Hello @carlosmsalado, we're using one issue report per unofficially supported game title, so I've gone ahead and transferred this issue report to https://github.com/ValveSoftware/Proton/issues/607#issuecomment-5890696508.
ge-proton11-7x1 2026-09proton experimentalx1 2026-09PROTON_LOG=1x1 2026-09VKD3D_CONFIG=extra_rtas_syncx1 2026-09_nvngx.dllx1 2026-09amd_fidelityfx_loader_dx12.dllx1 2026-09amd_fidelityfx_upscaler_dx12.dllx1 2026-09common.dllx1 2026-09dlss.dllx1 2026-09dlss_d.dllx1 2026-09dlss_g.dllx1 2026-09interposer.dllx1 2026-09libxess.dllx1 2026-09libxess_fg.dllx1 2026-09nvngx.dllx1 2026-09nvngx_dlss.dllx1 2026-09pcl.dllx1 2026-09reflex.dllx1 2026-09
Name of the game with the issue
The Witcher 3: Wild Hunt — Remastered (Steam AppID 292030), build 25575366. The
appmanifest_292030.acfapp name isThe Witcher 3: Wild Hunt — Remastered, andlauncher-configuration.jsonships a single entry (DirectX 12, fallbackDirectX 12) with"editions": [{"name": "remasteredEdition"}]— i.e. this edition is DX12-only (there is nobin/x64DX11 executable on disk).Proton version
Reproduced identically with two Proton builds, so this does not look like a Proton-version-specific regression:
Proton Experimental—experimental-11.0-20260924(11.0-100), dxvk-nvapi reported at runtime as14.0.0GE-Proton11-7— dxvk-nvapi reported at runtime asv0.9.2Link to full Proton log
Gist: https://gist.github.com/carlosmsalado/785b4d391034f130b93fb32bea873a77
Raw: https://gist.githubusercontent.com/carlosmsalado/785b4d391034f130b93fb32bea873a77/raw/462ad4e2ce85574b3736dc3cb4223cfbbc607521/steam-292030.log
Captured with
PROTON_LOG=1(2.5 MB / 25,683 lines). Exact launch options used for the capture:System Information
7.2.5-1-cachyos01:00.0nvidia-open-dkms)/dev/driexposes only the NVIDIA card,amdgpunot loaded). This is therefore not a hybrid-GPU issue.Steps to reproduce
No crash. The game renders fine (including ray tracing); only the NVIDIA upscalers are unavailable. The problem is permanent across restarts and after verifying game files.
Expected
DLSS Super Resolution selectable, as on Windows. RTX 3080 is Ampere, so DLSS-SR and DLSS-RR are hardware-supported.
Actual
Every DLSS-based upscaler is permanently reported as unsupported.
Evidence
(1) GPU and NVAPI are correct — this is not a GPU-detection problem:
(2) Only
sl.interposer.dllis loaded. NONE of the Streamline plugin DLLs are ever loaded, although they exist on disk next to the interposer (The Witcher 3/bin/x64_dx12/) and are valid x86-64 PE DLLs:A grep over the complete
+loaddllstream for the plugin DLLs returns zero hits:Present on disk but never loaded:
sl.common.dll,sl.dlss.dll,sl.dlss_d.dll,sl.dlss_g.dll,sl.reflex.dll,sl.pcl.dll.(3) Streamline reports the failure itself:
(4)
slInit()is never called by the game. Proven by enabling Streamline's own environment-variable logging overrides (SL_ENABLE_CONSOLE_LOGGING=1,SL_LOG_LEVEL=10,SL_LOG_PATH=C:/sldbg). Streamline emitsSL_LOG_HINT("Overriding logging settings from environment variables")from insideslInit(). That message never appears in the log, andC:\sldbg\sl.logis never created. TheslInit()warnings ("Seems like some DX/VK APIs were invoked before slInit()!!!"and"slInit must be called before any DXGI/D3D12/D3D11/Vulkan APIs are invoked") never appear either.The game creates the D3D12 device at ~0.5 s and then queries Streamline feature support without ever having initialized Streamline, so it receives
eErrorNotInitializedfor every feature and greys out all DLSS options.Analysis
From the upstream NVIDIA Streamline SDK source:
slValidateState()(source/core/sl.api/sl.cpp) returnseErrorNotInitializedwhenplugin_manager::arePluginsLoaded()is false.arePluginsLoaded()iss_status == ePluginsLoaded || s_status == ePluginsInitialized(source/core/sl.plugin-manager/pluginManager.cpp), ands_statusis set toePluginsLoadedinsideloadPlugins()— very early, before plugin enumeration. So ifloadPlugins()had run even once, the validation would already pass. The observed failure meansloadPlugins()never ran.loadPlugins()is called from exactly one place:slInit()(return manager->loadPlugins();), and only wheninterposer::isEnabled()is true.slInit()in this environment.The binary does use the Streamline feature-query API (
GetIsDLSSSupported,GetDLSSGSupported,GetDLSSRRSupportedare visible inwitcher3.exe), so the integration is present — it simply never gets initialized.One plausible trigger for the game's internal "DLSS not available" gate: the game issues four NVAPI queries whose entry points dxvk-nvapi does not implement, and gets
NULLback:It is likely the game treats at least one of these as a hard capability check and disables the entire DLSS/Streamline path rather than falling back. If these entry points can be identified and implemented (or stubbed), that would probably resolve the issue.
Additional information
nvngx_dlss.dllcarries the NGXrel_310_9/juicy_penguinweights), i.e. this is the August 2026 "Remastered" release that added Path Tracing, DLSS 4.5, FSR 4 and XeSS 2. The integration may simply be newer than what Wine has been validated against./usr/lib/libnvidia-ngx.so.610.57.04,/usr/lib/nvidia/wine/{_nvngx,nvngx,nvngx_dlssg}.dll, and the prefix has_nvngx.dll+nvngx.dllinsystem32.amd_fidelityfx_upscaler_dx12.dll,amd_fidelityfx_loader_dx12.dll,libxess.dllandlibxess_fg.dllall loading successfully. FSR / XeSS are the practical workaround meanwhile.VKD3D_CONFIG=extra_rtas_syncon driver 610 (per https://forums.developer.nvidia.com/t/solution-for-witcher-3-with-rt-under-610-drivers/378760).sl.interposer.jsoncannot be used as an override here: the string table ofsl.interposer.dllshows the JSON-config code path is compiled out (production build), soenableInterposer/pathToPluginscannot be set externally.