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Saturday, January 14, 2023

Wine development release 8.0-rc4 is now available for Linux FreeBSD and macOS

The Wine development release 8.0-rc4 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-rc4 (total 25):

 - #48553  Catia (CAD software) refuse to run installation on newest wine   (<=4.18)
 - #51268  Assembler messages: Error: no such instruction: `xsavec (%esp)'
 - #51301  Any action that locks the cursor into place inside the Roblox Client window causes the cursor to freeze
 - #51420  Running any program in Wine causes 100% cpu usage in Xorg
 - #52089  d2d1:d2d1 fails in test_draw_geometry() on Wine
 - #52152  comctl32:edit gets unexpected heights in test_text_position_style() on Windows 10 1809+
 - #52429  Guild Wars: login not possible
 - #52557  GetNetworkParams loops forever on musl
 - #52749  winetricks dotnet35sp1: printfilterpipelinesvc.exe crashes in background
 - #52932  comctl32:edit & user32:edit have test_char_from_pos() failures on Windows with the UTF-8 codepage
 - #52994  mstask:task_trigger - test_GetNextRunTime() fails in Wine on date change
 - #53382  Slow rendering when connected to external monitor
 - #53536  ntdll:rtl - The 32-bit RtlUlonglongByteSwap() breaks test_RtlDecompressBuffer() on Windows
 - #53583  FindNLSStringEx reimplementation doesn't match native
 - #53671  No objects are being rendered in any DX10/11 apps with older GPU drivers
 - #53837  HS_hevo_gc 8.6.1.2 fails to install
 - #54045  ntdll:rtl - test_RtlIpv6StringToAddress() fails on Windows 11
 - #54151  xactengine3_7:xact3 crashes when no speaker is connected
 - #54172  ddraw:ddraw1, ddraw:ddraw2, ddraw:ddraw4, ddraw:ddraw7 - test_window_position() gets the size of the wrong screen in Wine
 - #54180  Petz 4 has corrupt .pet files at startup
 - #54210  Wine fails to compile with Linux 4.11 headers (use of undefined AT_HWCAP2)
 - #54218  RTLD_SELF use breaks musl build since 8.0-rc1
 - #54263  Build of 7.22 fails with mingw-w64 10.0
 - #54264  Hyperdimension Neptunia Re;Birth1 crashes on exit in xactengine notification callback
 - #54287  wineconsole: alternate screen buffer does not work

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Saturday, January 7, 2023

Wine development release 8.0-rc3 is now available for Linux FreeBSD and macOS

The Wine development release 8.0-rc3 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-rc3 (total 28):

 - #35126  AirBuccaneers hangs on exit
 - #41339  Minor regression: Wine loads with "/wine/dlls/ntdll/loader.c: loader_section" errors when creating a new prefix or running an application
 - #47438  Bloodstained: Ritual of the Night freeze at whitescreen
 - #47536  Can't aim in Overwatch after alt-tabbing
 - #47828  regedit: Random crashes on selecting an entry (thread-related?)
 - #48322  World of Warcraft Classic: Mouse movement can block keydown events from registering
 - #49164  Call of Cthulhu: Dark Corners of the Earth crashes after start
 - #50519  Adobe Digital Editions 4.5 crash on Wine 6.0
 - #52563  d3d11:d3d11 fails in test_dynamic_map_synchronization() on cw-rx460 in Wine
 - #52903  Resizing Dn-FamiTracker fails to redraw pattern editor and status bar
 - #53101  Public Peer silently exits
 - #53403  winegstreamer "flush" removal breaks radio in fallout 3
 - #53627  Max Payne: mouse scroll behaves erratically
 - #53640  Bully: Scholarship Edition hangs on loading screen and doesn't play intros
 - #53680  urlmon:url - test_BindToStorage() fails on Windows <= 8.1
 - #53743  Vivisector has graphical glitches
 - #53748  Sacred Gold (GOG): missing audio in .wmv videos
 - #53752  Rayman 3: glitched graphics (black textures)
 - #53785  Need for Speed: Payback crashes on launch with OpenGL renderer
 - #53863  Tsui no Stella = Stella of the End: doesn't launch anymore (GL_INVALID_OPERATION)
 - #53908  Comptes.exe errors with "dxLockMessage fails"
 - #53995  d2d1:d2d1 runs out of GL memory and crashes on the debian 11 VM
 - #54023  d3d11:d3d11 - test_dynamic_map_synchronization() fails on w11pro64_nv
 - #54049  ddraw:ddraw2 test_texture_wrong_caps test triggers use after free bug
 - #54170  20XX: invisible character
 - #54184  Multiple applications fail http requests when WinHttpSendRequest() doesn't contain full request data
 - #54191  Agarest 1 stopped showing Videos after implementing ASF Reader filter
 - #54268  Moving the separator in regedit don't repaint listview

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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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