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Tuesday, December 27, 2022

vkd3d-proton version 2.8 has been released

VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan. The project serves as the development effort for Direct3D 12 support in Proton.

 

 

This release rolls up some significant new developments before the holidays.

VK_EXT_descriptor_buffer support

This extension is significant in that it removes a ton of CPU overhead.
We already had most of this in place on RADV and Steam Deck,
but this will allow NVIDIA, Intel, Turnip, and other AMD driver implementations to hit the same optimal code paths.
GPU bound performance increases slightly since we can also remove some shader code that was required to workaround lack of descriptor buffers.

New extension requirements

To support descriptor buffers in the code base, these features are now required instead of optional.
Note that these features are widely supported already and is not expected to cause any problems.
If an implementation could support v2.7, it will support v2.8.

  • VK_KHR_buffer_device_address
  • VK_KHR_push_descriptor

Rewritten support for host accessible images

The entire API feature was rewritten from scratch to support more implementations and edge cases without
a lot of per-application hacks and workarounds.
As the most extreme example of weird API usage, Guardians of the Galaxy should (finally) run well on NVIDIA.

Rewritten swap chain

To most users, this change should be transparent.

  • Allow more precise control on latency and frame pacing with VK_KHR_present_wait.
    • mesa-git supports this along with NVIDIA.
    • VKD3D_SWAPCHAIN_LATENCY_FRAMES=n allows user to force a specific amount of latency.
    • Implementation of DXGI latency fences is now correct.
  • Reduce CPU overhead on the main thread that presents to swap chain.
  • Fixes a spurious hang in Hitman III where game relies on asynchronous present in order to not lock up.
  • Win32 specific DXGI code is handled by DXVK. A DXVK build from Experimental or later is required for this to work.
    This allows a native Linux implementation of vkd3d-proton, including swap chain.
  • When VK_KHR_present_wait is not supported, behavior should be 1:1 with old implementation.

NOTE: The old swapchain implementation is still in the repository, and is expected to be removed in the next release.
For now, VKD3D_CONFIG=swapchain_legacy can be used to triage any potential issues with the new one.

NOTE: A driver crash was observed on NVIDIA 525.x drivers when running in some PRIME configurations.
For now, we disable use of present_wait on these drivers.

Fixes and workarounds

  • Workaround GPU hangs in Spiderman Remastered: Miles Morales (same issue as the original).
  • Fix rendering bug with gun damage in Borderlands 3 on RADV.
  • Refactor how resizable BAR is used. GPUs with 4 GiB and lower will no longer attempt to use resizable BAR,
    which can avoid some out-of-memory situations.
  • Fix GPU hang in Age of Empires IV.
  • Fix some minor issues in mesh shader implementation.
  • Fix some issues preventing RE: Village from booting on Arc.
  • Some last minute frenzied fixes for Witcher 3 next-gen update.
    • All features except RT appears to work on RADV.
    • Hairworks is known to crash GPU on NVIDIA. More investigation is needed to root cause.
    • Some RT effects work on NVIDIA, others don't:
      • GI is reported to work.
      • AO crashes GPU. More investigation is needed to root cause.

Implement minor missing D3D12 features

An obscure feature was stubbed out and forgotten until now.
ID3D12Device1::SetEventOnMultipleFenceCompletion() is now implemented.

Also, implement SetEventOn(Multiple)FenceCompletion for shared D3D12 fences.
Fixes a regression in Gears 5 causing lockup on boot.

Link to source code

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Friday, December 23, 2022

Manage Your Linux Game Library With Lutris

Lutris is an open-source Linux game manager, but it’s more than that. It aims to provide a single unified way to handle gaming on Linux.

It brings together all aspects of Linux gaming into one place. Steam, Wine, HumbleBundle, GOG, and even a whole range of emulators are all brought together for a relatively seamless experience.

Lutris also provides methods for installing games. It integrates with Steam, and it provides installer scripts for even the trickiest Wine games.


Running Lutris

Start Lutris for the first time

You can start Lutris from any other graphical application. The basic screen that you get when you don’t have any games installed is fairly plain. It just prompts you to create an account and add your games.

Create a Lutris account

It’s best for you to create a Lutris account now. Your account is the way that the client can keep your game library synchronized. It also opens up the option to browse and install games from the platform’s website. You can register easily on the Lutris website.

Once you’ve set up your account, take a look at the client again. The middle button on the main screen will allow you to link your new account to the client. Click on it and enter in your username and password.

Adding Games and Runners

Lutris has a couple of ways of adding games. It uses other programs called runners to actually run games. This is more of a management platform than anything else. It organizes things but doesn’t do any heavy lifting.

Lutris Runners

To see the list of available runners, click on the icon at the top of your Lutris window. A window will open up with a list of runners. Many are emulators, but you’ll see Steam and Wine there, too. With the exception of Steam, you can install the runners through this window. You can even manage and install multiple versions of Wine. Lutris will keep track of them. It actually has custom scripts for Wine games that specify the best version of Wine to use.

Lutris Wine Install

Steam has to be installed separately through your distribution’s package manager, but Lutris will pick it up immediately once you have. In order to actually get your Steam games, you need to sign into your Lutris account in your web browser. Go to your profile and click on the “Sign in through Steam” button. This will link your Steam account so the client can display your games and other Steam features.

Lutris Games

For many other games you can browse the selection on the Lutris website. There are tons on there, and more are constantly being added. Like with Steam, you can download games from the site, and the client will set them up for you.

If you have any other games that aren’t covered through Steam or the Lutris website, you can add them manually. The plus sign at the top of the client lets you create your own custom game launcher for games that are already installed on your computer.  The development team plans on adding support for GOG and HumbleBundle in the near future, but for now you can still add games that you purchase through either of these services manually.

Once you’ve added a library of games, you’ll see a nice tiled image layout of all of your games on the main screen of the Lutris client. You can now run all of your games through Lutris!

Full Article

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Wine development release 8.0-rc2 is now available for Linux FreeBSD and macOS

The Wine development release 8.0-rc2 is now available.

What's new in this release:

  • Bug fixes only, we are in code freeze.

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations. 


Bugs fixed in 8.0-rc2 (total 50):

 - #31927  ws2_32:sock fails intermittently - 'Test succeeded inside todo block: GetQueuedCompletionStatus returned 0'
 - #42797  ICU64 for VICE: No highlighted read/write-colors in Memory-window.
 - #46500  Cogpack - Exercises can't be run - Error 380 - Invalid property value
 - #46538  Unreal Tournament (UT99): mouse clicks in main menu work only once
 - #49394  CED1401 USB function driver needs ntoskrnl.exe.KeInsertQueueDpc()
 - #49517  Warframe crashes during loading before menu with wined3d, gives popup
 - #50013  MyPhoneExplorer 1.8.15 crashes
 - #50043  Kholat from GOG does not launch anymore
 - #50315  Silent Hill 2 failed to install -installshield extraction error
 - #50468  winedbg fails to load symbols for non PE builtin dlls
 - #52334  Performance has degraded in multiple games (WoW 1.12.1, Kane & Lynch: Dead Men Demo)
 - #52394  "Control panel" -> "Add/Remove Programs" in builtin wine explorer is not working
 - #52564  dxgi:dxgi times out in test_find_closest_matching_mode() on cw-gtx560
 - #52708  libs/xslt/libxslt/attributes.c:136:9: error: variadic functions must use the base AAPCS variant
 - #52779  Construction Set Extender crash with an Assertion Error in wine 7.5
 - #52873  oleaut32:typelib fails in Wine in Hindi
 - #52964  kernel32:locale - test_CompareStringA() fails on Wine in Hindi
 - #52997  Integration of D3D12 support with a PE build of vkd3d causes a crash in Steam Overlay.
 - #53028  gamepad buttons stopped working correctly
 - #53099  wineserver (gcc -O0) crash when exiting LiLi USB Creator
 - #53300  Controller response delayed
 - #53384  Hogia Hemekonomi Unexpected error on first start
 - #53406  Had been running 7.10 Fedora version no problem, but today updated to 7.12 broke??
 - #53485  Cursor is missing in Visio 2003 when editing text
 - #53503  QuickBooks Pro 99 page faults with print preview or attempting to print
 - #53525  dinput:hid - test_hid_multiple_tlc() sometimes fails with testsigning turned on
 - #53550  Some Catalan locales not properly handled
 - #53595  Iran Timezone is not detected correctly
 - #53623  Resident Evil 7 has broken rendering in DX11 mode
 - #53625  In function ‘get_gnutls_cipher’ ... error: ‘GNUTLS_CIPHER_AES_128_CFB8’ undeclared
 - #53744  WM_SETTEXT between ANSI programs treating LPARAM as Unicode causing name corruption
 - #53756  configure fails in 32-bit gcc checking pthread_create using -Wl,--disable-stdcall-fixup
 - #53884  Project Ignis: EDOPro corrupted textures on resizing
 - #53894  user32:sysparams - test_WM_DISPLAYCHANGE() times out on Windows 7+
 - #53911  DC++ can't retrieve file list from another user
 - #53912  Static initialization in Winelibs may hang the loader as of Wine 7.21
 - #53918  Building with external PE libraries fails when static libraries are also installed
 - #53941  Chicken Tournament crashes on start
 - #53976  ntoskrnl.exe:ntoskrnl - test_pnp_devices() fails on Windows 7
 - #53977  amstream:amstream qedit:mediadet mf:transform mfmediaengine:mfmediaengine quartz:filtergraph winmm:mci wmp:media wmvcore:wmvcore mf:mf mfplay:mfplay qasf:asfreader broken on Debian Testing
 - #53980  httpapi:httpapi sometimes crashes testing overlapped I/O with the v2 server in Wine
 - #53990  Serious Sam 2 crashes with OpenGL renderer
 - #54000  user32:win - test_mouse_input() gets an unexpected 0x60 message on Windows 11
 - #54060  Compilation fails with gcc 4.8.4 (Error: junk at end of line, first unrecognized character is `"')
 - #54085  windows.devices.enumeration:devices - test_DeviceAccessInformation() sometimes crashes on Windows 10
 - #54094  kernel32:process - test_services_exe() sometimes fails due to an invalid buffer size in Windows
 - #54096  Non-PE builds broken since "ntdll: Move the .so module initialization to winecrt0."
 - #54101  unimplemented function MSVCP70.dll.?_Lock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEXXZ
 - #54105  taskschd:scheduler fails on Windows 10 1607+
 - #54121  8.0-rc1 build fails with errors in bcrypt in Ubuntu 18.04
 

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Wednesday, December 21, 2022

BundleHunt BlackFriday macOS software Bundle ending soon

The BlackFriday macOS Bundle featuring 56 macOS Software & Design Tools will be ending soon, dont miss your chance to get this software bundle before its to late.

 


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Sunday, December 11, 2022

Wine development release 8.0-rc1 is now available for Linux FreeBSD and macOS

The Wine development release 8.0-rc1 is now available.

This is the first release candidate for the upcoming Wine 8.0. It marks the beginning of the yearly code freeze period. Please give this release a good testing and report any issue that you find, to help us make the final 8.0 as good as possible.

What's new in this release:

  • Bundled vkd3d upgraded to version 1.6.
  • Vulkan and OpenGL thunking optimizations.
  • More support for print processors.
  • Improved joystick control panel.
  • Long types printf format conversion finished.
  • Various bug fixes.

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations. 

 


 Bugs fixed in 8.0-rc1 (total 52):

 - #28290  shell32:shelllink - test_load_save() crashes randomly in Wine
 - #36681  ws2_32/tests/sock.c fails on gentoo without IPX support
 - #46649  Multiple applications need D3DXDisassembleShader() implementation (Tom Clancy's Rainbow Six: Vegas 2, The Void)
 - #48105  kernel32:console fails on Japanese and Chinese Windows
 - #51234  user32:clipboard test_ClipboardOwner() has a race condition with clipboard managers
 - #51456  oleaut32:typelib: test_CreateTypeLib(SYS_WIN32) fails in 64-bit Wine
 - #51457  The 32-bit version:install fails in 64-bit wineprefixes (now todo)
 - #51780  The user32:msg output is too big in Wine
 - #52507  user32:win has some spurious GetScrollInfo failures
 - #52875  riched20:editor fails with the UTF-8 code page
 - #52877  user32:msg - test_dbcs_wm_char() fails in Wine in the Japanese and Chinese locales
 - #52909  rpcrt4:ndr_marshall crashes on the latest Windows 8.1, 21H1 and 21H2
 - #52910  mshtml:htmldoc fails on Windows with the UTF-8 codepage
 - #52965  kernel32:locale - test_GetLocaleInfoW() and test_invariant() fail on Windows in Hindi
 - #52980  conhost.exe:tty - test_tty_input() fails in most locales on Windows
 - #53183  shell32:shelllink - test_load_save() randomly fails to delete test.lnk in Wine
 - #53199  dinput:force_feedback - test_windows_gaming_input() sometimes has unexpected reference counts in Wine
 - #53207  user32:msg - test_button_messages() fails randomly in Windows and Wine
 - #53208  user32:msg - The SW_SHOWMINIMIZED test in test_messages() succeeds in Wine with fvwm
 - #53211  ddraw:ddraw1 has over 255 failures on the debian11 TestBot VMs
 - #53233  ddraw:ddraw1 - test_clear() has rare failures in Wine on the debian11 VM
 - #53240  dinput:device8 - test_sys_mouse() has some rare failures on the TestBot VMs
 - #53254  urlmon:url - test_URLDownloadToFile_abort() sometimes fails on Windows 7+
 - #53327  Ragnarok Online bad performance
 - #53342  quartz:mpegaudio - The 64-bit test_streaming_events() times out on fg-deb64
 - #53530  mshtml:htmldoc - test_editing_mode(TRUE, TRUE) sometimes fails
 - #53568  16bit applications refuse to start wine 7.15+
 - #53646  Multiple installers crash in user32 (Drakan, Star Wars, Colin McRae, X-COM, etc.)
 - #53678  vbscript can not compile CaseClausules that do not use a colon
 - #53684  ntdll:info is broken on Windows 8 to 10 1709 in the GitLab WineTest builds
 - #53686  The 64-bit kernel32:console is broken on Windows in the GitLab WineTest builds
 - #53783  vbscript can not compile private const expressions
 - #53814  TMUnlimiter 1.2.0.0 requires ini files with whitespace in the section to be parsed properly
 - #53895  ddraw:ddraw1, ddraw:ddraw2, ddraw:ddraw4, ddraw:ddraw7 - test_cursor_clipping() fails on dual screen setups in Wine
 - #53927  script56.chm help file pages not functioning properly due to wine missing beforeprint and afterprint html events
 - #53950  dup2 error returns ENFILE instead of EBADF
 - #53964  Redim should fail on fixed arrays
 - #53966  NCryptExportKey is not implemented
 - #53968  NCryptSignHash is not implemented
 - #53971  postgresql installer 9.3 needs support for Username in WScript.Network
 - #53972  BCryptSignHash does not support BCRYPT_PAD_PSS
 - #53987  Regression in print handling in Framemaker 8
 - #53996  MDB Viewer Plus: can not open database
 - #53999  JGlossator crashes
 - #54009  Wine segfaults on startup on macOS 12 and 13
 - #54012  kernel32:heap - The 64-bit test_GlobalAlloc() fails on Windows 7
 - #54043  Studio One Professional 5 crash on launch with an unimplemented function USER32.dll.RegisterSuspendResumeNotification
 - #54057  prints do not work in any application
 - #54075  wldap32:parse - test_ldap_paged_search() sometimes gets LDAP_SERVER_DOWN in Wine, crashes
 - #54087  mshtml:events sometimes gets a failure in Protocol_Continue() on Windows
 - #54098  winhttp:notification fails and times out systematically in Wine
 - #54111  Unable to run "make install" after "makedep: Add a helper function to skip spaces in strings."

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Friday, December 9, 2022

Proton 7.0-5 released

 Released as Proton Next:


  • The following games are now playable:
    • Rift
    • Unravel 2
    • Airborne Kingdom
    • Nancy Drew: Legend of the Crystal Skull
    • Re-Volt
    • Aspire: Ina's Tale
    • Battle Realms: Zen Edition
    • Deathsmiles II
    • Primal Carnage: Extinction
    • Pico Park Classic Edition
    • Six Ages: Ride Like the Wind
    • Darkstar One
    • Indiana Jones and the Emperor Tomb
    • Bulletstorm: Full Clip Edition
  • Fix Batman: Arkham City GOTY launching in the background on Steam Deck when set to fullscreen.
  • Fix Marvel's Spider-Man Remastered displaying dialog about outdated drivers on AMD systems.
  • Fix Final Fantasy IV (3D Remake) having no audio.
  • Fix Return to Monkey Island not reacting to mouse clicks after a recent game update.
  • Fix upsidedown videos in VRChat and many other games.
  • Fix Call of Duty Black Ops II Zombies and Multiplayer hanging on exit.
  • Fix Bail or Jail crashing when opening the Terms of Serivce.
  • Improve GTA V situation with not loading textures.
  • Fix Red Dead Redemption 2 crashing after a recent game update.
  • Fix Final Fantasy XIV Online launcher functionality after game update.
  • Fix cutscene stutter in Disgaea 5.
  • Fix Thrustmaster HOTAS having non-functional dial in Elite Dangerous.
  • Fix Planet Zoo randomly crashing.
  • Fix SCP: Secret Labratory not being playable after a recent game update (again).
  • Fix Tekken 7 crashing at launch.
  • Fix Armello hanging on exit.
  • Fix Sword Art Online: Hollow Realization freezing after the tutorial.
  • Fix Space Engineers intro video not playing correctly.
  • Fix Dragon's Dogma: Dark Arisen videos not playing correctly.
  • Implement network video support for VRChat.
  • Update dxvk to v1.10.3-28-ge3daa699.

Link to source code

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Monday, December 5, 2022

Lutris 0.5.12 has been released

Lutris helps you install and play video games from all eras and from most gaming systems. By leveraging and combining existing emulators, engine re-implementations and compatibility layers, it gives you a central interface to launch all your games.

The client can connect with existing services like Humble Bundle, GOG and Steam to make your game libraries easily available. Game downloads and installations are automated and can be modified through user made scripts.

Download this version of Lutris from here.

Changelog :

  • Add support for Xbox games with the xemu runner
  • Fix authentication issue with Origin
  • Fix authentication issue with EGS
  • Fix authentication issue with Ubisoft Connect when 2FA is enabled
  • Fix integration issue with GOG
  • Add Discord Rich Presence integration
  • Add ability to extract icons from Windows executables
  • Allow setting custom cover art
  • Re-style configuration dialogs

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Saturday, November 26, 2022

Wine development release 7.22 is now available for Linux FreeBSD and macOS

The Wine development release 7.22 is now available.

What's new in this release:

  • 32-on-64 thunks for both Vulkan and OpenGL.
  • OpenLDAP library bundled and built as PE.
  • Support for the RAW print processor in WinPrint.
  • More progress on the long types printf format conversion.
  • Various bug fixes.

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations. 

 


 Bugs fixed in 7.22 (total 38):

 - #41989  Musette crashes in winex11
 - #45233  TIDAL installer can't launch installed program in 64bit WINEPREFIX
 - #48053  kernel32:change fails randomly (and rarely) in Wine
 - #49091  nProtect Anti-Virus/Spyware 4.0 'TKPcFtCb64.sys' crashes on unimplemented function 'ntoskrnl.exe.KeInitializeGuardedMutex'
 - #49297  Spark AR studio installer fails to start:Spark AR Studio is not supported in this version of Windows. Please upgrade to Windows 10
 - #50097  comctl32:monthcal fails on Wednesdays!!!
 - #52511  Hemekonomi hangs on exit due to deadlock between loader_section and Win16 mutex
 - #52872  vbscript: incorrect codepage handling in Asc/Chr, causing tests failures on Hindi locale
 - #53130  ntdll:threadpool - test_tp_instance() fails (rarely) on Windows 8+
 - #53131  ntdll:threadpool - test_tp_multi_wait() fails (rarely) in Wine
 - #53266  Syberia: game crashes frequently
 - #53268  urlmon:protocol - test_protocol_terminate() fails on Windows and Wine
 - #53288  Application compiled with MSVC 2022 ASan does not start, needs QueryVirtualMemoryInformation
 - #53296  USB Device Remover crashes on unimplemented function mscoree.dll.StrongNameTokenFromAssembly
 - #53387  Vernier USB sensors are not usable in WINE
 - #53402  fake dlls such as OPENGL32.dll won't load when their unix lib is linked by LLVM lld
 - #53429  opengl32:opengl fails on Debian 11 + Intel GPU
 - #53474  Change in memory handling gives crash in Framemaker 8
 - #53529  Use wine with custom ld-linux.so.2 32-bit preloader, without hacks
 - #53670  vbscript can not compile if expressions with reversed gte, lte, (=>, =<)
 - #53677  invalid O_WRONLY read sets errno=EACCES instead of EBADF
 - #53741  Gothic II: Night of the Raven (v2.7) fails to start (failure to load msdbi.dll)
 - #53782  vbscript can not compile ReDim with list of variables
 - #53807  vbscript fails to redim original array in function when passed byref
 - #53867  vbscript fails to retrieve property array by index
 - #53868  vbscript fails to return TypeName for VT_DISPATCH
 - #53870  vkGetPhysicalDeviceSurfaceCapabilities2KHR passes invalid VkSurfaceKHR handle to driver
 - #53873  vbscript fails to compile Else If when If is on same line
 - #53909  opengl32.dll can't be loaded if win32u.so is not initialized first
 - #53915  Pivot animator runs into assert
 - #53919  crypt32:cert - testVerifyRevocation() uses an outdated certificate
 - #53923  tools/makedep during wine-7.21 build segfaults
 - #53930  Build broken with Clang in MSVC mode due to OpenLDAP import using getopt.h
 - #53932  ntlm_auth was not found or is outdated.
 - #53935  __unDName doesn't support 'G' and 'H' modifiers
 - #53940  VARA window is black when launched from RMS Express
 - #53954  Saints Row 2022 fails with Unimplemented function KERNEL32.dll.SetProcessInformation
 - #53967  Running anything hangs on start up


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Wednesday, November 23, 2022

Steam and Lutris in EuroLinux Desktop

The holiday season is approaching, so today we offer a slightly lighter, but interesting topic. After a period of tumultuous development, Linux gaming has finally managed to win the trust of gamers and convince them to the platform from under the penguin sign. Thanks to digital video game distribution services, gamers can enjoy their favorite Windows titles also on EuroLinux Desktop.

However, before trying to install Steam, you should make sure that EuroLinux Desktop includes the required graphics drivers. If not, Nvidia users should download the company's official drivers, and AMD users should install the open Mesa drivers.

EuroLinux Desktop gry

Compatibility layers

  • Wine – allows Windows programs to run on Linux using native Linux libraries, APIs and drivers.
  • Proton – Wine fork by Valve, with some special tools for additional compatibility.
  • Vulkan – a cross-platform, open-source graphics API that is capable of using most DirectX calls present in Windows games. Although you can install DirectX in Wine, a "more native" alternative is to use just Vulkan.

EuroLinux Desktop gry

A breakthrough for gaming on Linux systems was the introduction of DXVK (DirectX to Vulkan), a tool for converting Microsoft DirectX 11 and DirectX 10 graphics calls to Vulkan, an open source graphics API that is compatible with Linux. DXVK is mainly used in Steam Play and is part of the Proton group. The solution works differently than the traditional emulator approach to gaming, where you have to use a Windows virtual machine and play as if "inside it." DXVK allows translation and full use of the computer's hardware resources. With this solution we get comparable performance to the native version of the game.

ProtonDB

ProtonDB is a service that compiles player experiences into a convenient-to-view database where you can see how well a title performs on GNU/Linux. The service has an actively growing community of testers who help improve Proton. Users can easily check the game's compatibility rating, leave reviews, and rate performance and compatibility. Game testers also leave bug fixes and tips on what to do to fix a game and help it run on Linux. Using the site, you can search for games from your library on the homepage or link your Steam account to check the status of each game in one go.

Steam

Steam is Valve's digital video game distribution service and store. The Steam software client was launched in September 2003 as a way to provide automatic updates for games developed by Valve. It was then expanded in late 2005 to include the ability to distribute titles from other game publishers. Steam offers various features such as digital rights management (DRM), game server matchmaking and anti-cheat programs, as well as social services and streaming games.

EuroLinux Desktop gry

Civilization V game running via Steam on EuroLinux Desktop

To install Steam on EuroLinux 9 Desktop, run the following commands:

sudo dnf install https://dl.fedoraproject.org/pub/epel/epel-release-latest-9.noarch.rpm && \
sudo dnf install snapd && \
sudo systemctl enable --now snapd.socket  && \
snap install --beta steam

Activate Proton in Steam

Proton is integrated into the Steam client via "Steam Play." To activate Proton, launch the Steam client and click the Steam menu in the upper left corner. Then click the Settings menu to open a new window, and the Steam Play button. At the bottom of the panel, select Enable Steam Play for Supported Titles and leave the Proton Experimental selection in the drop-down list. The application will ask you to restart the Steam client. If you want to try other games that are not guaranteed to work on Linux, check the Enable Steam Play for All Other Titles checkbox.

GOG

GOG is a digital distribution platform service for video games and movies. It makes many DRM-free digital games available for many platforms, including Linux. A Linux version of the client is planned, but an expected release date is not available. Nevertheless, in the Software application in the FlatHub repository, you can find several minimalist clients for this (Polish) provider. In addition, GOG provides standalone game installers, so you can use it with any web browser. GOG is also integrated with the Lutris platform.

Lutris

Lutris is a free and open source game manager for GNU/Linux. It provides a consistent interface and community installation scripts that automatically configure the Wine environment for specific game titles. Lutris also offers integration for software purchased from GOG, Humble Bundle, Steam and Epic Games Store. These can be run after logging into the respective services, directly through the Lutris app. In addition, Lutris supports more than 20 emulators, including ScummVM, DOSBox. Dolphin, MAME, Snes9x, PCSX2 and PPSSPP. On EuroLinux Desktop, the Lutris client can be installed directly from the Software application by searching the FlatHub repository.

EuroLinux Desktop gry

Lutris interface after GOG.com integration

EuroLinux Desktop gry

Installing a game from GOG.com via Lutris

EuroLinux Desktop gry

Game running on EuroLinux Desktop thanks to the Lutris service

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Monday, November 21, 2022

BundleHunt BlackFriday macOS Bundle is live

 The BlackFriday macOS Bundle featuring 56 macOS Software & Design Tools is now live.

 


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Wine development release 7.21 is now available for Linux FreeBSD and macOS

The Wine development release 7.21 is now available.

What's new in this release:

  • OpenGL library converted to PE.
  • Support for multi-architecture PE builds.
  • More preparation work for Vulkan 32-on-64 support.
  • Support for creating import libraries without dlltool.
  • Locale data updates.
  • Various bug fixes.

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations. 

 

Bugs fixed in 7.21 (total 25):


 - #29974  StarBurn 13 crashes on disabling skins
 - #51418  fotoBiz X - Fatal error on startup
 - #51779  Visual Studio msvsmon fails to bind server socket in child processes
 - #52467  Kaseya Live Connect 9.5.0.28 management software sub-component crashes
 - #53081  Retina Mode broken since 7f7f9fa22c5cbe629e79a54257d5bd21403e80db
 - #53100  Euphoria: freezes every second while controllers are plugged in
 - #53153  SetWindowPos() incorrectly computes exposure region of parent window with WS_EX_COMPOSITED
 - #53484  dxgi:dxgi times out on the debiant VM
 - #53590  GetFileInformationByHandleEx() not fully implemented causing boost::directory_iterator failures with boost v1.79 and newer
 - #53606  First intro stops on last frame in multiple games (Darksiders Genesis, The Medium)
 - #53617  Imaris fails at exit with error, and keeps a process running.
 - #53631  Multiple 64-bit applications have issues with dialogs (DipTrace, foobar2000 installer)
 - #53676  vbscript can not exec_script - invalid number of arguments for Randomize
 - #53738  Cherry MIDI sequencer cannot read files with a path including CJK characters
 - #53749  Hotel Giant 2: black screen after changing resolution or enabling anti-aliasing
 - #53768  Winfile crashes due to unimplemented user32.dll.DragObject
 - #53798  Port Royale 2: incomplete text rendering
 - #53849  Apiset DLLs broken in non-PE builds
 - #53856  Wine 7.20 installs some windows files to the wrong location
 - #53859  Hades shows black screen at Vulkan mode
 - #53861  Non-PE builds fail after "makefiles: Add support for multiple PE architectures."
 - #53872  Adobe Reader XI crash opening settings in Protected Mode
 - #53879  Gothic 1 doesn't launch (msdbi.dll failed to initialize)
 - #53888  vbscript does not allow Mid on non VT_BSTR
 - #53893  ws2_32:sock - test_WSASocket() gets an unexpected raw protocol name in French on Windows

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Thursday, November 10, 2022

DXVK version 2.0 has been released with improved driver compatibility

A Vulkan 1.3 capable driver and wine version are required to run this version of DXVK. See the driver support page for details.

Many features in this release, especially the shader compilation changes detailed below, require the use of modern Vulkan features, such as Dynamic Rendering, Extended Dynamic State, and Null Descriptors. Due to the significant changes required to make use of them, it was no longer practical to maintain and test code paths for older drivers which do not support these features.


In practice, any system capable of running D3D11 and D3D12 games using Proton Experimental right now will be able to run DXVK 2.0.

Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work.

D3D9 changes

Memory management improvements

In order to reduce the likelihood of running out of address space in 32-bit D3D9 games, DXVK will now use memory-mapped files to store shadow copies of textures. This allows us to unmap memory that is not being used by the game, thus freeing up significant amounts of address space, up to several hundred Megabytes. See PR #2663 for implementation details.

Note: This change does not affect 64-bit games since address space is not a concern there. It also does not affect D3D10 or D3D11 since resource uploads work differently in those APIs and are much more memory efficient.

Render target feedback loops

On drivers which support VK_EXT_attachment_feedback_loop_layout, reading from an active render target in D3D9 games is now properly supported, which previously caused rendering artifacts on newer AMD hardware and required driver-level workarounds. This affects a number of games, including GTA IV.

Alpha test improvements

The D3D9 alpha test implementation was changed to more closely match the behaviour of Nvidia's implementation, which fixes inaccuracies in various games. The d3d9.alphaTestWiggleRoom option was removed, and games that previously required this option should now work correctly by default.

D3D10 changes

DXVK previously shipped incomplete implementations of d3d10.dll and d3d10_1.dll, but has not installed them by default since Version 1.6 since wine's implementation provides more features that are needed for D3D10 games to run, including the D3D10 Effects framework.

Since our implementation is incomplete and has not been used by Proton or Lutris for a very long time, DXVK will no longer ship these DLLs starting with this release. The D3D10 API itself is still supported via d3d10core.dll.

D3D11 changes

Feature support

DXVK now exposes D3D11 Feature Level 12_1 with the following newly added features:

  • Tiled Resources up to Tier 3, provided that the corresponding Vulkan sparse binding and sparse residency features are supported
  • Conservative Rasterization up to Tier 3, provided that the corresponding Vulkan conservative rasterization features are supported.
  • Rasterizer Ordered Views, provided that the corresponding Vulkan fragment shader interlock features are supported.

While no games are known to use these features directly in D3D11, some games and game launchers rely on feature support being consistent between D3D11 and D3D12 in order to allow users to enable D3D12 in the game options. While our implementation of these feature is generally functional, there may be bugs or performance issues in case a game does use them.

Furthermore, DXVK now supports the D3D11_FEATURE_SHADER_CACHE and D3D11_FEATURE_D3D11_OPTIONS5 feature queries.

Note: AMD Vulkan drivers do currently not support fragment shader interlock and are limited to feature level 12_0.

Note: Intel's ANV driver currently does not support the corresponding Vulkan features and is therefore limited to feature level 11_1. This applies to both DXVK and vkd3d-proton.

Device contexts

The implementations of ID3D11DeviceContext were refactored so that immediate contexts and deferred contexts no longer use common entry points. This is closer to Windows behaviour and may improve compatibility to third-party libraries and mods that hook into the D3D11 immediate context specifically, and reduces CPU overhead since some frequently used code paths are now more specialized for each context type.

State clear and restore methods were optimized to further reduce CPU overhead in games that heavily use deferred contexts, e.g. Assassin's Creed: Origins, or explicitly call ClearState frequently, e.g. God of War.

Shader compilation changes

On drivers which support VK_EXT_graphics_pipeline_library, including the IndependentInterpolationDecoration feature, Vulkan shaders will now be compiled at the time the game loads its D3D shaders, rather than at draw time. This reduces or eliminates shader compile stutter in many games.

In games that load their shaders during loading screens or in the menu, this can lead to prolonged periods of very high CPU utilization, especially on weaker CPUs. For affected games it is recommended to wait for shader compilation to finish before starting the game to avoid stutter and low performance. Shader compiler activity can be monitored with DXVK_HUD=compiler.

Note: The relevant Vulkan features are currently only supported by Nvidia drivers (version 520.56.06 or later). Driver support is expected to improve in the future.

State cache interactions

This feature largely replaces the state cache. If the given Vulkan features are supported, only pipelines that cannot use the pipeline library feature (e.g. pipelines using tessellation shaders) will be written to and read from the state cache, so newly created state cache files will typically only contain a few dozen to a few hundred pipelines, as opposed to thousands or tens of thousands. If the graphics pipeline library feature is not supported, the state cache will be used the same way as it was in older DXVK versions.

Note: State cache files created with DXVK versions prior to 1.4.3 can no longer be used.

Note: Despite our efforts, due to the significant changes under the hood, there may be issues when using an older state cache file under some circumstances. If you experience crashes, please test if the game runs with a clean cache file (DXVK_STATE_CACHE=reset) before reporting a bug.

Caveats

  • Games which only load their D3D shaders at draw time (e.g. Witcher 3, most Unreal Engine games) will still exhibit some stutter, although it should still be less severe than without this feature.
  • For 32-bit games, the implementation tries to aggressively free Vulkan pipelines in order to save memory. This may cause stutter if the driver's on-disk shader cache is not working properly.
  • On Nvidia drivers, the on-disk shader cache will be significantly larger than with previous versions of DXVK. It may be necessary to bypass the size limit by setting the environment variable __GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1, or setting a new limit manually via __GL_SHADER_DISK_CACHE_SIZE (in bytes).

Linux build support

Work from dxvk-native has been upstreamed in order to facilitate native Linux builds of DXVK, which can be used as a drop-in replacement to port D3D applications without having to change rendering code.

Note: When porting a D3D11 application, please refer to the Feature support and Developer Guidelines pages on the Wiki to avoid hitting unsupported or slow code paths in DXVK.

Repository changes

As part of cleaning up the repository, test applications that were of limited usefulness, as well as our custom d3dcompiler frontends, have been moved to the new dxvk-tests repository.

Vulkan and SPIR-V headers are now pulled in as submodules from the original repositories. This changes how the repository needs to be cloned and updated, or otherwise building DXVK will fail:

git clone --recursive https://github.com/doitsujin/dxvk.git

# Run the following command to make git pull
# automatically pull in submodule updates
cd dxvk
git config submodule.recurse true

The project wiki was also updated and expanded to be more useful.

Bug fixes and Improvements

  • Improved behaviour of DXGI waitable swap chains.
  • Improved implementation of DXGI frame statistics.
    Note: The implementation is still not accurate, especially in scenarios with multiple displays or if variable refresh rate is used.
  • Removed limitations on how many resources can be bound at the same time.
  • Removed several workarounds for specific Vulkan drivers or driver versions. This is primarily relevant for Steam's shader pre-caching, as the generated shader code no longer diverges as much depending on the driver version and supported feature set.
  • D3D11 shaders now use the Vulkan memory model in order to more accurately implement UAV coherency rules in compute shaders.
  • Fixed various issuses with the D3D11.3 WriteToSubresource and ReadFromSubresource methods.
  • Fixed various float emulation issues in D3D9 applications.
  • Fixed seamless cube map filtering in D3D9 applications (PR #2889).
  • Fixed issues when rendering to DXGI_FORMAT_A8_UNORM (D3D11) or D3DFMT_A8 (D3D9) render targets with blending enabled.
  • Fixed a bug with dual-source blending when multiple render targets are bound, which could lead to unpredictable results. This affects Elex 2 and potentially other games.
  • Fixed memory allocation logic on Intel integrated graphics.
  • Changed behaviour of the DXVK_STATE_CACHE environment variable, see the README for details.
  • Changed the DXVK_PERF_EVENTS environment variable to DXVK_DEBUG, see the README for details.
  • Alan Wake: Fixed a regression that caused grey rectangles to appear on screen on AMD GPUs. (#2834, PR: #2835)
  • Alice Madness Returns: Fixed an issue with flashing bright spots. (PR: #2939)
  • Anomaly: Warzone Earth: Fixed a deadlock when starting the game. (#1650, PR: #3035)
  • Beyond Good and Evil: Enabled 60 FPS limit to work around game bugs. (PR #2828)
  • Dragon Age Origins: Work around an out of memory issue when alt tabbing out of the game. (#3022, PR: #3023)
  • Empire: Total War: Fixed rendering. (#3017, PR #3018)
  • Final Fantasy XV: Improved performance when VXAO is enabled.
  • Grand Theft Auto IV: Disabled support for DF texture formats to make the game render mirrors in higher quality.
  • Heroes Of Annihilated Empires: Fixed crash. (#2879)
  • Limit King Of Fighters XIII: Enabled 60 FPS limit to work around game bugs. (#2647, PR #2831)
  • Metal Gear Solid V: Ground Zeroes: Work around texture streaming issues on GPUs with 4 GiB or more VRAM. (PR #2867)
  • SiN Episodes: Emergence: Work around an out-of-memory issue caused by the game creating an infinite number of textures. (PR #2907)
  • Sonic Generations: Improved performance by reducing GPU synchronization. (PR: #3009)
  • Spider Man: Shattered Dimensions: Fixed a lighting issue. (#2780, PR: #2782)
  • The Ship: Work around an out-of-memory issue caused by the game creating an infinite number of textures. (#2893, PR #2896)
  • Warhammer Online: Enabled 100 FPS limit on 64-bit executable to work around game bugs. (PR #2902)
  • Ys Seven: Fixed a regression that caused the game to only render a black screen. (PR: #2873)

Special thanks to @Blisto91 for doing a significant amount of testing during development.

Link to source code

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Tuesday, November 8, 2022

Wine stable release 7.0.1 is now available for Linux FreeBSD and macOS

The Wine development release 7.0.1 is now available.

What's new in this release:

  • Various bug fixes
  • Translation updates

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations. 

 


 Bugs fixed in 7.0.1 (total 32):

 - #12732  Nota Bene crashes on install
 - #44202  undname.c fails to parse symbols with rvalue-reference semantics '&&'
 - #45916  x64dbg fails to load debuggee, needs ThreadScheduler_ScheduleTask
 - #50352  Maximum sockets per process is set very low
 - #50370  Gothic 1 doesn't start correctly when screen resolution of the game matches display resolution
 - #50433  'MsiBreak' custom action debugging aid should use custom action's name from 'CustomAction' table (currently uses 'Target' field)
 - #50869  Killing Wine process in Wine 6.5 doesn't terminate the application because of the new use of start.exe
 - #51163  WinOffice Pro 5.3 stops after splashscreen, needs WMI class SoftwareLicensingProduct
 - #51619  advapi32:registry fails in Wine because French & German timezone name translations are too long
 - #51900  regression: REAPER scrollbars flash between themed and non-themed
 - #52163  postgresql-9.3 installer expects scrrun:filesys_GetTempName to return filename with TMP suffix
 - #52298  Opening PPT with Freeoffice Presentations crashes on unimplemented function ole32.dll.OleConvertIStorageToOLESTREAMEx
 - #52426  BCryptSignHash mishandles empty arguments
 - #52434  Light Blue theme has rendering errors in tree views
 - #52436  In Light Blue theme, checkable toggle buttons (BS_AUTOCHECKBOX) look unchecked when hovered
 - #52446  Normal dlls with native subsystem id are no longer processed when importing system dlls with uppercase names
 - #52476  QuickLOAD (VB5 app) input value is changed by factor 10
 - #52494  shell32 progman_dde tests crash if run immediately after prefix creation
 - #52510  alt:V mod for Grand Theft Auto V fails due to missing concrt140._Byte_reverse_table@details@Concurrency@@3QBEB
 - #52562  advapi32:registry fails in Wine because some French timezone name translations are too long
 - #52581  Internet MIDI crashes with Light Blue theme enabled
 - #52583  ApiSetView does not display export ordinals correctly
 - #52616  SteelSeries GG installer crashes on unimplemented function setupapi.dll.SetupQueryInfVersionInformationW
 - #52618  32-bit EXEs do not launch from build dir on macOS 10.14 in WOW64
 - #52626  MahjongSoul needs unimplemented function combase.dll.RoSetErrorReportingFlags
 - #52667  DTS Master Audio Suite can't select save file location when wine's "Light" theme is used
 - #52679  Anno 1602 / 1602 A.D. graphics too dark / black
 - #52704  FreeHand 9 demo: invalid handle exception (0xc0000008) when attaching uxtheme.dll
 - #52787  Invalid function prototype for "RegisterUserApiHook" when compiling for C++
 - #52953  GuiPy crashes on unimplemented function xmllite.dll.CreateXmlReaderInputWithEncodingCodePage
 - #53034  Lazarus: menu text disappears under mouse if light theme is enabled
 - #53430  urlmon:url fails due to unexpected redirection
 

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Monday, October 31, 2022

Wine development release 7.20 is now available for Linux FreeBSD and macOS

The Wine development release 7.20 is now available.

What's new in this release:

  • Mono engine updated to version 7.4.0.
  • Font linking improvements.
  • A number of fixes for exception unwinding.
  • Support for dumping EMF spool files in WineDump.
  • Various bug fixes.

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations. 

 
Bugs fixed in 7.20 (total 29):

 - #15679  cygwin symlinks not working in wine
 - #29998  Crysis 2 (>1.0) huge graphical issues after loading a savegame
 - #38594  dbghelp_msc:pe_load_debug_directory Got a page fault while loading symbols (Visual C++ 2013 .pdb's)
 - #38604  winedbg: internal crash/hangs when running ieframe/tests/ie.c with pdb debug symbols
 - #44814  cygwin's bsdtar.exe needs a better ntdll.NtQueryEaFile stub
 - #46822  Edit control in ADL search dialog gets initially not drawn in DC++ 0.868, regression
 - #47595  Tequila City of Heroes Launcher - expect_no_runtimes Process exited with a Mono runtime loaded.
 - #48197  Autonauts in steam under wine has a memory leak.
 - #50573  division by zero in wineconsole when hovering mouse over
 - #51529  CloseHandle(INVALID_HANDLE_VALUE) returns FALSE, GetLastError is ERROR_INVALID_HANDLE
 - #51775  Axiom Verge 2 crashes on startup due to incomplete sapi implementation
 - #52545  ACE rights parser should allow octal and decimal formats
 - #52648  conhost.exe:tty test_read_console_control() fails in Hindi and Portuguese
 - #52790  winedbg 'bt all' filled with dbghelp_dwarf RULE_VAL_EXPRESSION fixmes
 - #53437  ZOSI Cloud crashes on start
 - #53455  shell32:recyclebin - test_query_recyclebin() gets unexpected recyclebin size in Wine
 - #53521  imm32:imm32 - test_default_ime_window_creation() fails on Windows 10 21H1+
 - #53552  Line width calculation failure in WineMono.Tests.System.Windows.Media.TextFormatting.TextFormatterTest.NewlineCharacter
Collapsible
Test
 - #53608  Visual Novel Shin Koihime † Eiyuutan 4 plays opening movie in separate window
 - #53669  Problems with two separate MetaTrader4 programs on the same Wine desktop
 - #53679  The 64-bit ntdll:env fails on Windows 7
 - #53724  Obduction fails in a random way out of a handful of possible ways
 - #53770  Wrong locale data for Chinese locales for LOCALE_SNATIVEDIGITS class
 - #53800  CRYPT_GetBuiltinDecoder Unsupported decoder for lpszStructType 1.3.6.1.4.1.311.2.1.4
 - #53813  Let's encrypt certificate validation fails
 - #53821  winbase.h: ReOpenFile declaration missing (and not available in any other header)
 - #53829  Font links for MingLiU broken 32-bit wineprefixes
 - #53832  wbemprox: where-clause seems to be case-sensitive
 - #53838  Non-PE builds fail after "makedep: Make the installation directories architecture-generic."

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Thursday, October 27, 2022

vkd3d-proton version 2.7 has been released

VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan. The project serves as the development effort for Direct3D 12 support in Proton.


This release rolls up a massive amount of work since the Steam Deck launch in late February
with mostly features and fixes.

Heightened driver requirements

Newer extensions are now required.

  • VK_KHR_dynamic_rendering
  • VK_EXT_extended_dynamic_state
  • VK_EXT_extended_dynamic_state2 (no optional features required)
  • VK_KHR_maintenance4

KHR_dynamic_rendering in particular requires Mesa 22.0 or NVIDIA 510 series, which should have
propagated to distributions a long time ago at this point.

NOTE: Proton 7.0 stable series will stick to v2.6 to avoid the hard driver requirement bump.
Proton Experimental and any future stable beyond 7.0 will stick to v2.7 and later.

KHR_dynamic_rendering fixes many previously unsolvable issues, but it required a rewrite,
and it was deemed impractical to support both legacy and modern paths.

Improved pipeline cache

v2.6 introduced support for pipeline libraries, but only for games which made correct use of the D3D12 API.
To improve the situation across the board,
vkd3d-proton now implements an internal "magic" disk cache to enable SPIR-V caching for all games.
It is possible to disable the magic cache and let applications manage the ID3D12PipelineLibrary itself if desired.

To further reduce on-disk footprint of the magic cache, we also make use of VK_EXT_shader_module_identifier
to reduce the vkd3d-proton cache by >95%, since there is no need to store actual SPIR-V data on-disk.

Optimizations

Mostly a lot of minor things this release.

  • Slightly improve GPU performance for depth render passes.
  • Improve GPU performance for certain floating-point images where UAV usage was enabled.
  • Improve GPU performance for certain use cases of WriteBufferImmediate().
  • Improve GPU performance for certain access patterns of root descriptors.
  • Improve GPU performance for back-to-back buffer-image copies.
  • Improve GPU performance when allocating large zero-cleared resources and heaps.
  • Misc things here and there to reduce overhead.

New D3D12 features

Mesh shaders

VK_EXT_mesh_shader is required for this. Directly compatible with D3D12.

Advanced ExecuteIndirect

Uses VK_NV_device_generated_commands. Supported by both RADV and NVIDIA. Allows Halo Infinite to run.

DXR 1.1

Implement some missing features from DXR 1.1:

  • AddToStateObject()
  • ExecuteIndirect trace rays
  • Various complex RTPSO features
  • DXIL subobject parsing
  • Misc query features

With these fixes in place, e.g. Cyberpunk 2077 DXR works. VK_KHR_raytracing_maintenance1 is required for some features.

NOTE: VKD3D_CONFIG=dxr11 is required to enable DXR 1.1 for now.

Shared resources

Basic shared resources and fences are now supported when running on Proton. Allows interop with DXVK.
Special thanks to Derek Lesho (@Guy1524) for implementation.

SV_Barycentrics

SM 6.1 barycentrics are now exposed through VK_KHR_fragment_shader_barycentric.

Preliminary HDR support

vkd3d-proton can take advantage of HDR now, assuming the system itself supports it.

Game fixes and workarounds

  • Fix random GPU hangs in Hitman 3.
  • Fix crash in Redout 2.
  • Fix random GPU hang in F1 2021.
  • Fix random flicker in Guardians of the Galaxy.
  • Update some API checks required by latest AgilitySDK runtime features. Fix crash in F1 2022.
  • Add various workarounds for game bugs in Halo Infinite.
  • Add workaround for amdgpu kernel issue for certain games using imported host memory and multiple Vulkan devices.
  • Workaround glitched rendering in F1 2020 due to game bug.
  • Workaround certain games that violate placed resource API w.r.t. subresource initialization.
    Spiderman Remastered and Lost Judgment are affected. More games will likely surface.

DXIL support

Countless bug fixes for games released since last release. Too many to enumerate individually.

Misc

  • Improve compatibility with Intel ANV driver.
  • Improve correctness of GetFrameLatencyWaitableObject().
  • Add BLOB PIX decoding.
  • Improve stability when minimizing and alt-tabbing in and out of fullscreen in some games.
  • Preparation for MIT re-license is underway.

Stronger debugging facilities

  • For developers and power users, a breadcrumbs functionality is added to greatly aid GPU hang debugging.
    Requires either VK_AMD_buffer_marker or VK_NV_device_diagnostic_checkpoints.
  • When capturing with RenderDoc, cached host memory is enabled by default to speed up capture and improve stability.
  • Improve shader replacement system ease-of-use.

Link to source code


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Thursday, October 20, 2022

CodeWeavers CrossOver 22.0.1 for macOS Linux and ChromeOS has been released

 Hi folks,

I’m thrilled to announce CodeWeavers has released CrossOver 22.0.1 for #macOS , #Linux and #ChromeOS !
 

Change Log :
 
22.0.1 CrossOver - September 27, 2022
Bug fixes for all platforms:
Fix for .NET install errors.
 
macOS:
Fix for Quicken and MetaTrader freezes.
Restore support for Xbox wireless controllers.
 
Linux:
Upgrades on RPM systems should work again.
 
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Putty for Mac
Putty for Mac
$15.00

https://winereviews.onfastspring.com/putty-for-mac



Wednesday, October 19, 2022

Lutris 0.5.12-beta1 has been released

Lutris helps you install and play video games from all eras and from most gaming systems. By leveraging and combining existing emulators, engine re-implementations and compatibility layers, it gives you a central interface to launch all your games.

The client can connect with existing services like Humble Bundle, GOG and Steam to make your game libraries easily available. Game downloads and installations are automated and can be modified through user made scripts.

Download this version of Lutris from here.

Changelog :

  • Fix authentication issue with Origin
  • Fix authentication issue with EGS
  • Fix authentication issue with Ubisoft Connect when 2FA is enabled
  • Add Discord Rich Presence integration
  • Add ability to extract icons from Windows executables
  • Re-style preference dialogs

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Friday, October 14, 2022

Wine development release 7.19 is now available for Linux FreeBSD and macOS

The Wine development release 7.19 is now available.

What's new in this release:

  • Support for storing DOS attributes on disk.
  • Bundled vkd3d upgraded to version 1.5.
  • Support for MPEG-4 audio format.
  • Various bug fixes.

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations. 

Bugs fixed in 7.19 (total 17):

 - #9158   Multiple Microsoft development tools online/web installers fail to skip "$shtdwn$.req" with FILE_ATTRIBUTE_HIDDEN (Visual Studio Express Editions, .NET Framework 3.0)
 - #48414  OpenMPT UI does not render all textboxes correctly
 - #50269  Multiple applications need IWMSyncReader::GetOutputCount() implementation (Resident Evil Revelations 2; Ultimate Marvel vs Capcom 3)
 - #51884  HP Prime Virtual Calculator Emulator crashes when license agreement screen opens
 - #52655  Cubase 12 crashes on unimplemented function advapi32.dll.OpenThreadWaitChainSession
 - #52659  No sound for games that utilize windows media player functionality
 - #52931  vulkan-1:vulkan fails in Wine on cw-rx460 and Intel cards
 - #52954  Kheops Studio adventure games: Graphic bug that prevents any progress in the game
 - #53234  nsi:nsi - test_ndis_ifinfo() fails randomly on Windows 10 1507
 - #53575  Subtitle Workshop Classic 6.1.4 disabled menu items are not viewable at all with Light theme
 - #53615  Sonic Adventure DX (2004) deadlocks on the title screen
 - #53645  AIMP 3 causes memory leaks
 - #53672  x64dbg crashes when opening executable
 - #53673  "AE VN Tools" fails to launch in staging v7.17 (previously "just worked" on staging v7.13)
 - #53700  DbgChild crashes on unimplemented function ntdll.dll.RtlDosPathNameToRelativeNtPathName_U
 - #53714  SQLGetInfo(W) doesn't fill StringLength when InfoValue is NULL
 - #53773  winetricks dotnet35 fails to install

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Friday, September 23, 2022

Wine development release 7.18 is now available for Linux FreeBSD and macOS

The Wine development release 7.18 is now available.

What's new in this release:

  • Character tables updated to Unicode 15.0.0.
  • Wow64 support in the macOS driver.
  • Async reader fixes in GStreamer support.
  • Various bug fixes.

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations.

Bugs fixed in 7.18 (total 20):

 - #31157  Multiple applications (FileMaker Pro 12-19, MyDiff) crash when trying to create/open sample solution ('ImmAssociateContext' should only generate 'WM_IME_SETCONTEXT' if window has focus)
 - #35478  Multiple applications and games need dsdmo.dll (DirectSound Effects)
 - #36312  valgrind shows a couple possible leaks in oledb32/tests/marshal.c
 - #36944  Hotel Giant 2 crashes frequently
 - #42751  Multiple applications crash on unimplemented function msvcr{100,110}.dll.?_Schedule@_StructuredTaskCollection@details@Concurrency@@

QAEXPAV_UnrealizedChore@23@@Z (Gas Guzzlers Combat Carnage, Clip Studio Paint, Cube World, Intel ACAT)
 - #44314  Adobe FrameMaker 8: Installer aborts with the error "The wizard was interrupted..."
 - #48487  MSYS based Git 2.25 installer reports 'could not decode hex <hexstring>' (needs support for CryptStringToBinaryW CRYPT_STRING_HEX)
 - #48600  Bloomberg Terminal needs unimplemented function dbghelp.dll.SymSrvGetFileIndexInfo
 - #51404  Resident Evil 7 objects rendered with glitches (Vulkan renderer)
 - #52677  REVELPROG_IS crashes on unimplemented function winusb.dll.WinUsb_Free
 - #53430  urlmon:url fails due to unexpected redirection
 - #53458  windows.media.speech:speech - The 64-bit test_Recognition() gets unexpected ref count on Windows after ISpeechContinuousRecognitionSession_Release()
 - #53570  Visual C++ 2015-2019 crashes on launch
 - #53577  d3d9:device - test_scissor_size() fails on Windows 8+
 - #53578  msvfw32:mciwnd - test_MCIWndCreate() fails in Wine
 - #53609  Segmentation fault when starting Dosbox.exe in virtual desktop mode
 - #53614  KeePassXC crashes on unimplemented function msvcp140.dll.?ReportUnhandledError@_ExceptionHolder@details@Concurrency@@AEAAXXZ
 - #53626  Wine crash due to long filename when saving file in Framemaker
 - #53703  Wine crashes when setting a long window title.
 - #53706  NtDeviceIoControlFile() is quite slow when called with and invalid handle

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