Releases: GloriousEggroll/proton-ge-custom
Release list
GE-Proton11-5 Released
HOTFIX: Fix broken Easy-Anticheat loading.
GE-Proton11-4 Released
This is AKA the "Controller fixup" release.
First the non-controller related changes:
Wine And Graphics
- Updated the Wine base and rebased the GE patch sets.
- Updated DXVK, DXVK-NVAPI, VKD3D, and VKD3D-Proton.
- Rebased OptiScaler/upscaler support.
- Refreshed the Wine-Wayland/EM-11 patch set with fullscreen, focus, scaling, pointer, IME, colorspace, and deadlock fixes.
- Stopped automatically showing DXVK shader compiler text unless explicitly requested through DXVK_HUD.
Video And Audio
- Fixed a race in Media Foundation source-reader cleanup that could break Street Fighter 6 cutscenes unless debug logging was
enabled. - Rebased the GE FFmpeg/WineDMO video playback patches onto the updated Wine base.
- Added socket validation needed to avoid the Killing Floor 3 video-related crash.
- Continued the long-running WinePulse timing recovery work for audio streams.
- Packaged the PipeWire ALSA plugin for both x86_64 and aarch64 as it's useful for some games and the DS5 haptics audio device enumeration
Controller Support
- Finalized DualShock 4, DualSense, and DualSense Edge haptics, controller-speaker audio, and hotplug handling.
- Fixed controller audio and endpoint handling when switching between Sony controller models.
- Added support for Sony controller functionality in non-Sony titles such as Assassin’s Creed Shadows, Mirage, Valhalla, and
Black Flag Resynced. - Added DualSense-to-DualShock 4 spoofing.
- Added Sony HID-to-XInput conversion, including conventional two-motor rumble translation.
- Added an ISteamInput006 compatibility fallback for games that require Steam Input.
- Fixed Black Desert controller detection and startup crashes.
- Added Monster Hunter Wilds controller and USB audio handling.
Game Fixes
- Fixed the Star Citizen unsupported-OS message-box crash and its condition check.
- Disabled executable ASLR for Assassin’s Creed Revelations to handle its dynamic executable relocation behavior.
- Improved the Monster Hunter Wilds save import fix so missing Steam userdata paths no longer cause Protonfixes errors.
- Added or updated fixes for Dungeon Town, Heroes Chronicles, ESO, Heroes of Newerth Reborn, LEGO Marvel Super Heroes 2, and
several other titles. - Made the ICU forwarder stubs prefer native DLLs to fix a launcher crash in Cyberpunk 2077
- Removed old game-drive exceptions and added stricter Steam library path validation.
- Added numeric UMU_ID fallback, so umu-123456 can supply app ID 123456 when SteamGameId is unavailable.
ARM64
- Backported LLVM-mingw ARM64X support.
- Updated the ARM64 Steam Runtime SDK.
- Enabled ARM64X DXVK and VKD3D-Proton modules.
- Fixed Meson linker flag propagation for cross-compiled projects.
Next, a deeper explanation of the new controller options:
These are mainly introduced for usage outside of steam, although they can also be useful within steam when steam-input isn't working as well as it could or when wine-wayland is being used and subsequently steam controller profile switching can't be used due to the overlay not working in wine-wayland.
First, disable Steam Input:
- Open the game’s Steam Properties.
- Select Controller.
- Set the per-game override to Disable Steam Input.
NOTE: When running outside Steam, Steam Input is already absent.
OPTION 1: DS4 Spoof
PROTON_SONY_DUALSENSE_AS_DUALSHOCK4=1 %command%
Function: Wine presents the DualSense or Edge as a real DS4, including the DS4 device identity and report layout. This normally
preserves the game’s native PlayStation mappings and DS4 icons. This is useful for games that have full DS4 support but are missing DS5/DS5 Edge support.
Example use cases:
- Assassin’s Creed Odyssey
- Assassin’s Creed Origins
- Assassin’s Creed III Remastered, including Liberation Remastered
OPTION 2: XInput Convert
PROTON_SONY_HIDRAW_XINPUT=1 %command%
Function: Wine converts DS4, DualSense, or DualSense Edge input into a correctly mapped XInput controller. Conventional XInput rumble is translated back to the Sony controller. This does not alter the game’s artwork, so the game may continue displaying Xbox or otherwise incorrect icons. This is for games whose Sony controller handling produces incorrect mappings, commonly because their controller profiles or icon support are incomplete. Typical incorrect game behavior will detect the controller, but show Xbox icons due to PS icons not being implemented in the game, and mappings also being incorrect.
Examples:
- Assassin’s Creed II
- Assassin’s Creed Revelations
- Assassin’s Creed IV: Black Flag
- Black Desert Online
OPTION 3: Steam Input Fallback
PROTON_SONY_HIDRAW_XINPUT=1 \
PROTON_STEAMINPUT_XINPUT_FALLBACK=1 \
%command%
Function: Provides a compatible fake Steam Input device and forwards XInput controllers and mappings to it. For Sony
controllers, it works with XInput Convert: the Sony input is first mapped correctly to XInput, then exposed through the fake
Steam Input device. For non PS controllers that already register themselves as XInput devices, it just forwards the device as the Steam input device. This is For games with a hard dependency on Steam Input that need to run without the Steam client or with steam input disabled. It is also useful under Wine-Wayland when Steam Input profile switching cannot operate because the Steam overlay is unavailable or broken.
Example:
- Monster Hunter Wilds
These modes are automatically enabled for the currently known affected Steam app IDs, but the environment variables remain
available for testing and newly discovered games.
None of these options should be needed for games that have proper, full DS4 + DS5 + DS5 Edge support.
PROTON_SONY_HIDRAW_XINPUT=1 Should be most useful for older games that either only have partial PS controller support without proper icons, or no PS controller support at all.
PROTON_STEAMINPUT_XINPUT_FALLBACK=1 Should rarely need to be used. As far as I know the only use case I've found is Monster Hunter Wilds, which is a steam-only PC game anyway, so steam input should work correctly there to begin with. In case it doesn't this will work with steam input disabled on the game (for example if you want to use wine-wayland -and- have full controller support).
GE-Proton11-3 Released
GE-Proton11-3:
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-Proton11-2 Released
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-Proton11-1 Released
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 as4(2 front, 2 rear),6(5.1) or8(7.1). (Vyrolian) - winealsa spacial downmix override option added. (not enabled by default). Use WINEALSA_SPACIAL=1 to enable. (Vyrolian)
- 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:
-
Game calls IGraphBuilder::RenderFile() or manually builds a graph.
-
quartz/filesource.c identifies the media:
- Extension/registry if available.
- ASF header sniffing for extensionless ASF files, e.g. Persona 4 Arena Ultimax.
-
For ASF files, RenderFile() now tries:
- AsyncReader first.
- Falls back to WMAsfReader if async rendering fails.
-
FilterGraph2_Render() autoplugs the graph.
-
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
-
If none of those apply, it falls back to normal IFilterMapper2_EnumMatchingFilters().
-
Decoding is now mostly routed through winedmo, backed by FFmpeg, instead of winegstreamer.
-
Audio renderer now rejects compressed audio and only accepts PCM / float PCM, forcing the graph to insert a decoder first.
-
DirectSound buffer creation is delayed until stream start instead of happening at connect/filter creation time.
-
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
...
GE-Proton10-34 Released
Proton:
- update latest wine bleeding-edge
- update latest dxvk
- update latest dxvk-nvapi
- update latest vkd3d-proton
- update latest vkd3d
- update latest FEX
- import proton script game fixes from upstream
- import aarch64 build changes from upstream
Protonfixes:
- added protonfix for god of war ragnarok playstation sdk error
- added protonfix to disable hidraw and enable sdl for gta v
- added protonfix for GOG version of Oddworld: Stranger's Wrath HD
- added protonfix for cpu topology for Assassin's Creed 1
Patches:
- patches: Enable .exe dynamic relocation. 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.
New Features:
-
add new PROTON_WAYLAND_MONITOR to allow easier setting of WAYLANDDRV_PRIMARY_MONITOR
-
attempt to detect and set primary monitor if wayland is enabled and no primary is set
How these work:
You can now specify something like PROTON_WAYLAND_MONITOR=HDMI-A-1 to specify which monitor the wine-wayland driver uses when enabling wayland. Previously you could already do this using WAYLANDDRV_PRIMARY_MONITOR, but it wasn't documented. PROTON_WAYLAND_MONITOR is now an easier to remember envvar for setting that value. Additionally by default if no WAYLANDDRV_PRIMARY_MONITOR is set when enabling wine-wayland, GE-Proton will now attempt to use xrandr to detect the default primary monitor set by the desktop environment, and if found, display on that monitor, just like xwayland does.
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:
- add vcrun2022 to fix star citizen 3221225477 code error
- upscalers: add version 4.0.3 of amdxcffx64.dll
- upscalers: add v4.1.0 amdxcffx64.dll
- fix: Assetto Corsa CM missing dotnet 4.8 prompts
- utilities: keep DXVK_FRAME_RATE and VKD3D_FRAME_RATE in the proton environment
- upscalers: add url check and automatic fallback for amdxcffx64.dll
- Do not show the zenity dialog when running the winetricks gui
- Add demo save import for Planet Crafter
- fix: add early stage fixes to run when the module is imported
- utils: do not try to access g_session when in {del,set}_environment if it's not instantiated
- gamefix: set gamedrive early for Duet Night Abyss
- gamefixes: set game drive for Zenless Zone Zero early
GE-Proton10-32 Released
HOTFIX:
- Forgot to update protonfix to enable gstreamer for Akiba's Trip (Undead & Undressed) -- fixed now so voice and background music actually work (as well as video playback and menu sounds which worked in the previous fix). As mentioned in 10-31 game should be fully functional now.
GE-Proton10-31 Released
HOTFIX:
- reverted/disabled winewayland systray icon patch introduced in 10-30 (it caused a lot of breakage in multiple games, as well as breaking in gamescope session on steam deck. no bueno.)
- fixed video playback regression introduced in 10-29 (fixes video playback in Nioh 3 and a few other games)
- fixed Warhammer 40k Darktide crashing on opening (issue introduced in 10-29)
Fixes:
- fixed Arknights Endfield anti-cheat triggering if wayland wasn't enabled
- fixed Duet Night Abyss launch crash & login window not showing on new install
- fixed Akiba's trip cutscenes + audio + voice audio (game fully works now)
- fixed Warhammer 40k Vermintide 2 EAC failing file validation when running the game from the launcher (holy butts 6+ year old bug)
- added protonfix for Warhammer 40k Darktide to skip the launcher -- this prevents a bug where sometimes the game would launch as an audio-only background process when run from the launcher.
GE-Proton10-30 Released
- add upstream patches for Arknights Endfield
- add pending upstream patch to allow proper placement of systray icons when winewayland is enabled
- import upstream changes to fix EA games
- updated em10/wine-wayland patches
- add changes to allow compiling on aarch64 (yes, proton-ge works on aarch64/ARM! -- still very WIP, YMMV)
Notes regarding aarch64(ARM):
- currently needs unreleased version of umu-launcher in order to use, as currently there is no aarch64 version of steam client. the umu-launcher changes will be pushed soon.
- 32 bit games are hit or miss from my limited testing
- gog installers need X87ReducedPrecision changed to 0 in Config.json for FEX (inside the Proton version's folder) to allow them to run
- must stress/reiterate YMMV -- your mileage may vary. The upstream work with proton/fex is NOT something we are involved in. If it works then great, if it doesn't -- don't ask us. It's WIP on Valve's side.