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linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton11-4 Released

Patch notes in spoiler

::: 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:

  1. Open the game’s Steam Properties.

  2. Select Controller.

  3. 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). :::

GE-Proton11-4 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-4Open linkView original on lemmy.world
82
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton11-4 Released

Patch notes in spoiler

::: 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:

  1. Open the game’s Steam Properties.

  2. Select Controller.

  3. 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). :::

GE-Proton11-4 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-4Open linkView original on lemmy.world
46
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton11-3 Released

Patch notes in spoiler

::: 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.

  • VRChat: fixed remote HLS/YouTube playback, audio, seeking, reloading, and consecutive queued videos.

  • Witch on the Holy Night: fixed embedded bytestream video playback.

  • FAVORITE visual novels: fixed black-screen video with audio.

  • Deadly Premonition: fixed hanging, timing, and allocator-backed video output.

  • GTA San Andreas: fixed MPEG videos displaying black and corrected audio/video synchronization.

  • Yakuza 5 Remastered: fixed startup video crashes and ignored no-op decoder format changes.

  • Riddle Joker: fixed green padding bars in video output.

  • Dragon’s Dogma 2: fixed green video padding bars.

  • Cyberpunk 2077 / issues #567 and #588: reduced audio delays and fixed a null-handling failure.

  • Killing Floor 3: added real decoder format propagation and Winsock address validation.

  • MapleStory: fixed startup failures involving accessibility settings and CharPrevA/CharPrevExA null pointers.

  • LimeLight Lemonade Jam: added the missing GetFileVersionInfoByHandle compatibility stub.

  • Gears 2 Hollow installer: added ICU forwarding DLL support.

  • Battle.net and Warframe: added --in-process-gpu handling for Wine Wayland launchers.

  • Battle.net: fixed Wine Wayland white-screen behavior.

  • Issue #551: preserved the real OpenGL GPU/device description reported by wined3d.

  • Issue #610: added a secur32 fallback for the older GnuTLS shipped by SteamRT4.

  • Issue #638: added layered-window extended-style handling.

  • Issue #605: added long-running PulseAudio timestamp-wrap and starvation recovery.

  • Imported upstream fix for Diablo IV

  • Imported upstream fix for Marvel Rivals

Media Rework

  • Rebased the FFmpeg/winedmo video stack onto newer Wine.

  • Added remote HLS URL support.

  • Improved media-session state transitions, seeking, replay, stream completion, and decoder format changes.

  • Added codec-aligned padding initialization and legacy Quartz output handling.

  • Improved audio clock recovery, starvation handling, and long-running stream timing.

  • Removed duplicate or obsolete media patches after upstream changes.

Controller Support

  • Added wired USB haptics for:

    • DualShock 4

    • DualSense

    • DualSense Edge

    , tested confirmed working in stellar blade and spider-man remastered

  • Added controller mono-speaker/effect-audio output., tested confirmed working in spider-man remastered

  • Added PulseAudio routing to the correct Sony controller speaker profile., tested confirmed working in spider-man remastered

  • Fixed hotplugging and switching among DS4, DualSense, and DualSense Edge., tested confirmed working in spider-man remastered

  • Added fresh endpoint registration, stale endpoint cleanup, stream retargeting, stable endpoint IDs, and

    duplicate udev-device filtering.

  • Fixed controller speaker routing after repeated disconnects, reconnects, and model changes., tested confirmed working in spider-man remastered

  • Standardized the controller implementation on PulseAudio instead of direct ALSA endpoint exposure.

Graphics And Scaling

  • Added complete OptiScaler download, injection, and Protonfixes integration.

  • Added FSR4/FFX4 version selection and updated AMD scaler support.

  • Updated AMD amdxc/FSR4 support through the newer EM-11 patchset.

  • Added NVIDIA compatibility libraries:

    • NVAPI

    • CUDA

    • NVENC

    • NVML

    • OptiX

  • Added Vulkan layers and corrected their missing submodule definitions.

  • Updated DXVK, DXVK-NVAPI, VKD3D-Proton, D7VK, Vulkan headers, and FEX.

Wine And Wayland

  • Updated to newer bleeding-edge Wine revisions.

  • Rebased the EM-11 Wine Wayland patchset.

  • Improved layered windows, fractional scaling, pointer warping, keyboard mappings, IME handling, popup windows,

    exclusive fullscreen, monitor placement, surface caching, and window restoration.

  • Removed deprecated dw-proton patches already superseded by EM-11 or upstream Wine.

Build And Release

  • Fixed AArch64 builds by packaging missing SteamRT4 libraries, including bzip2.

  • Fixed README download scripts to select the correct x86_64 or AArch64 archive and checksum.

  • Fixed the AArch64 archive-name regular expression.

  • Imported newer upstream Proton build, Docker, and launcher-script changes.

  • Restored prefix creation after an imported Proton-script regression.

  • Fixed missing NVIDIA and Vulkan-layer submodule URLs.

  • Prevented release automation from failing when a release already exists.

  • Expanded the compatibility-report issue template.

  • Cleaned duplicate scaler, hotfix, and obsolete patch references. :::

GE-Proton11-3 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-3Open linkView original on lemmy.world
32
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton11-3 Released

Patch notes in spoiler

::: 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.

  • VRChat: fixed remote HLS/YouTube playback, audio, seeking, reloading, and consecutive queued videos.

  • Witch on the Holy Night: fixed embedded bytestream video playback.

  • FAVORITE visual novels: fixed black-screen video with audio.

  • Deadly Premonition: fixed hanging, timing, and allocator-backed video output.

  • GTA San Andreas: fixed MPEG videos displaying black and corrected audio/video synchronization.

  • Yakuza 5 Remastered: fixed startup video crashes and ignored no-op decoder format changes.

  • Riddle Joker: fixed green padding bars in video output.

  • Dragon’s Dogma 2: fixed green video padding bars.

  • Cyberpunk 2077 / issues #567 and #588: reduced audio delays and fixed a null-handling failure.

  • Killing Floor 3: added real decoder format propagation and Winsock address validation.

  • MapleStory: fixed startup failures involving accessibility settings and CharPrevA/CharPrevExA null pointers.

  • LimeLight Lemonade Jam: added the missing GetFileVersionInfoByHandle compatibility stub.

  • Gears 2 Hollow installer: added ICU forwarding DLL support.

  • Battle.net and Warframe: added --in-process-gpu handling for Wine Wayland launchers.

  • Battle.net: fixed Wine Wayland white-screen behavior.

  • Issue #551: preserved the real OpenGL GPU/device description reported by wined3d.

  • Issue #610: added a secur32 fallback for the older GnuTLS shipped by SteamRT4.

  • Issue #638: added layered-window extended-style handling.

  • Issue #605: added long-running PulseAudio timestamp-wrap and starvation recovery.

  • Imported upstream fix for Diablo IV

  • Imported upstream fix for Marvel Rivals

Media Rework

  • Rebased the FFmpeg/winedmo video stack onto newer Wine.

  • Added remote HLS URL support.

  • Improved media-session state transitions, seeking, replay, stream completion, and decoder format changes.

  • Added codec-aligned padding initialization and legacy Quartz output handling.

  • Improved audio clock recovery, starvation handling, and long-running stream timing.

  • Removed duplicate or obsolete media patches after upstream changes.

Controller Support

  • Added wired USB haptics for:

    • DualShock 4

    • DualSense

    • DualSense Edge

    , tested confirmed working in stellar blade and spider-man remastered

  • Added controller mono-speaker/effect-audio output., tested confirmed working in spider-man remastered

  • Added PulseAudio routing to the correct Sony controller speaker profile., tested confirmed working in spider-man remastered

  • Fixed hotplugging and switching among DS4, DualSense, and DualSense Edge., tested confirmed working in spider-man remastered

  • Added fresh endpoint registration, stale endpoint cleanup, stream retargeting, stable endpoint IDs, and

    duplicate udev-device filtering.

  • Fixed controller speaker routing after repeated disconnects, reconnects, and model changes., tested confirmed working in spider-man remastered

  • Standardized the controller implementation on PulseAudio instead of direct ALSA endpoint exposure.

Graphics And Scaling

  • Added complete OptiScaler download, injection, and Protonfixes integration.

  • Added FSR4/FFX4 version selection and updated AMD scaler support.

  • Updated AMD amdxc/FSR4 support through the newer EM-11 patchset.

  • Added NVIDIA compatibility libraries:

    • NVAPI

    • CUDA

    • NVENC

    • NVML

    • OptiX

  • Added Vulkan layers and corrected their missing submodule definitions.

  • Updated DXVK, DXVK-NVAPI, VKD3D-Proton, D7VK, Vulkan headers, and FEX.

Wine And Wayland

  • Updated to newer bleeding-edge Wine revisions.

  • Rebased the EM-11 Wine Wayland patchset.

  • Improved layered windows, fractional scaling, pointer warping, keyboard mappings, IME handling, popup windows,

    exclusive fullscreen, monitor placement, surface caching, and window restoration.

  • Removed deprecated dw-proton patches already superseded by EM-11 or upstream Wine.

Build And Release

  • Fixed AArch64 builds by packaging missing SteamRT4 libraries, including bzip2.

  • Fixed README download scripts to select the correct x86_64 or AArch64 archive and checksum.

  • Fixed the AArch64 archive-name regular expression.

  • Imported newer upstream Proton build, Docker, and launcher-script changes.

  • Restored prefix creation after an imported Proton-script regression.

  • Fixed missing NVIDIA and Vulkan-layer submodule URLs.

  • Prevented release automation from failing when a release already exists.

  • Expanded the compatibility-report issue template.

  • Cleaned duplicate scaler, hotfix, and obsolete patch references. :::

GE-Proton11-3 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-3Open linkView original on lemmy.world
92
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton11-1 Released

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 spoiler The long awaited video rework and Proton 11 rebase is finally done! GE-Proton11-1 is now available!

Proton updates:

  • d7vk added (not enabled by default). Use PROTON_USE_D7VK=1 to enable. It is enabled via protonfix on Tex Murphy: Overseer

  • discord bridge added. (not enabled by default). Use PROTON_DISCORD_BRIDGE=1 to enable. (proton-cachyos)

  • optiscaler support added. (not enabled by default). Use PROTON_USE_OPTISCALER=1 to enable' (proton-cachyos)

  • 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 as 4 (2 front, 2 rear), 6 (5.1) or 8 (7.1). (Vyrolian)

  • winealsa spacial downmix override option added. (not enabled by default). Use WINEALSA_SPACIAL=1 to enable. (Vyrolian)

  • 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.

  • updated star citizen patches

  • added patches for Task Bar Hero (thaylorz)

  • added patches for VRChat webcam face tracking (LilFishyChan)

  • Entire build rebased onto latest proton 11 bleeding-edge

  • Standalone patches for VR rebased onto proton 11 (so you can use with umu outside of steam on non-steam VR games)

  • wine-native rsx3d library created to for older games (games like Tex Murphy no longer need 3rd party rsx3d winetricks)

  • 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:

  1. Game calls IGraphBuilder::RenderFile() or manually builds a graph.

  2. quartz/filesource.c identifies the media:

  • Extension/registry if available.

  • ASF header sniffing for extensionless ASF files, e.g. Persona 4 Arena Ultimax.

  1. For ASF files, RenderFile() now tries:
  • AsyncReader first.

  • Falls back to WMAsfReader if async rendering fails.

  1. FilterGraph2_Render() autoplugs the graph.

  2. Before generic filtermapper enumeration, Quartz now explicitly tries known-good paths:

  • MPEG stream -> MPEG-I Stream Splitter

  • MPEG video -> Wine MPEG video decoder

  • AC3 audio -> winedmo AC3 decoder

  • WMA audio -> DMOWrapperFilter around winedmo WMA decoder

  1. If none of those apply, it falls back to normal IFilterMapper2_EnumMatchingFilters().

  2. Decoding is now mostly routed through winedmo, backed by FFmpeg, instead of winegstreamer.

  3. Audio renderer now rejects compressed audio and only accepts PCM / float PCM, forcing the graph to insert a decoder first.

  4. DirectSound buffer creation is delayed until stream start instead of happening at connect/filter creation time.

  5. 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:

  • Source filter selection was mostly extension/registry driven.

  • ASF files generally went straight to WMAsfReader.

  • Filter insertion relied more heavily on generic filtermapper enumeration.

  • Some compressed audio could incorrectly reach DSoundRender, causing failed buffer creation or partial render failures.

  • A lot of media handling still depended on winegstreamer / GStreamer behavior.

  • 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) :::

GE-Proton11-1 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-1Open linkView original on lemmy.world
34
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton11-1 Released

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 spoiler The long awaited video rework and Proton 11 rebase is finally done! GE-Proton11-1 is now available!

Proton updates:

  • d7vk added (not enabled by default). Use PROTON_USE_D7VK=1 to enable. It is enabled via protonfix on Tex Murphy: Overseer

  • discord bridge added. (not enabled by default). Use PROTON_DISCORD_BRIDGE=1 to enable. (proton-cachyos)

  • optiscaler support added. (not enabled by default). Use PROTON_USE_OPTISCALER=1 to enable' (proton-cachyos)

  • 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 as 4 (2 front, 2 rear), 6 (5.1) or 8 (7.1). (Vyrolian)

  • winealsa spacial downmix override option added. (not enabled by default). Use WINEALSA_SPACIAL=1 to enable. (Vyrolian)

  • 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.

  • updated star citizen patches

  • added patches for Task Bar Hero (thaylorz)

  • added patches for VRChat webcam face tracking (LilFishyChan)

  • Entire build rebased onto latest proton 11 bleeding-edge

  • Standalone patches for VR rebased onto proton 11 (so you can use with umu outside of steam on non-steam VR games)

  • wine-native rsx3d library created to for older games (games like Tex Murphy no longer need 3rd party rsx3d winetricks)

  • 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:

  1. Game calls IGraphBuilder::RenderFile() or manually builds a graph.

  2. quartz/filesource.c identifies the media:

  • Extension/registry if available.

  • ASF header sniffing for extensionless ASF files, e.g. Persona 4 Arena Ultimax.

  1. For ASF files, RenderFile() now tries:
  • AsyncReader first.

  • Falls back to WMAsfReader if async rendering fails.

  1. FilterGraph2_Render() autoplugs the graph.

  2. Before generic filtermapper enumeration, Quartz now explicitly tries known-good paths:

  • MPEG stream -> MPEG-I Stream Splitter

  • MPEG video -> Wine MPEG video decoder

  • AC3 audio -> winedmo AC3 decoder

  • WMA audio -> DMOWrapperFilter around winedmo WMA decoder

  1. If none of those apply, it falls back to normal IFilterMapper2_EnumMatchingFilters().

  2. Decoding is now mostly routed through winedmo, backed by FFmpeg, instead of winegstreamer.

  3. Audio renderer now rejects compressed audio and only accepts PCM / float PCM, forcing the graph to insert a decoder first.

  4. DirectSound buffer creation is delayed until stream start instead of happening at connect/filter creation time.

  5. 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:

  • Source filter selection was mostly extension/registry driven.

  • ASF files generally went straight to WMAsfReader.

  • Filter insertion relied more heavily on generic filtermapper enumeration.

  • Some compressed audio could incorrectly reach DSoundRender, causing failed buffer creation or partial render failures.

  • A lot of media handling still depended on winegstreamer / GStreamer behavior.

  • 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) :::

GE-Proton11-1 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-1Open linkView original on lemmy.world
165
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-33 Released

Proton:

  • wine bleeding-edge updated

  • dxvk updated

  • vkd3d-proton updated

  • vkd3d updated

  • dxvk-nvapi updated

  • fex updated

  • pulled in upstream misc proton script fixes

  • pulled in upstream steam_helper fixes

Patches:

  • NEW: Added new wineopenvr patches to allow VR to work outside of steam for non-steam games (examples such as GOG version of ProjectWingman, Overload, Star Citizen). Compatibility tested using Meta Quest 3 with WiVRn. To use, setup WiVRn, then launch games with the additional environment variables WiVRn instructs. Tested flatpak system and user modes as well as standalone package install.

  • NEW: Rebased em10/wine-wayland patches, should have some new dead-key fixes.

  • Patch added to fix Star Citizen EAC warning popup

  • More winepulse patches from Vyrolian

  • NEW: Added new umu.exe that works the same way steam.exe does -- this is used now instead of the standard wine start.exe, it should help some 3rd party launchers work better by making them run the same way steam runs them.

Protonfixes:

GE-Proton10-33 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-33Open linkView original on lemmy.world
54
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-33 Released

Proton:

  • wine bleeding-edge updated

  • dxvk updated

  • vkd3d-proton updated

  • vkd3d updated

  • dxvk-nvapi updated

  • fex updated

  • pulled in upstream misc proton script fixes

  • pulled in upstream steam_helper fixes

Patches:

  • NEW: Added new wineopenvr patches to allow VR to work outside of steam for non-steam games (examples such as GOG version of ProjectWingman, Overload, Star Citizen). Compatibility tested using Meta Quest 3 with WiVRn. To use, setup WiVRn, then launch games with the additional environment variables WiVRn instructs. Tested flatpak system and user modes as well as standalone package install.

  • NEW: Rebased em10/wine-wayland patches, should have some new dead-key fixes.

  • Patch added to fix Star Citizen EAC warning popup

  • More winepulse patches from Vyrolian

  • NEW: Added new umu.exe that works the same way steam.exe does -- this is used now instead of the standard wine start.exe, it should help some 3rd party launchers work better by making them run the same way steam runs them.

Protonfixes:

GE-Proton10-33 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-33Open linkView original on lemmy.world
27
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-29 Released

Proton:

  • wine updated to latest bleeding edge

  • dxvk updated to latest git

  • dxvk-nvapi updated to latest git

  • vkd3d updated to latest git

  • vkd3d-proton updated to latest git

  • FEX updated to upstream version

  • vrclient upstream changes imported

  • wineopenxr upstream changes imported

  • make + Makefile upstream changes imported

  • zst build result removed as it is no longer used/needed (originally built for umu)

Protonfixes:

Patches:

  • em-10/wine-wayland patches updated
GE-Proton10-29 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-29Open linkView original on lemmy.world
89
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-29 Released

Proton:

  • wine updated to latest bleeding edge

  • dxvk updated to latest git

  • dxvk-nvapi updated to latest git

  • vkd3d updated to latest git

  • vkd3d-proton updated to latest git

  • FEX updated to upstream version

  • vrclient upstream changes imported

  • wineopenxr upstream changes imported

  • make + Makefile upstream changes imported

  • zst build result removed as it is no longer used/needed (originally built for umu)

Protonfixes:

Patches:

  • em-10/wine-wayland patches updated
GE-Proton10-29 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-29Open linkView original on lemmy.world
37
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-27 Released

  • wine updated to latest bleeding-edge
  • dxvk updated to latest git
  • dxvk-nvapi updated to latest git
  • vkd3d-proton updated to latest git
  • vkd3d updated to latest git
  • winewayland/em-10 patches updated + rebased
  • wine staging patches rebased
  • a status window has been added which now shows when protonfixes are being applied
  • a protonfix has been added that allows heroes of newerth reborn to work again using GAMEID=umu-heroesofnewerthreborn
  • starcitizen protonfixes updated
  • Update fix for Angelic Chaos: RE-BOOT!
  • added protonfix for rocket league in-game voice
  • added protonfix for sword of the stars
  • added eac workaround so the first descendant no longer requires disconnecting network
  • added winetricks patch so xalia temporarily disables while dotnet installers are running, preventing popup spam
  • updated protonfix for space engineers
  • updated protonfix for Full Metal Daemon Muramasa
  • added protonfix for escape from tarkov (game still does not allow online play)
  • added NOSTEAM=1 capability for escape from tarkov so users who own the steam version can also use it for the non-steam version.

Known issue: Blade & Soul NEO no longer launches (it's also broken in upstream proton-experimental)

GE-Proton10-27 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-27Open linkView original on lemmy.world
29
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-27 Released

  • wine updated to latest bleeding-edge
  • dxvk updated to latest git
  • dxvk-nvapi updated to latest git
  • vkd3d-proton updated to latest git
  • vkd3d updated to latest git
  • winewayland/em-10 patches updated + rebased
  • wine staging patches rebased
  • a status window has been added which now shows when protonfixes are being applied
  • a protonfix has been added that allows heroes of newerth reborn to work again using GAMEID=umu-heroesofnewerthreborn
  • starcitizen protonfixes updated
  • Update fix for Angelic Chaos: RE-BOOT!
  • added protonfix for rocket league in-game voice
  • added protonfix for sword of the stars
  • added eac workaround so the first descendant no longer requires disconnecting network
  • added winetricks patch so xalia temporarily disables while dotnet installers are running, preventing popup spam
  • updated protonfix for space engineers
  • updated protonfix for Full Metal Daemon Muramasa
  • added protonfix for escape from tarkov (game still does not allow online play)
  • added NOSTEAM=1 capability for escape from tarkov so users who own the steam version can also use it for the non-steam version.

Known issue: Blade & Soul NEO no longer launches (it's also broken in upstream proton-experimental)

GE-Proton10-27 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-27Open linkView original on lemmy.world
84
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-26 Released

Github workflows:

  • fixup automatic building and attachment of GE-Proton release tarballs.

Proton:

  • changes imported for upstream proton
  • changes imported for upstream build environment
  • changes imported for upstream lsteamclient
  • changes imported for upstream steamvr
  • FEX now builds as part of proton as per upstream changes
  • wine-wayland/em-10 patches rebased
  • wine-staging patches rebased
  • SDL dummy controller will no longer be active when steam input is inactive (such as when wine-wayland is enabled, in which case steam input doesn't work)
  • ffxvi (16) crash with wayland enabled fixed
  • DLSS Scaling now available
  • add PROTON_DLSS_INDICATOR to enable DLSS hud
  • add PROTON_FSR4_INDICATOR to show FSR4 watermark
  • docs: Update Readme for scaling _UPGRADE variables:

fsr4 PROTON_FSR4_UPGRADE Automatically download amdxcffx64.dll and upgrade games with FSR 3.1 to use FSR 4. Version to download can be specified by supplying it as a value, like so PROTON_FSR4_UPGRADE="4.0.1", instead of 1. Downloads version 4.0.2 of the required DLL by default. This option also disables AMD Anti-Lag 2 currently due to various issues.

fsr4hud PROTON_FSR4_INDICATOR Enable the FSR4 watermark at the top left portion of the screen.

fsr4rdna3 PROTON_FSR4_RDNA3_UPGRADE Identical to PROTON_FSR4_UPGRADE but for RDNA3 GPUs. Enables some required compatibility options and downloads version 4.0.0 of the DLL by default.

fsr3 PROTON_FSR3_UPGRADE

dlss PROTON_DLSS_UPGRADE Automatically download and use newer versions of nvngx_dlss(d|g).dll DLLs. Version to download can be specified by supplying it as a value, like so PROTON_DLSS_UPGRADE="310.2", instead of 1, to download version 310.2.1.0. This option also sets DXVK_NVAPI_DRS_SETTINGS to use the latest preset. If you provide your own config for it through this environment variable, your configuration is going to be applied..

dlsshud PROTON_DLSS_INDICATOR Enable the DLSS overlay at the bottom left portion of the screen. This is exactly the same as FSR4_WATERMARK=1

xess PROTON_XESS_UPGRADE

Protonfixes:

  • yet another fix for space engineers
  • fix for the outer worlds 2
  • ntsync disabled for SOMA
  • upscaler download handler utility added
  • Check if a directory is readable before attempting to map it.
  • fix for Zeit 2 added
  • fixes added for Death end re;Quest series from GOG
  • Add fix for "They Are Billions" crash when using Russian localization
  • Add fix for "Not For Broadcast" and "Not For Broadcast: Prologue"
  • Fix CEF issues in Duet Night Abyss
GE-Proton10-26 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-26Open linkView original on lemmy.world
79
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-26 Released

Github workflows:

  • fixup automatic building and attachment of GE-Proton release tarballs.

Proton:

  • changes imported for upstream proton
  • changes imported for upstream build environment
  • changes imported for upstream lsteamclient
  • changes imported for upstream steamvr
  • FEX now builds as part of proton as per upstream changes
  • wine-wayland/em-10 patches rebased
  • wine-staging patches rebased
  • SDL dummy controller will no longer be active when steam input is inactive (such as when wine-wayland is enabled, in which case steam input doesn't work)
  • ffxvi (16) crash with wayland enabled fixed
  • DLSS Scaling now available
  • add PROTON_DLSS_INDICATOR to enable DLSS hud
  • add PROTON_FSR4_INDICATOR to show FSR4 watermark
  • docs: Update Readme for scaling _UPGRADE variables:

fsr4 PROTON_FSR4_UPGRADE Automatically download amdxcffx64.dll and upgrade games with FSR 3.1 to use FSR 4. Version to download can be specified by supplying it as a value, like so PROTON_FSR4_UPGRADE="4.0.1", instead of 1. Downloads version 4.0.2 of the required DLL by default. This option also disables AMD Anti-Lag 2 currently due to various issues.

fsr4hud PROTON_FSR4_INDICATOR Enable the FSR4 watermark at the top left portion of the screen.

fsr4rdna3 PROTON_FSR4_RDNA3_UPGRADE Identical to PROTON_FSR4_UPGRADE but for RDNA3 GPUs. Enables some required compatibility options and downloads version 4.0.0 of the DLL by default.

fsr3 PROTON_FSR3_UPGRADE

dlss PROTON_DLSS_UPGRADE Automatically download and use newer versions of nvngx_dlss(d|g).dll DLLs. Version to download can be specified by supplying it as a value, like so PROTON_DLSS_UPGRADE="310.2", instead of 1, to download version 310.2.1.0. This option also sets DXVK_NVAPI_DRS_SETTINGS to use the latest preset. If you provide your own config for it through this environment variable, your configuration is going to be applied..

dlsshud PROTON_DLSS_INDICATOR Enable the DLSS overlay at the bottom left portion of the screen. This is exactly the same as FSR4_WATERMARK=1

xess PROTON_XESS_UPGRADE

Protonfixes:

  • yet another fix for space engineers
  • fix for the outer worlds 2
  • ntsync disabled for SOMA
  • upscaler download handler utility added
  • Check if a directory is readable before attempting to map it.
  • fix for Zeit 2 added
  • fixes added for Death end re;Quest series from GOG
  • Add fix for "They Are Billions" crash when using Russian localization
  • Add fix for "Not For Broadcast" and "Not For Broadcast: Prologue"
  • Fix CEF issues in Duet Night Abyss
GE-Proton10-26 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-26Open linkView original on lemmy.world
44
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-25 Released

  • fixed video playback in nioh 2

  • fixed broken texture regression in older WoW clients (used in private servers) + rockster launcher

  • fixed broken video playback regression in some visual novels

  • fixed wrong version number in proton script

  • protonfix added for ff14 launcher not working with winewayland

  • protonfix added for genshin impact non-steam version game open crash

  • protonfix added for soulbringer (all versions)

  • wine updated to latest bleeding edge

  • dxvk updated to latest git

  • vkd3d-proton updated to latest git

  • em-10/wine-wayland patches updated

GE-Proton10-25 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-25Open linkView original on lemmy.world
59
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-25 Released

  • fixed video playback in nioh 2

  • fixed broken texture regression in older WoW clients (used in private servers) + rockster launcher

  • fixed broken video playback regression in some visual novels

  • fixed wrong version number in proton script

  • protonfix added for ff14 launcher not working with winewayland

  • protonfix added for genshin impact non-steam version game open crash

  • protonfix added for soulbringer (all versions)

  • wine updated to latest bleeding edge

  • dxvk updated to latest git

  • vkd3d-proton updated to latest git

  • em-10/wine-wayland patches updated

GE-Proton10-25 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-25Open linkView original on lemmy.world
34
linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton10-23 Released

HOTFIX:

  • import upstream fix for Killer Instinct crashing after match end

  • added fix for Heroes of Newerth Reborn not running after Juvio client closes

  • added protonfix for Ghosts n' Goblins Resurrection skill videos not playing

  • rebased patches to work with -Werror build option to match upstream proton's build options.

GE-Proton10-23 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton10-23Open linkView original on lemmy.world
39