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linux_gaming·Linux Gamingbyono

GE-Proton8-28 Released

  • fixed [S_API FAIL] SteamAPI_Init() failed; no appID found. from being reported when running non-steam games
  • non-steam games will now run using wine inside proton rather than calling steam.exe with wine then the game inside steam -- this goes alongside the API failure fix
  • controller axis patch added from 8-27 has been removed as it is now properly upstreamed
  • added ULWGL support for non-steam games (https://github.com/Open-Wine-Components/ULWGL)
  • beamng VR patch removed per request by developers, they have stated they will fix the issue in 0.32 (https://www.beamng.com/threads/experimental-virtual-reality.94206/page-27#post-1674152)
  • black desert online now works

Protonfixes:

  • now using ULWGL-protonfixes
  • can now call the winetricks gui using util.protontricks('gui')
  • winetricks now performs an internet check before attempting any downloads
  • fixed long standing issue with protontricks not being able to install dotnet4* using anything newer than proton 5. works now and no longer requires proton 5.
  • fixed dll overwrites in winetricks, no longer need to maintain a massive list of specific overwriteable dlls in proton
  • protonfixes added for Catherine Classic -- videos now fully working
  • protonfixes added for Ys Origin -- videos now fully working
  • protonfixes for Age of Wonders -- videos now fully working
  • protonfixes added for Model 2 emulator
  • protonfixes added for Alien Breed: Impact
  • protonfixes added for Alien Breed 2: Assault
  • protonfixes added for Alien Breed 3: Descent
  • protonfixes added for Black Desert Online NOSTEAM=1 option. Launch game like NOSTEAM=1 %command% to launch non-steam standalone version.
GE-Proton8-28 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton8-28Open linkView original on lemmy.ca
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linux_gaming·Linux Gamingbyono

Lutris Release v0.5.15 [non-native game manager]

  • Fix some crashes happening when using Wayland and a high DPI gaming mouse
    • Fix crash when opening the system preferences tab for a game
    • Reduced the locales list to a predefined one (let us know if you need yours added)
    • Fix Lutris not expanding "~" in paths
    • Download runtime components from the main window, the "updating runtime" dialog appearing before Lutris opens has been removed
    • Add the ability to open a location in your file browser from file picker widgets
    • Add the ability to select, remove, or stop multiple games in the Lutris window
    • Redesigned 'Uninstall Game' dialog now completely removes games by default
    • Fix the export / import feature
    • Show an animation when a game is launched
    • Add the ability to disable Wine auto-updates at the expense of losing support
    • Add playtime editing in the game preferences
    • Move game files, runners to the trash instead of deleting them they are uninstalled
    • Add "Updates" tab in Preferences control and check for updates and correct missing media in the 'Games' view.
    • Add "Storage" tab in Preferences to control game and installer cache location
    • Expand "System" tab in Preferences with more system information but less brown.
    • Add "Run Task Manager" command for Wine games
    • Add two new, smaller banner sizes for itch.io games.
    • Ignore Wine virtual desktop setting when using Wine-GE/Proton to avoid crash
    • Ignore MangoHUD setting when launching Steam to avoid crash
    • Sync Steam playtimes with the Lutris library
Lutris Release v0.5.15 [non-native game manager]https://github.com/lutris/lutris/releases/tag/v0.5.15Open linkView original on lemmy.ca
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linux_gaming·Linux Gamingbyono

Workaround for broken Battle.net update 14542

The latest Battle.net update is broken in Wine (and Proton), creating a blank gray window where the launcher UI should be.

If you had it installed before yesterday, your WINEPREFIX probably still contains the previous version in drive_c/Battle.net/Battle.net.14494 . In that case, deleting the (newer) Battle.net.14542 sibling folder and restarting should work around the problem for now.

Note that the new version will be downloaded again at each launch, so you'll have to perform this workaround every time, until it (hopefully) gets fixed. Alternatively, you can remove write permission to the drive_c/Battle.net folder to prevent downloading new versions, and remember to restore it later.

UPDATE:

Proton-like Wine builds are patched to work around the problem if you set the WINE_SIMULATE_WRITECOPY=1 environment variable. I verified this with a Wine-GE build.

I don't know if that patch will make it into mainline Wine, but CodeWeavers seem to be supporting the same environment variable.

View original on lemmy.ca
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linux·Linuxbyono

PipeWire 1.0.0 released

The PipeWire project is immensely proud to announce the 1.0 release of PipeWire.

It is API and ABI compatible with previous 0.3.x releases.

[...snip...]

Happy Holidays!

Highlights

  • Fix a memfd/dmabuf leak when uploading buffers while shutting down.
  • Handle concurrent jack_port_get_buffer() calls because ardour seems to be doing this.
  • Improve time reporting (less jitter) in ALSA when using IRQ.
  • Many doc improvements.

PipeWire

  • Respect PIPEWIRE_DLCLOSE everywhere, remove pw_in_valgrind().
  • Remove a warning when a client tries to change ignored properties.

Modules

  • Fix a memfd/dmabuf leak when uploading buffers while shutting down.
  • Fix a potential segfault when copying mix structures. (#3658)
  • Avoid races in setrlimit in module-rt.
  • Fix a memory leak in filter-chain.
  • Set rtp.ptime on senders, not receivers.
  • The ROC modules were ported to ROC 0.3

SPA

  • Improve time reporting (less jitter) in ALSA when using IRQ. (#3657)
  • Add latency param query in libcamera.
  • Fix some compiler warnings.
  • The EVL plugin was updated.

Bluetooth

  • LC3 codec and compatibility improvements.

Pulse server

  • Fix emission of events when a sink/source state changes. (#3660)

JACK

  • Improve transport and time handling. Use unique ids to make consistent snapshots of the current time and transport.
  • Avoid enumerating port params that we are not going to use.
  • Optimize buffer reuse.
  • Handle concurrent jack_port_get_buffer() calls because ardour seems to be doing this. (#3632)

Docs

  • Many doc improvements.
  • Add man pages for pw-dump, pw-loopback, modules, pipewire-pulse.
  • Manpages are now made with Doxygen.
  • Add docs for pulse-modules
PipeWire 1.0.0 releasedhttps://gitlab.freedesktop.org/pipewire/pipewire/-/releases/1.0.0Open linkView original on lemmy.ca
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linux_gaming·Linux Gamingbyono

vkd3d-proton 2.11 Released [D3D12-to-Vulkan layer]

This release rolls up a bunch of features, perf improvements and bug fixes / workarounds as usual.

Features

DXR enabled by default

VKD3D_CONFIG=dxr is default now, and no longer needed. There are some special cases where DXR is not enabled by default. The only such current example is "Hellblade: Senua's Sacrifice" on Deck which force-enables DXR if it is supported, even on Deck. New semantics are:

  • dxr: Force-enable DXR, even when it is considered unsafe
  • nodxr: Disable DXR
  • dxr11: Removed. dxr already implied DXR 1.1 anyway

Sampler feedback

This feature was the last feature required for FL 12.2 and is implemented through emulation. As demonstrated in the implementation docs, all native implementations of this feature are fundamentally broken in some way. There's also no known game that ships requiring this feature, so we just consider this a checkbox feature.

DX Ultimate (FL 12.2) now exposed by default

On RDNA2+ and Turing+ we can finally expose the DX Ultimate feature set!

Misc

  • Implement a bunch of missing "Vulkan-on-D3D12" features
    • IndependentFrontAndBackStencilRefMaskSupported
    • TriangleFanSupported
    • DynamicIndexBufferStripCutSupported
    • DynamicDepthBiasSupported
    • NonNormalizedCoordinateSamplersSupported
    • MismatchingOutputDimensionsSupported
    • PointSamplingAddressesNeverRoundUp
    • RasterizerDesc2Supported
      • Explicit line rasterization mode
    • NarrowQuadrilateralLinesSupported
    • AnisoFilterWithPointMipSupported
  • Implement missing MSAD instruction in DXIL, allowing FSR3 to run
  • Implement some esoteric DXR features
    • Implement support for multiple mismatching global root signatures in DXR
      • Fixes crash in Battlefield V
    • Implement support for LOCAL_ON_EXTERNAL dependencies in DXR
      • Fixes DXR in Warhammer: Darktide
  • Implement support for ExecuteIndirect + Mesh shaders with state changes
    • Currently unused by games

Performance

  • Improve performance of NV_device_generated_commands and NV_device_generated_commands_compute by reordering and batching command preprocessing
    • We have observed 15% FPS gains in Halo Infinite on RADV
    • 1-2% in Starfield in some test locations
    • Needs pending Mesa work to land to take advantage of this improvement
  • Tune memory allocation patterns for DGC preprocess buffers
    • Avoids a lot of allocation churn
    • Greatly reduces CPU overhead on NV

Workarounds

  • Work around RADV bug causing GPU hang in RE4: Separate Ways DLC
  • Work around RADV bug causing GPU hang in Lords of the Fallen
  • Work around Witcher 3 bug causing broken shadows and GPU hangs when enabling DXR
  • Work around Cyberpunk 2077 bug when RT is enabled, where game would cause spurious GPU hangs due to accessing descriptor heap out of bounds
  • Work around Windjammers 2 bug causing random crashes on startup
  • Add support for VK_EXT_image_compression_control to allow for more fine-grained workarounds for broken games running on RADV
  • Enable NV_device_generated_commands_compute on latest NV beta drivers
    • 545.x drivers are still disabled until a fix can be confirmed on shipping drivers
  • Remove CURB_MEMORY_PSO_CACHE workaround on Mesa 23.2+
    • Should reduce overhead in PSO creation

Fixes

  • Misc dxil-spirv changes to fix various bugs in game shaders as usual
  • Fix Jurassic World Evolution 2 crashing when enabling DXR
  • Fix some deprecation warnings in Meson build system
    • Some submodule locations moved, which may cause minor disruption
vkd3d-proton 2.11 Released [D3D12-to-Vulkan layer]https://github.com/HansKristian-Work/vkd3d-proton/releases/tag/v2.11Open linkView original on lemmy.ca
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baldurs_gate_3·Baldur's Gate 3byono

Hotfix #11 Now Live! Version Number: v4.1.1.3956130

Hello everyone,

We’ve got a new hotfix for you today, addressing several bugs, visual issues and blockers.

Have you ever had a romance so intense, that everything melts away? Well, sometimes that isn’t intentional. We’ve fixed an issue where Gale’s romance scene was playing in what looked like some kind of black void. Consider the ambience restored.

We are aware of an issue with kissing animations for Astarion, and are currently working on a fix. We expect this to be released in a future update. Thank you for all your reports and messages, and thank you for playing Baldur’s Gate 3! If you have any bugs to report, please reach out to our support team.

FIXES

  • You can now use soaps encountered in savegames before Patch 4.
  • Fixed the game sometimes freezing indefinitely after a reaction to a spell that hits you with multiple projectiles.
  • Fixed a crash after using a reaction that causes an attack against a dead creature.
  • Fixed an issue causing you to get stuck in certain dialogues unable to continue.
  • Fixed a blocker that could occur when trying to Long Rest.
  • Dominated followers will now follow the party as expected after loading a savegame.
  • Fixed Gale's romance scene playing in what looks like a black void.
  • Fixed a Dark Urge flashback accidentally teleporting you to the Lower City.
  • The Cursed Skulls in Jannath's Estate are now vulnerable to Force and Radiant damage.
  • Fixed an issue that prevented certain characters from executing their behaviours.
  • Fixed citizens and refugees in Baldur's Gate sometimes jittering about the place or not using their proper animations.
  • Fixed some visual artefacts appearing at camp in relation to Dark Urge and Karlach dialogues. This also solved the bloodstain under [SPOILER]* suddenly becoming larger after loading a savegame.
  • Wyll and Minthara should now properly kiss a second time without the need to retrigger the dialogue.
  • Fixed an issue where a companion's camp night dialogue could be replaced by a different dialogue that couldn't trigger during a previous night.

::: spoiler *SPOILER Alfira :::

https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=923242Open linkView original on lemmy.ca
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