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Releases: Dino0005/Silo

v0.7.1

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@github-actions github-actions released this 27 Oct 18:36

Silo 0.7.1

God of War's controller fixed on DXMT, a Wine that no longer leaks memory, and non-Steam games with Sync off
starting again.

Wine: reinstall once

The two Wine fixes below are in the rebuilt runtime wine-cx-26.3.0, published under the same name. To get it,
remove Wine in Settings → Wine and install it again. With the old copy, games keep running as before.

God of War: the controller no longer dies when you change DLSS on DXMT

Changing the DLSS profile in the game's menu made the selector run through the profiles by itself, and the
DualSense stopped responding until you pressed a key. The game waits for the controller on a thread of its own,
and with Silo's default sync (MSync) that thread sometimes missed being woken up, so the game kept the last button
it had seen. A fix by Gauthier Piarrette (Highball) makes Wine let a woken thread run first, as Windows does.
Tested on God of War with DXMT and DLSS: three launches, 10–15 profile changes each, no loop.

Wine no longer grows until memory runs out

In games that wait on several things at once in a tight loop, Wine's server kept a little memory for every wait
that ended early, and grew without limit over a long session. Also a fix by Gauthier Piarrette (Highball).

Non-Steam games with Sync off or ESync start again

A non-Steam game set to Sync Off or ESync in its settings didn't start: Silo prepared the game's icon with
MSync just before, and Wine turned the game away. Silo now prepares it with the game's own setting.

v0.7.0

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@github-actions github-actions released this 21 Oct 10:41

Silo 0.7.0

DLSS for DirectX 11 games on DXMT, God of War's lighting fixed on DXMT, and no screen saver while you play.

DXMT: reinstall once

Both DXMT changes below need the rebuilt runtime dxmt-v0.72-cx26.3.0, published under the same name. To get
it, remove DXMT in Settings → DXMT and install it again. With the old copy, games keep running as before.

DLSS on DXMT

With MetalFX upscaling on in a game's settings, a DXMT game that ships DLSS now offers it, and Silo runs it on
MetalFX's temporal upscaler — what D3DMetal already does under GPTK. Silo checks the game's folder for NVIDIA's
DLSS file and turns this on only for those games, which then see an NVIDIA graphics card. A DXMT game without DLSS
keeps what MetalFX upscaling did there before: a sharper upscale of the final image.

Tested on God of War with DLSS Quality: the image is comparable to D3DMetal's, and smooth once shaders are built.
FATAL FURY: City of the Wolves, which has no DLSS, keeps the upscale of the final image.

God of War no longer dark on DXMT with FSR 2

With AMD FSR 2 on, God of War was much darker on DXMT than with FSR off or on GPTK, and darker the lower the FSR
mode. The game sets its exposure from a brightness measurement it makes on the GPU, and with FSR on it writes past
the end of one of the buffers it uses. Windows ignores that; DXMT read unrelated data instead, so the exposure came
out far too low. DXMT now behaves as Windows does for every game, and compiles God of War's shaders without fast
math. Tested with FSR Ultra Performance and Quality, and without FSR at 80 % render scale.

No screen saver while a game runs

Playing with a controller alone, macOS saw no activity and could start the screen saver or turn the display off
during a long session. A game started from Silo now keeps the display awake for as long as it runs — even with
Silo closed, and for games started from the Games app — and lets go the moment it ends.

v0.6.9

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@github-actions github-actions released this 14 Oct 18:34

Silo 0.6.9

A per-game fix for God of War's white specks, ready for GPTK 4.0 beta 3, and Steam starting again after its
latest update.

Depth fix for God of War (and similar games)

God of War (2018) shows small white specks on characters, with GPTK and with DXMT. A game's settings now have a
Rendering section with a Depth fix switch that removes them. It works with GPTK and with DXMT, for Steam and
non-Steam games, DirectX 11 only. Leave it off for other games: it is meant for the few that draw their scene
this particular way, and on others it can show things through walls. Turning it off puts everything back as it
was; your game's folder is never touched.

Tested on God of War with GPTK (FSR and DLSS) and with DXMT.

DXMT: reinstall once

The DXMT runtime dxmt-v0.72-cx26.3.0 was rebuilt with two fixes for those specks, under the same name. To get
it, remove DXMT in Settings → DXMT and install it again. Under DXMT God of War's lighting is still darker than
with GPTK — that one is still open.

Steam stuck at startup after a Steam update

After Steam updated itself, Steam could stay without a window and never log in, while Silo's status bar said it
was open. Silo was keeping an old copy of a Steam component instead of the new one the update installed. This is
fixed, and future Steam updates are handled correctly.

If your Steam is already stuck like this, quit it from Silo's menu, then make Steam reinstall its client once:
in the Steam bottle (~/Library/Application Support/Silo/SteamBottle/drive_c/Program Files (x86)/Steam/package)
rename steam_client_win64.manifest and steam_client_win64.installed, then start Steam from Silo. It downloads
its client again; if the window then stays black, quit Steam from Silo and start it once more.

GPTK 4.0 beta 3

Silo works with Apple's new GPTK 4.0 beta 3. It adds a module Wine also ships, and Silo now keeps Wine's own copy
so DXMT games aren't affected. With beta 3 the Steam overlay (Shift+Tab) and Steam Input work on their own — Apple
fixed what 0.6.8 had to work around for beta 2. Tested with TEKKEN 8 (DLSS, HDR) and SoulCalibur VI. The first
launch after switching GPTK can freeze once while shaders are rebuilt; quit and launch again.

Also in this release

  • Play in macOS's Games app now starts a Silo game. A game picks this up the next time you launch it from
    Silo; that first launch may open in Stage Manager instead of full screen while macOS checks the updated game
    bundle.
  • Non-Steam games no longer leave their icon in the Dock after you quit them.

v0.6.8

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@github-actions github-actions released this 07 Oct 18:22

Silo 0.6.8

Steam Input and the Steam overlay work again with the Game Porting Toolkit 4.

Steam Input and Shift+Tab with GPTK 4.0 beta 2

With GPTK 4, Steam couldn't attach its overlay to any game. Shift+Tab did nothing, and since Steam Input relies
on the overlay, Steam never applied a game's controller configuration — a DualSense in SoulCalibur VI, for
example, ended up with scrambled buttons. GPTK 3 wasn't affected.

Silo now adjusts its own copy of one GPTK 4 file when it installs the toolkit, so the overlay can attach as it
does with GPTK 3. The fix comes from WineForge by Radim Veselý
(Alien4042x). Only GPTK 4.0 beta 2 is changed, and the toolkit you imported is left untouched.

Nothing to do on your side: each Wine is fixed the next time you launch a game with GPTK 4. Tested with Silo's
own Wine and with a Wine imported from CrossOver — SoulCalibur VI with Steam Input, and TEKKEN 8, Spider-Man
and RESIDENT EVIL requiem with DLSS.

The first launch of a game after switching to GPTK 4 can take longer, or stay on a black screen; if it does,
quit and launch it again.

v0.6.7

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@github-actions github-actions released this 06 Oct 17:17

Silo 0.6.7

DLSS now works in games that ask for it through NVIDIA Streamline.

DLSS in RESIDENT EVIL requiem, Spider-Man and others

Some games don't talk to DLSS directly: they go through NVIDIA's Streamline, which first checks the graphics
driver. In Silo that check failed, so these games offered FSR only — RESIDENT EVIL requiem and Marvel's
Spider-Man Remastered among them. The cause was a file Silo itself put in the bottle; it now sets the bottle up
the way CrossOver does, and Streamline finds the driver it expects.

Games that use DLSS directly, like TEKKEN 8 and God of War, keep working as before. Nothing to do on your side:
each bottle is repaired the next time you launch a game with the Game Porting Toolkit. Tested with Silo's own
Wine and with a Wine imported from CrossOver.

v0.6.6

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@github-actions github-actions released this 04 Oct 18:24

Silo 0.6.6

Steam now looks like an app of its own on your Mac.

Steam's own name and icon

Steam's window used to belong to a nameless Wine process: a Dock tile called "wine", and on macOS 27 no icon at
all, or a blank sheet, in Mission Control and Stage Manager. Silo now gives Steam's window to a small app named
Steam, with Steam's icon — the same way your games already get theirs. It works with Silo's own Wine and with
a Wine imported from CrossOver, in both the normal and the Media Foundation bottle.

Sometimes a second, blank "wine" tile still appears next to it: that's Steam's background process, which macOS
occasionally promotes on its own. It happens with CrossOver too.

Steam no longer jumps in front of your game

When you start a game and Steam isn't running yet, Steam now opens behind it and the game comes to the front.
The Steam button in the toolbar still brings Steam forward.

Reinstall Silo's Wine once

wine-cx-26.3.0 has been rebuilt and republished. The first build came out unsigned, and that is what left Steam
without an icon. To get the new one, close Steam, remove wine-cx-26.3.0 in Settings → Wine (and its DXMT copy
wine-cx-26.3.0-dxmt, if listed), then install it again. If you use the Media Foundation bottle, recreate it
afterwards, as after any runtime change.

Smaller things

  • While Steam starts, the Steam button plays Steam's own loading animation, read from your Steam install. The
    Steam logo in the toolbar is a little larger.
  • A new app icon, made for Liquid Glass.
  • Two Steam settings that Steam no longer reads have been removed. Steam starts and looks exactly as before.

v0.6.5

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@github-actions github-actions released this 02 Oct 10:04

Silo 0.6.5

Silo now has a Wine of its own that's as good as CrossOver's for the games it runs — and downloads it.

Silo's own Wine, built from CrossOver's source

Until now the better Wine was the one imported from an installed CrossOver: Silo's own build lacked the media
stack that plays in-game videos. wine-cx-26.3.0, what Install the latest Wine downloads now, closes that gap.
It's compiled from CrossOver's published source and carries CrossOver's own GStreamer, plus the decoders for the
VC-1 and WMV formats that games like Devil May Cry 5 use for their story videos. DXMT is built the same way, to
match it.

Both come from this fork's releases. Tested on Devil May Cry 5, TEKKEN 8, SoulCalibur VI, Marvel's Spider-Man
Remastered and Fatal Fury: City of the Wolves.

Imported CrossOver Wine plays those videos too

CrossOver ships its GStreamer without those decoders. Import Wine from CrossOver now adds them for you: it
downloads the matching package from this fork's releases, checks it, and copies it in. Nothing of CrossOver's is
overwritten.

DXMT games that crashed at start

Fatal Fury, and other Unreal Engine games running on DXMT, could stop with a "Fatal error!" right at start. The
copy of the runtime DXMT runs in had picked up D3DMetal's Direct3D 12 module, and these games look for Direct3D
12 even when they don't use it. The copy now gets Wine's own module back.

If a DXMT game still crashes like that, remove the Wine runtime in Settings → Wine and install it again once:
a runtime set up before 0.6.5 has no copy of Wine's own module to put back.

Fewer crashes on exit, fewer surprises with Steam

  • TEKKEN 8 and SoulCalibur VI no longer crash when you quit them.
  • A game started while Steam is still signing in now waits for it, instead of starting without Steam.
  • Steam's window no longer reloads after you close a game.

The Steam button says what it's doing

Clicking Steam in the toolbar turns its icon into a spinner until Steam is ready, and the status bar tells you
it's starting — or that it's already open, in which case its window comes to the front.

wine-cx-26.3.0

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@github-actions github-actions released this 01 Oct 13:57

CrossOver Wine 26.3.0 built from CrossOver FOSS source (LGPL). Pair with Apple GPTK/D3DMetal imported from the .dmg in-app. See WINE-BUILD.md.

gst-libav-1.24.4

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@Dino0005 Dino0005 released this 01 Oct 18:35

gst-libav + matroska (FFmpeg decoders, LGPL) for GStreamer 1.24.4 — CrossOver's own. Silo adds it to a Wine imported from CrossOver. See WINE-BUILD.md.

dxmt-v0.72-cx26.3.0

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DXMT v0.72 (3Shain/dxmt) built against this repo's CrossOver Wine (wine-cx-26.3.0) — the older-games D3D10/11 backend. In Silo: Settings → DXMT → Download Latest (or import the extracted x86_64-windows folder).