github.com/GloriousEggroll/proton-ge-custom/commit/061e2df331dc1e035ecc62d0ea5ad0aec90ee6e1), 09b1a374
(https://github.com/GloriousEggroll/proton-ge-custom/commit/09b1a3747e3f6ad0b32d6de676a1aa1c804fe237). Original EM11/Wine authorship remains preserved in each patch.
-
Imported Wine-Wineland’s 58-patch cross-process DMA-BUF child-rendering series in eb556a34
(https://github.com/GloriousEggroll/proton-ge-custom/commit/eb556a3470b02a8c2745abf167dd0601a8d3e89a). This covers GDI, OpenGL and Vulkan child windows, CEF launchers, popups, menus,
clipping, shaped windows, frame throttling and producer lifecycle.
-
That series is primarily by Erhan Bilgili (nanomatters). It includes a present-wait follow-up by Etaash Mathamsetty, a fallback-context change based on work by Paul Gofman, and final
integration fixes by Thomas Crider (GloriousEggroll).
-
Added StatusNotifierItem tray icons and native context menus from Erhan Bilgili, plus host desktop notifications and edge placement: f6424475
(https://github.com/GloriousEggroll/proton-ge-custom/commit/f64244754aa0c0e1830f046282b9a098617e1289), with corrected credit in 4334eeec
(https://github.com/GloriousEggroll/proton-ge-custom/commit/4334eeeca8fb44d4850320d70a99c41285f0a802).
-
Enabled simultaneous availability of winewayland.drv and winex11.drv, selected per process through WINE_GRAPHICS_DRIVER. Added PROTON_USE_X11_EXCLUSIVE for user-selected X11 executables.
Native child rendering later superseded the broad launcher fallback and removed obsolete --in-process-gpu workarounds in 326b36f3
(https://github.com/GloriousEggroll/proton-ge-custom/commit/326b36f3b422a3e145c2fb602c4cddbf2f97d053).
-
Fixed unsupported DDB cursor conversion and Steam desktop virtual-controller filtering in 0a9c71a0
(https://github.com/GloriousEggroll/proton-ge-custom/commit/0a9c71a0635b4ce9c84e1c630bacfc620554093b).
-
Removed a redundant packed-code split lock that delayed Ubisoft Connect startup by minutes: 80261c9d
(https://github.com/GloriousEggroll/proton-ge-custom/commit/80261c9d617391a33eec877b93353db54b933d9e).
-
Closed: #696 Deadlock cursor (https://github.com/GloriousEggroll/proton-ge-custom/issues/696) via 0a9c71a0; #706 launcher rendering
(https://github.com/GloriousEggroll/proton-ge-custom/issues/706) via f6424475, subsequently replaced by native child rendering in eb556a34.
PS5 Controller Changes
-
Reworked DualShock 4, DualSense and DualSense Edge audio/haptic routing, endpoint identity, profile switching and hotplug lifecycle.
-
Added reliable Death Stranding Director’s Cut BB audio, haptics, adaptive triggers and environmental controller effects, then extended the path to Death Stranding 2: deddac88
(https://github.com/GloriousEggroll/proton-ge-custom/commit/deddac88465a7ce94af17bfe2e70718ac040764e), ce9e5f73
(https://github.com/GloriousEggroll/proton-ge-custom/commit/ce9e5f739400e2e1e58d4eec1a58212d2ac45d0c), a8c99cea
(https://github.com/GloriousEggroll/proton-ge-custom/commit/a8c99cea57d2b8181b14a094f9bc4808b6e1fbd6).
-
Fixed controller audio and haptics across Direct/Default profile transitions and prevented Wine from forcing a profile after reconnect: 8acb1f8d
(https://github.com/GloriousEggroll/proton-ge-custom/commit/8acb1f8d3f64062055b5ec78879d5f369892a409), 196d71dc
(https://github.com/GloriousEggroll/proton-ge-custom/commit/196d71dce8e4f82835b27979aff19333a7e071e9) for #697 (https://github.com/GloriousEggroll/proton-ge-custom/issues/697).
-
Fixed simultaneous-controller publication and routed speaker effects to the physical controller generating the action: 35298cb1
(https://github.com/GloriousEggroll/proton-ge-custom/commit/35298cb1fd1376ca96430c52d53b965da842dacb), 241ad98c
(https://github.com/GloriousEggroll/proton-ge-custom/commit/241ad98c33281257d8f179754727f7f2addd7680). This closed #702 (https://github.com/GloriousEggroll/proton-ge-custom/issues/702).
-
Added DS4-v2-to-DS4-v1 spoofing, including direct DS5/Edge-to-DS4-v1 behavior: 251f376c (https://github.com/GloriousEggroll/proton-ge-custom/commit/251f376cc735db513fe1b541f36d772c93ca879f),
resolving #699 (https://github.com/GloriousEggroll/proton-ge-custom/issues/699).
-
Generalized hatswitch and XInput translation based on foriequal0’s #700 proposal (https://github.com/GloriousEggroll/proton-ge-custom/issues/700): 0fdd9b74
(https://github.com/GloriousEggroll/proton-ge-custom/commit/0fdd9b74b7fad38fb1c483d74efc738bb02c9e59).
-
Expanded standalone Steam Input fallback support for Horizon Zero Dawn and God of War Ragnarok, including native-Steam-Input gating, controller-profile detection and hotplug updates: 45fd5aff
(https://github.com/GloriousEggroll/proton-ge-custom/commit/45fd5affd90d6c38c860a8f2fad9b27e07fc53fc).
-
Added/fixed presets for Detroit, RDR2, Death Stranding, God of War, HZD, Dune Awakening, Grandia I/II, Lunar, Crash, A Hat in Time, Yakuza 0, Wolfenstein II, Batman Arkham Knight, Little
Nightmares, Spyro, Greedfall, Dark Souls Remastered, Sekiro, RE Revelations 2, SF6, Monster Hunter Rise and Lightning Returns.
-
Closed: #689 Sekiro (https://github.com/GloriousEggroll/proton-ge-custom/issues/689) via 6b00f049
(https://github.com/GloriousEggroll/proton-ge-custom/commit/6b00f049dd6ae94f60b9364fe1557a59a0eaf458); #704 Lightning Returns (https://github.com/GloriousEggroll/proton-ge-custom/issues/704)
via 6efe1e2e (https://github.com/GloriousEggroll/proton-ge-custom/commit/6efe1e2ed5ef48d20bfb4c563b439baee5bc4046); #714 Dark Souls Remastered
(https://github.com/GloriousEggroll/proton-ge-custom/issues/714) via bf13e556 (https://github.com/GloriousEggroll/proton-ge-custom/commit/bf13e556a1d54c9469b9badfd7ef670301576ff2).
-
Controller preset contributors: Ritaku02 through PR #701 (https://github.com/GloriousEggroll/proton-ge-custom/pull/701), and cocsolvi for RDR2 through PR #688
(https://github.com/GloriousEggroll/proton-ge-custom/pull/688).
Video Rework Changes
-
Added correct MFT drain completion, callbacks outside the sink lock, fragmented Annex-B H.264 assembly, allocator orientation handling and safe allocator shutdown.
-
Fixed #662 Lords of the Fallen (https://github.com/GloriousEggroll/proton-ge-custom/issues/662) via 00eb0cc3
(https://github.com/GloriousEggroll/proton-ge-custom/commit/00eb0cc3b697e65574eac6a5d1bb5bd8cf2bef60), #646 Grandia II (https://github.com/GloriousEggroll/proton-ge-custom/issues/646) via
cf9d278e (https://github.com/GloriousEggroll/proton-ge-custom/commit/cf9d278eb38f45bc7bb0f6fd89393a55d538526e), #653 Girls’ Frontline 2
(https://github.com/GloriousEggroll/proton-ge-custom/issues/653) via d2e8cc0c (https://github.com/GloriousEggroll/proton-ge-custom/commit/d2e8cc0c6bf6af0eda87365cf62d4968b13a4f85), and #606
Ys: Memories of Celceta (https://github.com/GloriousEggroll/proton-ge-custom/issues/606) via e6e49177
(https://github.com/GloriousEggroll/proton-ge-custom/commit/e6e49177273ad6f97e1a7461e85ec51e63328992).
-
Fixed Grandia’s Sult Ruins video through H.264 display-dimension probing and discard-packet handling: 0cec7112
(https://github.com/GloriousEggroll/proton-ge-custom/commit/0cec711257644f796b820bd31d690ec5197cd9de).
-
Added progressive Googlevideo URL handling, live-HLS timestamp/range semantics, autoplay, scrub/pause correction, RGB32 alpha filling, cross-device frame transfer and system-memory live-video
delivery for VRChat.
-
Final AVPro finite-video and livestream fix closed #682 (https://github.com/GloriousEggroll/proton-ge-custom/issues/682): 88af6673
(https://github.com/GloriousEggroll/proton-ge-custom/commit/88af667340f311b380357da1f46bb25e1ec30938). Earlier foundation: db7964a2
(https://github.com/GloriousEggroll/proton-ge-custom/commit/db7964a286f07c9fb9fdfee2d8265c7f931a554c), 966ad8be
(https://github.com/GloriousEggroll/proton-ge-custom/commit/966ad8be364a757dd9ba9c2c88c733e42091c84d).
-
Fixed the serial rtworkq item leak reported in #715 (https://github.com/GloriousEggroll/proton-ge-custom/issues/715): 96ff006b
(https://github.com/GloriousEggroll/proton-ge-custom/commit/96ff006b1f55aeac1e678955fcef6cb7b835af9e).
-
#703 Atomic Heart (https://github.com/GloriousEggroll/proton-ge-custom/issues/703) and #713 RoboCop (https://github.com/GloriousEggroll/proton-ge-custom/issues/713) were closed after
latest-git validation; GitHub does not record narrower one-to-one commits. Their relevant generic fixes are the fragmented-H.264 work in d2e8cc0c and RGB32-alpha work introduced in db7964a2.
Overlay Changes
-
Added Steam overlay support under Wine-Wayland, then moved Vulkan interception into a standalone vkroots implicit Vulkan layer: 2f8d3d2c
(https://github.com/GloriousEggroll/proton-ge-custom/commit/2f8d3d2c4489bdd8ae9c4d034b2a7ec52801c01f), 439a9368
(https://github.com/GloriousEggroll/proton-ge-custom/commit/439a9368dec9dbb2735b878de27223ea5332fca8).
-
Removed overlay-specific code from winewayland.drv and moved the shared focus/input bridge into lsteamclient, supporting both native Vulkan and native OpenGL without Zink: 9f394d23
(https://github.com/GloriousEggroll/proton-ge-custom/commit/9f394d2393521155e0109bc5de7e520cd425c75d), f5549ef1
(https://github.com/GloriousEggroll/proton-ge-custom/commit/f5549ef16e1c172585092216c7007de5bf3dee41).
-
Added launcher controller support, mouse capture, relative pointer handling, keyboard/text input, controller navigation, overlay focus, cursor forwarding and suppression of game input while
the overlay is active.
-
Added OpenGL overlay support under both Wine-X11 and Wine-Wayland: 185681b4 (https://github.com/GloriousEggroll/proton-ge-custom/commit/185681b42d9758b572852f7aa66fa186d5e6b1b1), f5549ef1.
-
Fixed overlay text fields and input pass-through, closing #709 (https://github.com/GloriousEggroll/proton-ge-custom/issues/709): e9dc5298
(https://github.com/GloriousEggroll/proton-ge-custom/commit/e9dc52989147636daa7827c1a9f80dd893c1bf08).
-
Thaylor Santos moved layered-overlay shape readback off the present path, added MIT-SHM/direct scans and configurable sampling, fixing #712
(https://github.com/GloriousEggroll/proton-ge-custom/issues/712): a21fac45 (https://github.com/GloriousEggroll/proton-ge-custom/commit/a21fac45a2d10d98dece7ace8321795a61def861), merged as PR
#716 (https://github.com/GloriousEggroll/proton-ge-custom/pull/716).
Miscellaneous Changes
-
Corrected Wine syscall-dispatch address gating for Marvel Rivals and related EAC/EOS launch failures: 157acdc0
(https://github.com/GloriousEggroll/proton-ge-custom/commit/157acdc085825d5f8934d79f782a3740e929c163). This fixed #686 (https://github.com/GloriousEggroll/proton-ge-custom/issues/686) and
duplicate reports #694 (https://github.com/GloriousEggroll/proton-ge-custom/issues/694), #698 (https://github.com/GloriousEggroll/proton-ge-custom/issues/698), #707
(https://github.com/GloriousEggroll/proton-ge-custom/issues/707), plus #710 (https://github.com/GloriousEggroll/proton-ge-custom/issues/710).
-
Fixed FreeArc installers with effective-range allocation retry and WoW64 top-down reservation: 9c5aac7f
(https://github.com/GloriousEggroll/proton-ge-custom/commit/9c5aac7fe834ee236502a81397112355a2e3cae3), 09aa68c1
(https://github.com/GloriousEggroll/proton-ge-custom/commit/09aa68c1f0da95d47929cd5528cd3ebcc48372f9). The reservation backport is authored by Alexandre Julliard.
-
Added a prefix-directory repair for KDE Ark bug 524702 (https://bugs.kde.org/show_bug.cgi?id=524702): 37b3e449
(https://github.com/GloriousEggroll/proton-ge-custom/commit/37b3e449ab15c296412e8193a1b0586f38e6219b).
-
Added native-DLL preference based on version resources, authored upstream by Alexandre Julliard: 02d368d2
(https://github.com/GloriousEggroll/proton-ge-custom/commit/02d368d2a2d3deecaebbb078db124466b3f0f20c).
-
Added missing NtGdiDdDDIQueryAdapterInfo cases by Marcos Vega through PR #690 (https://github.com/GloriousEggroll/proton-ge-custom/pull/690): 20087755
(https://github.com/GloriousEggroll/proton-ge-custom/commit/20087755ce2df45840958eb82fe9f3947361ecfb).
-
Fixed PROTON_NVIDIA_LIBS NVAPI path handling for #673 (https://github.com/GloriousEggroll/proton-ge-custom/issues/673): c0f82381
(https://github.com/GloriousEggroll/proton-ge-custom/commit/c0f82381d38054d8329fab51612b458a3603c0a4).
-
Added bounded VKD3D present waits during swapchain teardown, Hero Plus WoW64 handling and a minor pso2_hack correction.
-
Updated Wine, DXVK to 3.1, VKD3D, VKD3D-Proton, D7VK, DXVK-NVAPI, FEX and protonfixes.
-
Improved AArch64 builds: Steam support in FEX by Arkadiusz Hiler, CPU-topology derivation from process affinity by Paul Gofman, plus GE integration fixes.
-
Corrected x86_64 release tarball matching by feelbadinc through PR #685 (https://github.com/GloriousEggroll/proton-ge-custom/pull/685).
-
Corrected the README’s HDR/Wayland guidance and documented the Sony-controller, Steam Input fallback, DS4-v1 spoofing, X11-exclusive and ASLR options.
Merged Pull Requests
-
#685 (https://github.com/GloriousEggroll/proton-ge-custom/pull/685), x86_64 installer matching, by feelbadinc.
-
#688 (https://github.com/GloriousEggroll/proton-ge-custom/pull/688), RDR2 DualSense-to-DS4 preset, by cocsolvi.
-
#690 (https://github.com/GloriousEggroll/proton-ge-custom/pull/690), adapter-query implementations, by Marcos Vega.
-
#701 (https://github.com/GloriousEggroll/proton-ge-custom/pull/701), expanded Sony spoofing presets, by Ritaku02.
-
#716 (https://github.com/GloriousEggroll/proton-ge-custom/pull/716), layered-overlay performance fix, by Thaylor Santos.
With the July Steam survey clearing the 4% desktop mark, corporate tech is finally starting to look our way. GOG, Epic, and NVIDIA are pushing native or Flatpak tools, and even EA is rumbling about Proton anti-cheat support.
It’s easy to get excited, but let’s be real, a few corporate launchers and job listings aren't a victory. Valve and the open-source community did all the heavy lifting to get us here; big tech is only showing up now because the numbers are too big to ignore. Still, it's a fascinating milestone.
Thoughts on whether we'll ever see real movement on the anti-cheat front, or are we always going to be locked out of the big multiplayer titles?
Patch notes in spoiler
spoiler
This is AKA the "Controller fixup" release.
First the non-controller related changes:
Wine And Graphics
-
Updated the Wine base and rebased the GE patch sets.
-
Updated DXVK, DXVK-NVAPI, VKD3D, and VKD3D-Proton.
-
Rebased OptiScaler/upscaler support.
-
Refreshed the Wine-Wayland/EM-11 patch set with fullscreen, focus, scaling, pointer, IME, colorspace, and deadlock fixes.
-
Stopped automatically showing DXVK shader compiler text unless explicitly requested through DXVK_HUD.
Video And Audio
-
Fixed a race in Media Foundation source-reader cleanup that could break Street Fighter 6 cutscenes unless debug logging was
enabled.
-
Rebased the GE FFmpeg/WineDMO video playback patches onto the updated Wine base.
-
Added socket validation needed to avoid the Killing Floor 3 video-related crash.
-
Continued the long-running WinePulse timing recovery work for audio streams.
-
Packaged the PipeWire ALSA plugin for both x86_64 and aarch64 as it's useful for some games and the DS5 haptics audio device enumeration
Controller Support
-
Finalized DualShock 4, DualSense, and DualSense Edge haptics, controller-speaker audio, and hotplug handling.
-
Fixed controller audio and endpoint handling when switching between Sony controller models.
-
Added support for Sony controller functionality in non-Sony titles such as Assassin’s Creed Shadows, Mirage, Valhalla, and
Black Flag Resynced.
-
Added DualSense-to-DualShock 4 spoofing.
-
Added Sony HID-to-XInput conversion, including conventional two-motor rumble translation.
-
Added an ISteamInput006 compatibility fallback for games that require Steam Input.
-
Fixed Black Desert controller detection and startup crashes.
-
Added Monster Hunter Wilds controller and USB audio handling.
Game Fixes
-
Fixed the Star Citizen unsupported-OS message-box crash and its condition check.
-
Disabled executable ASLR for Assassin’s Creed Revelations to handle its dynamic executable relocation behavior.
-
Improved the Monster Hunter Wilds save import fix so missing Steam userdata paths no longer cause Protonfixes errors.
-
Added or updated fixes for Dungeon Town, Heroes Chronicles, ESO, Heroes of Newerth Reborn, LEGO Marvel Super Heroes 2, and
several other titles.
-
Made the ICU forwarder stubs prefer native DLLs to fix a launcher crash in Cyberpunk 2077
-
Removed old game-drive exceptions and added stricter Steam library path validation.
-
Added numeric UMU_ID fallback, so umu-123456 can supply app ID 123456 when SteamGameId is unavailable.
ARM64
-
Backported LLVM-mingw ARM64X support.
-
Updated the ARM64 Steam Runtime SDK.
-
Enabled ARM64X DXVK and VKD3D-Proton modules.
-
Fixed Meson linker flag propagation for cross-compiled projects.
Next, a deeper explanation of the new controller options:
These are mainly introduced for usage outside of steam, although they can also be useful within steam when steam-input isn't working as well as it could or when wine-wayland is being used and subsequently steam controller profile switching can't be used due to the overlay not working in wine-wayland.
First, disable Steam Input:
-
Open the game’s Steam Properties.
-
Select Controller.
-
Set the per-game override to Disable Steam Input.
NOTE: When running outside Steam, Steam Input is already absent.
OPTION 1: DS4 Spoof
PROTON_SONY_DUALSENSE_AS_DUALSHOCK4=1 %command%
Function: Wine presents the DualSense or Edge as a real DS4, including the DS4 device identity and report layout. This normally
preserves the game’s native PlayStation mappings and DS4 icons. This is useful for games that have full DS4 support but are missing DS5/DS5 Edge support.
Example use cases:
-
Assassin’s Creed Odyssey
-
Assassin’s Creed Origins
-
Assassin’s Creed III Remastered, including Liberation Remastered
OPTION 2: XInput Convert
PROTON_SONY_HIDRAW_XINPUT=1 %command%
Function: Wine converts DS4, DualSense, or DualSense Edge input into a correctly mapped XInput controller. Conventional XInput rumble is translated back to the Sony controller. This does not alter the game’s artwork, so the game may continue displaying Xbox or otherwise incorrect icons. This is for games whose Sony controller handling produces incorrect mappings, commonly because their controller profiles or icon support are incomplete. Typical incorrect game behavior will detect the controller, but show Xbox icons due to PS icons not being implemented in the game, and mappings also being incorrect.
Examples:
-
Assassin’s Creed II
-
Assassin’s Creed Revelations
-
Assassin’s Creed IV: Black Flag
-
Black Desert Online
OPTION 3: Steam Input Fallback
PROTON_SONY_HIDRAW_XINPUT=1 \
PROTON_STEAMINPUT_XINPUT_FALLBACK=1 \
%command%
Function: Provides a compatible fake Steam Input device and forwards XInput controllers and mappings to it. For Sony
controllers, it works with XInput Convert: the Sony input is first mapped correctly to XInput, then exposed through the fake
Steam Input device. For non PS controllers that already register themselves as XInput devices, it just forwards the device as the Steam input device. This is For games with a hard dependency on Steam Input that need to run without the Steam client or with steam input disabled. It is also useful under Wine-Wayland when Steam Input profile switching cannot operate because the Steam overlay is unavailable or broken.
Example:
- Monster Hunter Wilds
These modes are automatically enabled for the currently known affected Steam app IDs, but the environment variables remain
available for testing and newly discovered games.
None of these options should be needed for games that have proper, full DS4 + DS5 + DS5 Edge support.
PROTON_SONY_HIDRAW_XINPUT=1 Should be most useful for older games that either only have partial PS controller support without proper icons, or no PS controller support at all.
PROTON_STEAMINPUT_XINPUT_FALLBACK=1 Should rarely need to be used. As far as I know the only use case I've found is Monster Hunter Wilds, which is a steam-only PC game anyway, so steam input should work correctly there to begin with. In case it doesn't this will work with steam input disabled on the game (for example if you want to use wine-wayland -and- have full controller support).
I have Arch linux with kde plasma. Now the problem is, i play Ark survival ascended, and its wery demanding game. But for some reason only 80% of my gpu is used. In cs go 2 its also using 80% of my gpu in game but thats fine because it gives me 300+ fps so i dont complain about not using my gpu to the max. But in menus and settings of cs go it ramps up to 99% usage, while in ark it stays to 80% even in menus before game starts. Pc specs: Radeon rx 6800xt Ryzen 9 5950x Ddr4 64GB 3200MHz Ssd 2TB PS Corsair 1000W
The game is Juiced (2005)
I'm normally pretty good at getting old janky PC ports running but this ones stumped me after multiple attempts.
Tried running through Lutris, Bottles, Heroic and base system Wine. using many old and new versions of wine/proton.
DXVK, D3D, Different directx dependancies through winetricks and even tracking down an old Directx9c Windows installer and installing that in the prefix but even that didn't help.
FIX here: I needed to install dxdiag through winetricks, which revealed a memory error that was fixed by downloading the 1.01 patch from here. I also switched to Wine-GE 8.26, using Proton the game would crash after the first loading screen.
I'm still working out how to get my controller fully working but that's apparently an issue even on Windows sooo
Patch notes in spoiler
spoiler
This is a hotfix release:
-
Fixes a bug where the steam desktop global virtual device would still be recognized in-game when wine-wayland was enabled, causing incorrect mappings and double input. Steam Overlay does not work in wine-wayland and subsequently neither does Steam Input since it requires the overlay for profile assignment. (It has always been this way since wine-wayland was added), but now with the desktop profile out of the way the controller input should behave the same as native wine expects it to when wine-wayland is enabled. This does not appear to be a problem with wine-wayland disabled even if steam input is disabled.
-
Fixes compilation failure on aarch64 due to an architecture specific code difference in the wineopenxr decoupling patch (this patch allows VR to work outside of steam)
-
Fixes compilation failure on aarch64 due to the new nvidia libraries only being buildable on x86_64 -- they've been disabled on aarch64.
GE-Proton11-2:
Note:
I did not have enough time to do thorough regression testing for video playback after making recent changes, however several games that had video playback issues in 11-1 have since been fixed. Many of the VR related issues have also been fixed. I wanted to get this release out because it contains important fixes for allowing Marvel Rivals and Diablo IV to run correctly.
• Scope
Game Fixes
-
Star Citizen: repaired WineOpenXR Vulkan integration and external VR support.
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VRChat: fixed remote HLS/YouTube playback, audio, seeking, reloading, and consecutive queued videos.
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Witch on the Holy Night: fixed embedded bytestream video playback.
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FAVORITE visual novels: fixed black-screen video with audio.
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Deadly Premonition: fixed hanging, timing, and allocator-backed video output.
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GTA San Andreas: fixed MPEG videos displaying black and corrected audio/video synchronization.
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Yakuza 5 Remastered: fixed startup video crashes and ignored no-op decoder format changes.
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Riddle Joker: fixed green padding bars in video output.
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Dragon’s Dogma 2: fixed green video padding bars.
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Cyberpunk 2077 / issues #567 and #588: reduced audio delays and fixed a null-handling failure.
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Killing Floor 3: added real decoder format propagation and Winsock address validation.
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MapleStory: fixed startup failures involving accessibility settings and CharPrevA/CharPrevExA null pointers.
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LimeLight Lemonade Jam: added the missing GetFileVersionInfoByHandle compatibility stub.
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Gears 2 Hollow installer: added ICU forwarding DLL support.
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Battle.net and Warframe: added --in-process-gpu handling for Wine Wayland launchers.
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Battle.net: fixed Wine Wayland white-screen behavior.
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Issue #551: preserved the real OpenGL GPU/device description reported by wined3d.
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Issue #610: added a secur32 fallback for the older GnuTLS shipped by SteamRT4.
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Issue #638: added layered-window extended-style handling.
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Issue #605: added long-running PulseAudio timestamp-wrap and starvation recovery.
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Imported upstream fix for Diablo IV
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Imported upstream fix for Marvel Rivals
Media Rework
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Rebased the FFmpeg/winedmo video stack onto newer Wine.
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Added remote HLS URL support.
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Improved media-session state transitions, seeking, replay, stream completion, and decoder format changes.
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Added codec-aligned padding initialization and legacy Quartz output handling.
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Improved audio clock recovery, starvation handling, and long-running stream timing.
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Removed duplicate or obsolete media patches after upstream changes.
Controller Support
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Added wired USB haptics for:
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DualShock 4
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DualSense
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DualSense Edge
, tested confirmed working in stellar blade and spider-man remastered
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Added controller mono-speaker/effect-audio output., tested confirmed working in spider-man remastered
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Added PulseAudio routing to the correct Sony controller speaker profile., tested confirmed working in spider-man remastered
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Fixed hotplugging and switching among DS4, DualSense, and DualSense Edge., tested confirmed working in spider-man remastered
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Added fresh endpoint registration, stale endpoint cleanup, stream retargeting, stable endpoint IDs, and
duplicate udev-device filtering.
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Fixed controller speaker routing after repeated disconnects, reconnects, and model changes., tested confirmed working in spider-man remastered
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Standardized the controller implementation on PulseAudio instead of direct ALSA endpoint exposure.
Graphics And Scaling
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Added complete OptiScaler download, injection, and Protonfixes integration.
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Added FSR4/FFX4 version selection and updated AMD scaler support.
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Updated AMD amdxc/FSR4 support through the newer EM-11 patchset.
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Added NVIDIA compatibility libraries:
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NVAPI
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CUDA
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NVENC
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NVML
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OptiX
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Added Vulkan layers and corrected their missing submodule definitions.
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Updated DXVK, DXVK-NVAPI, VKD3D-Proton, D7VK, Vulkan headers, and FEX.
Wine And Wayland
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Updated to newer bleeding-edge Wine revisions.
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Rebased the EM-11 Wine Wayland patchset.
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Improved layered windows, fractional scaling, pointer warping, keyboard mappings, IME handling, popup windows,
exclusive fullscreen, monitor placement, surface caching, and window restoration.
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Removed deprecated dw-proton patches already superseded by EM-11 or upstream Wine.
Build And Release
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Fixed AArch64 builds by packaging missing SteamRT4 libraries, including bzip2.
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Fixed README download scripts to select the correct x86_64 or AArch64 archive and checksum.
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Fixed the AArch64 archive-name regular expression.
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Imported newer upstream Proton build, Docker, and launcher-script changes.
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Restored prefix creation after an imported Proton-script regression.
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Fixed missing NVIDIA and Vulkan-layer submodule URLs.
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Prevented release automation from failing when a release already exists.
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Expanded the compatibility-report issue template.
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Cleaned duplicate scaler, hotfix, and obsolete patch references.
cross-posted from: https://lemmy.world/post/49721314
I just discovered this. Has anyone tried it?
Basically, you install it on your home server and use it to stash your DRM-free games, and then install the client on your PC, Steam Deck, whatever... log in to your server and just use it like your own, selfhosted Steam app. Any PC gamer already running Jellyfin, RomM, or other selfhosted entertainment-related server might be interested in trying it, if you do... please share your experience! I'll try it myself when I have time and post back here. If you know of any other alternatives, please share!
Self-hosted & open-source. Run Drop entirely on your own hardware. Your library, your data, your rules — all under the AGPLv3.
Rich metadata editing. Customise names, descriptions, and icons with full Markdown and image support.
Automatic imports. Pull cover art and game details straight from IGDB, GiantBomb, and PCGamingWiki.
A built-in store. Let users browse, filter, and collect games through a fully featured store.
Flexible authentication. Use simple accounts or hook into your existing SSO.
Native desktop client. Download, install, and play your whole library through a cross-platform desktop client.
Available for Windows, Mac & Linux (their web page lists a deb, their github repo publishes packages for all major distros and also an Appimage)
Website:
https://droposs.org/
Glad to see some official Linux support. RuneLite has always been available on Linux, but using a Jagex Account required the Jagex Launcher, and Jagex Accounts will soon be mandatory.
Hi everyone,
So I made a post awhile back and the the advice I ended up going with was hey wait for steam machine pricing and make a choice.
I want to make a decent gaming PC. I want to move away from windows. I have a reservation for a steam machine! Buts I assumed it'd be closer to $500! The reservation is for $1200 FML!
So advice part, looking to see if I can build a better machine rig for $800-1k. No expirence with Linux. Last built a PC for myself in 2007 - so let's call that no expirence besides square hole goes into the round peg. But I understand more or less what I'm signing up for even starting from zero.
Heads up! This release used AI to rebase the video playback pipeline.
EDIT: I have added the release notes as a spoiler for easier readability as requested in the comments
spoiler
The long awaited video rework and Proton 11 rebase is finally done! GE-Proton11-1 is now available!
Proton updates:
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d7vk added (not enabled by default). Use PROTON_USE_D7VK=1 to enable. It is enabled via protonfix on Tex Murphy: Overseer
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discord bridge added. (not enabled by default). Use PROTON_DISCORD_BRIDGE=1 to enable. (proton-cachyos)
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optiscaler support added. (not enabled by default). Use PROTON_USE_OPTISCALER=1 to enable' (proton-cachyos)
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winealsa channel count override option added. (not enabled by default). Use WINEALSA_CHANNELS to tune. Possible values is the number of speakers, such as
2(to disable spatial audio), such as4(2 front, 2 rear),6(5.1) or8(7.1). (Vyrolian) -
winealsa spacial downmix override option added. (not enabled by default). Use WINEALSA_SPACIAL=1 to enable. (Vyrolian)
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xrandr added to build so that auto-detection of default monitor can work without relying on host xrandr when a default monitor is not set for wine-wayland. This means if you accidentally forget to set a monitor for wine-wayland it should display on the default one found by xrandr now instead of just defaulting to the far left.
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updated star citizen patches
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added patches for Task Bar Hero (thaylorz)
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added patches for VRChat webcam face tracking (LilFishyChan)
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Entire build rebased onto latest proton 11 bleeding-edge
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Standalone patches for VR rebased onto proton 11 (so you can use with umu outside of steam on non-steam VR games)
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wine-native rsx3d library created to for older games (games like Tex Murphy no longer need 3rd party rsx3d winetricks)
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Enable .exe dynamic relocation and only relocate files which have relocations. For XIV specifically, this fixes issues with low address space being filled up by everyone and everything and, as a result, some plugins failing to apply their hooks and leaving the game in an unstable state. (0x0ade)
--The video playback rework--
Q. What was the problem?
A. Originally, proton uses two methods for video playback with two different backends. The first is typically winedmo->ffmpeg. The second is typically quartz->gstreamer. For most games, especially older games, the quartz->gstreamer path was the default. winedmo was introduced recently (as of either proton 9 or 10, I don't remember which) as a modern approach to fixing video playback. The problem is the inner workings of the quartz->gstreamer path were complicated, to convert, thus two paths were used.
Seeing as both ffmpeg and gstreamer effectively do the same thing and can handle the same codecs -- it does not make sense to use both, especially when gstreamer is split into several different libraries that need to be built independently (gst-base, gst-good, gst-bad, gst-ugly, gst-orc, gst-libav, etc), and gstreamer also has surface display problems such as X11 vs Wayland vs Surfaceless.
Q. How did I "fix" it?
A. As many of you know, the last GE-Proton release was in March. It is now June. That is a 4 month gap, which is most definitely not the norm for GE Releases. Why is that? It's because I spent the last 4 months converting the quartz->gstreamer path to instead use quartz->winedmo->ffmpeg, and completely gutted all gstreamer libraries from the proton build.
Yes, I used AI for this work. No, it likely unfortunately will not be able to be upstreamed because CodeWeavers policy does not accept AI generated code. You might be asking "how the hell did you use AI for this?" -- the same way I would without it, the only difference is AI was used to compare code logic when things were failing or incorrect. So how does that work?
First, I did a base rework. I completely removed winegstreamer from wine, and had the AI agent look at the current code and convert what it could so that quartz used winedmo instead.
Next, about 80% of the games in the video rework list used the quartz path and relied on protonfixes with winedll overrides for quartz, lavfilters, amstream, dshow, wmp9, wmp11, and so on. This was GREAT because it meant I was able to get winedebug logs with valid, working instances. Once I gathered those logs for each game, I them removed the protonfixes, created a clean prefix, then ran and logged the broken instance. After that I fed a working log and a broken log into the AI agent for comparison to see what WINE was doing when the overrides were in place and working, versus when it was broken natively. I found that in pretty much every instance the agent was quickly able to identify the difference and either correct or implement the missing native code needed to make the videos work as if the overrides were in place, given a small amount of trial and failure retries. Additionally if the game provided the video files I would point the AI agent to those files so that it could properly analyze what kind of files they were in order to implement into wine the ability to play them. There were very very few games that needed fixing "from scratch" and needed a lot more trials and failures before getting a successful fix -- examples being Darksiders Warmastered Edition and Nukitashi 2. I also in the process managed to get rid of a few game-specific hacks that were used and implement solutions that did not break other games -- such as audio fixes that were previously in place for The Medium and Metal Gear Solid V. You will also see a lot of VN (Visual Novel) games have been fixed, as many of those games use the same few engines and fixing one or two fixed the rest of the games that used the same engine. In fact, we even found a bug with steam runtime 4 missing some required libraries for 32 bit video playback that we were able to report upstream to get fixed (you will see liblzma and xz added to the build for this reason).
Here is a detailed breakdown of old quartz behavior versus new:
• Current Quartz Flow
For a game using quartz / DirectShow now:
-
Game calls IGraphBuilder::RenderFile() or manually builds a graph.
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quartz/filesource.c identifies the media:
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Extension/registry if available.
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ASF header sniffing for extensionless ASF files, e.g. Persona 4 Arena Ultimax.
- For ASF files, RenderFile() now tries:
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AsyncReader first.
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Falls back to WMAsfReader if async rendering fails.
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FilterGraph2_Render() autoplugs the graph.
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Before generic filtermapper enumeration, Quartz now explicitly tries known-good paths:
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MPEG stream -> MPEG-I Stream Splitter
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MPEG video -> Wine MPEG video decoder
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AC3 audio -> winedmo AC3 decoder
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WMA audio -> DMOWrapperFilter around winedmo WMA decoder
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If none of those apply, it falls back to normal IFilterMapper2_EnumMatchingFilters().
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Decoding is now mostly routed through winedmo, backed by FFmpeg, instead of winegstreamer.
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Audio renderer now rejects compressed audio and only accepts PCM / float PCM, forcing the graph to insert a decoder first.
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DirectSound buffer creation is delayed until stream start instead of happening at connect/filter creation time.
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Video output still lands in the normal Quartz video renderer path: DDraw / VMR-style surfaces depending on what the graph builds.
Previously
Before the rework, Quartz relied much more on the stock Wine DirectShow path:
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Source filter selection was mostly extension/registry driven.
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ASF files generally went straight to WMAsfReader.
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Filter insertion relied more heavily on generic filtermapper enumeration.
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Some compressed audio could incorrectly reach DSoundRender, causing failed buffer creation or partial render failures.
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A lot of media handling still depended on winegstreamer / GStreamer behavior.
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Game-specific workarounds and external overrides were needed more often: lavfilters, quartz, wmp11, dgvoodoo2, etc.
Practical Difference
The new flow is more deterministic:
Game -> Quartz RenderFile
-> source detection / ASF sniffing
-> AsyncReader or WMAsfReader
-> explicit known decoder/splitter choices
-> winedmo/FFmpeg decode
-> PCM audio to DSoundRender
-> decoded video to Quartz video renderer
Previously it was closer to:
Game -> Quartz RenderFile
-> registry-selected source
-> generic filtermapper search
-> Wine/GStreamer/native override behavior
-> renderer
So the current design tries to keep legacy DirectShow games inside Wine’s own Quartz graph while using winedmo/FFmpeg for the media formats that Wine’s older Quartz
path handled poorly.
Q. Are there currently any known issues?
A. Some older WMV videos can occasionally start playback distorted/pixelated, but they will correct themselves after a few seconds. This is most noticeable in the skill videos in Ghosts N' Goblins Resurrection. WRC 4 Also has some intro logo videos that have a weird frame-splitting issue. Apart from that most games should work, especially if they are in the Verified working test list below:
Godfall
Akiba's Trip: Undead & Undressed
Nukitashi
Nukitashi 2
Ys Origin
Darksiders Warmastered Edition
Breath of Fire IV
Watch Dogs
Dark Souls: Prepare to Die Edition
Silent Hill 3
Full Metal Daemon Muramasa
Bloodstained: Ritual of the Night
Blops 3
Final Fantasy XIV
RE 0
RE1 Remaster
RE2 Remake
RE3 Remake
RE4 Remake
RE4
RE7
RE8
Nioh 2
Nioh 3
Ninja Gaiden Sigma
Ultimate Marvel Vs. Capcom 3
Ghosts 'n Goblins Resurrection
Halo Infinite
soul calibur vi
age of empires II: Definitive edition
age of empires III
age of empires IV: Anniversary Edition
The Great Ace Attorney Chronicles
Memento Mori
Devil May Cry HD Remaster
Mortal Kombat 11
Injustice
Injustice 2
Endless Space 2
oddworld: munch's oddysee
Oddworld: Abe's Oddysee
Fable - The Lost Chapters
tokyo xanadu ex+
Ghostwire tokyo
Tokyo Necro
Order of Battle: World War II
Not For Broadcast
Blue Protocol: Star Resonance
Ryse: Son of Rome
Life Makeover
Street Racing Syndicate
Juarez: Gunslinger
BlazBlue Centralfiction
BlazBlue Chronophantasma Extend
Tree Of Savior
Record of Agarest War Mariage
Agarest: Generations of War 2
Agarest: Generations of War
Agarest Zero
Atelier Ryza 3: Alchemist of the End & the Secret Key DX
Atelier Ryza 2: Lost Legends & the Secret Fairy
Atelier Ryza: Ever Darkness & the Secret Hideout
Atelier Rorona The Alchemist of Arland DX
Atelier Marie Remake: The Alchemist of Salburg
Riddle Joker (should also fix other NekoNyan VNs: Senren*Banka, Sanoba Witch FHD Edition, Sabbat of the Witch, Cafe Stella, Dracu-riot, Parquet, Angelic Chaos: RE-BOOT!)
Seven: Enhanced Edition
Catherine Classic
Spyro Reignited Trilogy
Borderlands 3
Ceville
Grandia HD
Grandia II HD
Sky: Children of the Light
Trials of Mana
Secret of Mana
Legend of Mana
ARK: Survival Evolved
Power Rangers: Battle for the Grid
Persona 3 Reload
Persona 4 Golden
Persona 4 Arena Ultimax
Persona 5 Royal
Persona 5 Strikers
WRC 4
Nekopara Vol.1 (KiriKiri engine games)
Guilty Gear Accent Core Plus R
我打不过漂亮的她们 I Can't Win Against Those Pretty Girls
神都不良探 Underdog Detective
UberSoldier
The Medium
Liminal Border Part III
YOU and ME and HER: A Love Story
Mojika - Truth Rears Its Ugly Head
Moero Chronicle
Megadimension Neptunia VII
BLUE REFLECTION
Hell Yeah!
Bully: Scholarship Edition
Nine Witches: Family Disruption
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned
ONE PIECE: PIRATE WARRIORS 4
Alternativa
Arcania (Gothic 4)
Arcania: Fall of Setarrif
Legend of Heroes: Trails in the Sky
Legend of Heroes: Trails in the Sky SC
Legend of Heroes: Trails in the Sky the 3rd
Umineko: Golden Fantasia
Tex Murphy: Overseer
With all of that work done, I am happy to say all of the games listed above now have functional video playback with NO winetricks needed and NO dll overrides needed. No quartz,no dshow, no amstream, no lavfilters, no klite, no rsx3d, no wmp9, no wmp11, etc. -- All the functionality previously needed from those overrides is now patched directly into wine for the listed games that needed them, and the protonfixes that were previously added have now been removed since they are no longer needed.
Many of these games I did not originally own and did have to purchase in order to get working correctly -- so I would like to send a very big thank you to my patreon supporters for helping me every month with things like this. Of course the patreon is not limited to games, many times it also goes to hardware for Nobara as well, but in this case there were a lot of game purchases made to get this working.
If a game you play has video that is not playing, please open a GE-Proton issue.
Protonfixes updates:
-
d7vk protonfix added for tex murphy overseer
-
d7vk protonfix added but temporarily disabled for Gabriel Knight 3 (d7vk has a flicker problem with this game)
-
font fix for Ground Control 2 (CommandMC)
-
protonfix added for Senren * Banka (R1kaB3rn)
-
protonfixes added for several older ID tech games: Medal of Honor: Allied Assault War Chest, Soldier of Fortune: Platinum Edition, Quake, Hexen II, Star Wars Jedi Knight/Jedi Knight II, Return to Castle Wolfenstein (SinnohConfirmed)
-
protonfix added for The Fruit of Grisaia (R1kaB3rn)
-
protonfix added for Need for Speed Underground 2 (MatthiasDillen)
-
protonfix added for GOG version of Quake II (SinnohConfirmed)
-
protonfix added for Zero Zone (XargonWan)
-
protonfix added for Gray Zone Warfare (ProjectSynchro)
-
protonfix added for Persona 5: The Phantom X (NelloKudo)
-
protonfix added for MONGI: Star Drive (NelloKudo)
-
protonfix added for cxbx-reloaded (BlueInterlude)
-
protonfix added for Assassin's Creed 1 (CommandMC)





