A RTX graphics card is required. From what I've read one needs to place both .dll files into the folder with the game's executable (make a backup of the original dbghelp.dll). In game one needs to disable V-Sync. Another comment here recommends to enable Hardware-Accelerated GPU Scheduling (in Windows). I don't know whether that is possible in Linux.
This could be a massive improvement for Nvidia graphics cards older then 40XX gpus.
Edit: They have since changed the installation instructions and the file names. Here are the instructions at the time of writing:
dlssg-to-fsr3 has been tested in Cyberpunk 2077 and The Witcher 3 only.
dlssg-to-fsr3 may be obtained from: https://github.com/Nukem9/dlssg-to-fsr3
Right click on "DisableNvidiaSignatureChecks.reg" and select "Merge". Click "Yes" when the dialog opens.
Locate your game's installation directory. For Cyberpunk 2077, this would be the folder containing Cyberpunk2077.exe.
Copy "dlssg_to_fsr3_amd_is_better.dll" and the new "nvngx.dll" to your game's installation directory.
Done. Launch the game. You'll see a message box on startup.
Right click on "RestoreNvidiaSignatureChecks.reg" and select "Merge". Click "Yes" when the dialog opens.
Delete "dlssg_to_fsr3_amd_is_better.dll" and "nvngx.dll" in your game's installation directory.
Wine currently does not support the APIs Streamline uses to check if Hardware Accelerated GPU Scheduling is enabled. I have a hack for this here which should apply to Wine 9.0-rc2 and some flavors of it.
Warning though, some assembly is required; you will need to compile your own Wine to use this (don't forget to run tools/make_specfiles before building, otherwise linking will fail). It seems to be working for me in Cyberpunk 2077 (you will need to export WINEHAGS=1 environment variable to enable it).
Maybe it is time to learn how to build packages and include patches then.
But isn't something like this what a project like GloriousEggroll's proton-ge-custom would be willing to include? At least until a non-hacky alternative presents itself. I don't possess the knowledge to judge this accurately.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1863639235
Thanks, it works. But I actually had to patch gpu detection to get dlss to work.
Replying to [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1863639235)
Thanks, it works. But I actually had to patch gpu detection to get dlss to work.
Could u say how to do it step by step :3 ?
Replying to [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1863639235)
Thanks, it works. But I actually had to patch gpu detection to get dlss to work.
Well I gonna try both patches on my machine and report back.
Just need to wait for the compile to end, the patches applied to wine-proton-9999 without problems:
Don't forget to also apply the second patch from my gist, the hags-0002.patch one.
Well after adding the missing path and editing the ebuild to add tools/make_specfiles now should work.
@Saancreed it work but create graphical corruption:
Edit: Turnning off dlss frame generation the bug disappear.
Pausing the game or staying still the color return to normal:
I gonna try removing some env to see if solves it:
Ok didnt solve. Can be a bug with wine since is a rc version
This is the same result people got on Windows on GTX cards when using my nvapi-dummy (based on dxvk-nvapi) to spoof the GPU arch.
@MrDuartePT Would you mind sharing your dxvk-nvapi log?
@MrDuartePT Would you mind sharing your dxvk-nvapi log?
Well I only could generate the VKD3D logs lets see if this helps:
cyberpunk-vkd3d.txt
And I using a RTX 3070 Mobile (laptop) is very strange this is happening
A RTX graphics card is required. From what I've read one needs to place both .dll files into the folder with the game's executable (make a backup of the original dbghelp.dll). In game one needs to disable V-Sync. Another comment here recommends to enable Hardware-Accelerated GPU Scheduling (in Windows). I don't know whether that is possible in Linux. This could be a massive improvement for Nvidia graphics cards older then 40XX gpus.
Why is an Nvidia GPU required, when FSR is explicitly designed by AMD to be largely hardware agnostic?
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1866879511
Because it uses DLSS, which is Nvidia only. It only uses the Frame gen component from FSR3.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1866879511
Even if you can spoof wine to think you have a Nvidia card it probably will not work very well since DLSS use Tensor Cores. AMD card could use the computer core but I think it will be very slow.
Also FSR3 SDK is open source and work on every Directx12 it possible one day to update FSR hack to use FSR3. Or the games just implement FSR3.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1866706830
I'm unable to reproduce this issue. I can notice ghosting in Cyberpunk 2077 with the mod installed (or maybe it's more like frames being presented out of order sometimes?) but colors seem to be fine. Here's a quick comparison, FG disabled vs FG enabled:
No such issue in Path Tracing SDK sample either. I don't really have too many FG games outside Steam I could test this with and I'd rather avoid angering online games like Diablo IV by loading unsigned binaries that install detours in other code segments, sorry :sweat_smile:
There might be a bug somewhere else in the stack that I somehow avoid on my own builds/hardware. But it's highly unlikely that my HAGS patch caused it.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1867154257
Probably my problem was that I use the latest commit of wine instead of the tagged 9.0-rc2 version. I gonna recompile wine and report back.
Lol nice catch github :)
It happening again even with the tagged 9.0-rc2 wine version:
I gonna try reinstall the mod again
Edit: With gamescope and even reinstalling the mod still happening
Very strange you can reproduce it @Saancreed
Probably because you have a 4000 series card?
If anything, it's the version of vkd3d-proton used here that has the greatest chance of affecting this and not Wine. And for that I'm using 2.11.1 patched with Nvidia Reflex support (PR 1739 but rebased to latest vkd3d-proton and Vulkan-Headers), my own patches adding support for Opacity Micromaps and pull request 1806 (because I've heard it needs some testing).
But this is strange enough that I feel like someone would need to point NSight/Renderdoc at this thing to figure it out.
If anything, it's the version of vkd3d-proton used here that has the greatest chance of affecting this and not Wine. And for that I'm using 2.11.1 patched with Nvidia Reflex support (PR 1739 but rebased to latest vkd3d-proton and Vulkan-Headers), my own patches adding support for Opacity Micromaps and pull request 1806 (because I've heard it needs some testing).
But this is strange enough that I feel like someone would need to point NSight/Renderdoc at this thing to figure it out.
I can try that version of vkd3d-proton and see if solve it. You would mind sharing your patches and the NVIDIA reflex rebase one.
Since vkd3d-proton 2.11.1 is avaiable as gentoo ebuild I can just add the patch and rebuilding it.
edit: After testing vkd3d-proton withouth patches the problem remains.
By the way one off my friend on gentoo also confirm it happen on The Witcher 3. Using the patched wine-staging 9.0-rc2.
But the fps is good.
@Saancreed try the SDK and unfortunately need Nvidia Reflex to enable DLSS-G i will try to rebase the patches later
You would mind sharing your patches and the NVIDIA reflex rebase one.
I can do that in a few hours from now, plus I'll attach the exact config I'm using to build my Wine (using wine-tkg-git).
Okay, so starting with Wine, I'm building wine-tkg-git using a config like this:
_NOCCACHE="true"
_NOINITIALPROMPT="true"
_LOCAL_PRESET="none"
_PKGNAME_OVERRIDE="none"
#_GCC_FLAGS+=" -march=x86-64-v3"
#_CROSS_FLAGS+=" -march=x86-64-v3" # problematic, needs a workaround for gcc bug this runs into, otherwise will break 32-bit applications
_user_deps+=" libgcrypt lib32-libgcrypt"
_user_deps+=" pcsclite lib32-pcsclite"
_user_deps+=" libdrm lib32-libdrm"
_user_deps+=" libxkbcommon lib32-libxkbcommon"
_user_deps+=" wayland lib32-wayland"
_user_makedeps+=" wayland-protocols"
_user_makedeps+=" winesync-header"
_staging_commit='#tag=v9.0-rc2'
_use_fastsync="true"
_use_vkd3dlib="true"
_proton_fs_hack="false"
_win10_default="true"
_protonify="true"
_proton_battleye_support="true"
_proton_eac_support="true"
_user_patches_no_confirm="true"
_hotfixes_no_confirm="false"
_allow_server_rt_prio="true"
_allow_wine_net_raw="true"
Of all these, probably the only only relevant settings are using the Staging (default) and Protonify patches.
Then, using the userpatches system I'm reverting Wine commit 354a8bb1f4a65bdec052606f2799db9e2907b5b1 (for other reasons, most likely unrelated to this), adding f6d04e332309159de4dc3aab219aafa838a0a3c0 ("win32u: Don't deactivate the target thread when setting the foreground window." because I'm experimenting with winewayland), adding my HAGS patches, updating Ubisoft Connect hack to append --use-angle=vulkan instead as Proton does, extending AC Odyssey hack for Immortals Fenyx Rising as well, and hacking WS_EX_TOPMOST in winex11 to not be so annoying when combined with fullscreen windows on KWin. Only the HAGS patch is important here, I think. Notably, the "GPU detection" patch shouldn't be needed because something like that is already included in Protonify patchset.
Since this project targets Arch users, you might have a hard time using it on Gentoo. Either try included non-makepkg-build.sh script or manually borrow all the patches it applies to your own ebuild (good luck!).
For the remaining projects, my versions of patches are here.
Moving on to dxvk-nvapi, I'm applying PR 147 as is then my OMM patches hacked rebased on top of Reflex. They are probably of little use to you on Ampere but if you wish to try anyway, they are in the dxvk-nvapi-reflex-omm.diff file in the Gist linked above.
Then, when building vkd3d-proton, checkout tag 2.11.1, forcufully update Vulkan-Headers submodule at khronos/Vulkan-Headers to latest (v1.3.274 but any version equal to v1.3.271 or newer should work), apply my modified Reflex patch (vkd3d-proton-reflex.patch file from the Gist) and optionally apply OMM patches (vkd3d-proton-reflex-omm.diff file from the Gist) and/or PR 1806.
Finally, there is dxvk-reflex.patch file that can be used with DXVK if you wish to use Reflex in D3D11 titles, which again requires updating included Vulkan-Headers submodule at include/vulkan just like vkd3d-proton did.
Oh, and make sure you don't have LatencyFleX available because it has higher priority but it doesn't fully implement all APIs Reflex requires. At worst, use WINEDLLOVERRIDES=latencyflex_layer,latencyflex_wine= to disable loading it.
With all this (and Nvidia's nvngx.dll and _nvngx.dll installed into the prefix, and DXVK_ENABLE_NVAPI=1 in the environment) you should have DLSS Super Resolution and Reflex exposed and working correctly, and with WINEHAGS=1 plus the mod, Frame Generation should also become usable. Try this with Path Tracing SDK and let me know how it went.
Everthing is done just not compile wine-tkg, frist I gonna see if it really needed.
Edit: Is working no need for wine-tkg
withouth DLSS-FG I only get 23fps.
Now I juts gonna try cyberpunk and see if the weird graphical glith is gone with nvidia reflex enable.
Can also confirm in game if I enable reflex and after FG the weird color disappear. Tomorrow I post here a screenshot.
Note: I use all patches in vkd3d-proton includes the https://github.com/HansKristian-Work/vkd3d-proton/pull/1806 besides needing testing it seems to be working
@Saancreed sorry for the ping but I’m a bit currious. It any intention of adding WINEHAGS patches to wine-staging since it work very well.
If get shipped on wine-9.0 it possible to also be included in proton-9.
Probably not anytime soon, Wine is currently in code freeze and only fixes will be accepted until 9.0 is released. The earliest something like this could get in would be Wine 9.1, I believe.
As you can see in this small demo. Now nvidia reflex get activated when DLSS FG is activated (is normal behavior of the game). Now we can conclude it only possible to use this mod, when WINEHAGS is added to wine and Nvidia Reflex were supported in DXVK, DXVK-NVAPI, VKD3D and VKD3D-Proton.
https://github.com/ValveSoftware/Proton/assets/68701049/bdcb9201-47c2-431b-a08b-c955e5696b5e
Edit: The fps is kinda low with the recording, for some reason NVENC is having a bad time :(
I managed to get it working on Cyberpunk with these extra reflex patches, thanks so much!
Probably not anytime soon, Wine is currently in code freeze and only fixes will be accepted until 9.0 is released. The earliest something like this could get in would be Wine 9.1, I believe.
Well you can always submit a PR and see what they say. The same for @Gravechapa gpu patch
@MrDuartePT My patch is from Valve's wine code.
@MrDuartePT My patch is from Valve's wine code.
Oh ok. Well if winehags get added in the future proton should added as well
where can i learn how to patch wine/proton to try this? i dont know where to start and im very interested in getting this stared
@XDM-Inc I'd recommend checking out https://github.com/Frogging-Family/wine-tkg-git You can put the wine-hags patches in the wine-tkg-git/wine-tkg-userpatches and the other ones in the proton user patches.
Note that you will need to do something slightly more complicated here, and modify the https://github.com/Frogging-Family/wine-tkg-git/blob/master/proton-tkg/proton-tkg.sh so that the Vulkan-Headers submodule are checked out to the right branch, so watch out for that part, it's the most complicated!
Would you be willing to share your modified proton-tkg.sh? It is my first time doing something like this and I can't wrap my head around it. My best guess is to add something like git checkout vkd3d-proton-2.11.1.tar.gz in the vkd3d section around line 320.
And I have no idea how to forcefully update the Vulkan-Headers submodule since I can't identify a section for it in the file.
On another note: Am I right to assume I should rename the patches and diffs to .mypatch, .mydxvkpatch and .myvkd3dpatch?
Hi @Zenzi0
I forked wine-tkg-git with the appropriate changes and with the right patches. https://github.com/MichaelGoodale/wine-tkg-git
And I have no idea how to forcefully update the Vulkan-Headers submodule since I can't identify a section for it in the file.
Yeah, it's a little tricky you need to do it after cloning the dxvk after the submodules have been updated.
Thank you so much. I've had a look at the changes inside proton-tkg.sh. Doesn't look like much, but I would have never gotten that on my own. Trying to build it right now.
No worries! Enjoy the extra FPS :)
No worries! Enjoy the extra FPS :)
How to properly build proton for the steam deck? I have error when it try to patch hags(
This mod in particular is for Nvidia cards only and won't work on the Steam Deck.
Though I think there are a bunch of these mods now. And some intended for AMD and therefore might be suitable for the Steam Deck.
This mod in particular is for Nvidia cards only and won't work on the Steam Deck. Though I think there are a bunch of these mods now. And some intended for AMD and therefore suitable for the Steam Deck.
Thanks)
I forked wine-tkg-git with the appropriate changes and with the right patches. https://github.com/MichaelGoodale/wine-tkg-git
Appreciate the fork, what distro and version did you use? Does one first build in wine folder, and then use proton script? I almost got it to finish once, but ran into a font error near the end when using danger89/wine-pkgbuilds:latest . On Pop!_OS, it's not going so well. A fresh arch container is another set of headaches. Stuck between an itch to get this working and desire to just get on with life.
Was able to succesfully build proton-tkg build per https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1869712251.
Hitting the same issue as in https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1867541612 -- can't enable Reflex properly, so purple tint is present.
Any idea what I'm missing? I've build vkd3d-proton separately with the Reflex patches, but hitting the same wall.
@giantplaceholder A shot in the dark, but are you on 545.29.06 driver version and did you also build dxvk-nvapi with Reflex patches? If yes and it still refuses to cooperate, send a log made with PROTON_LOG=1 DXVK_NVAPI_LOG_LEVEL=info %command%.
@Saancreed
I'm on latest available vulkan-dev, as of now (535.43.22).
I've built dxvk-nvapi with required patches manually and stuffed it into the proton libs, so it's definitely should be present in the prefix.
535.43.22
Yeah that's previous driver branch that does not expose the VK_NV_low_latency2 extension, not even the Vulkan Developer Beta flavor, you need 545.29.06 for this to work. Or some previous release from 545 branch if you use Reflex patches as submitted in PR to vkd3d-proton repo instead of my updated version.
535.43.22
Yeah that's previous driver branch that does not expose the VK_NV_low_latency2 extension, not even the Vulkan Developer Beta flavor, you need 545.29.06 for this to work. Or some previous release from 545 branch if you use Reflex patches as submitted in PR to vkd3d-proton repo instead of my updated version.
So you are saying that even though 535.43.22 is actually newer than 545.29.06, it doesn't have that API exposed, correct?
Yup. You can verify this yourself using tools like vulkaninfo.
@Saancreed I see. Thanks for your help.
I managed to get it working with Cyberpunk. Works pretty much the same as on Windows, albeit with much more noticeable ghosting on contrast shadows -- no matter if RT is used or not. Input latency is noticeably worse than in Windows.
Enabling FG option in game's menu whilst Reflex option is disabled, and then enabling Reflex manually = instant game crash.
For whomever wants to repeat this config, it would be enough to install 535.29.06 drivers and build https://github.com/MichaelGoodale/wine-tkg-git using default its proton-tkg.sh, selecting fourth option (Wine upstream proton), whilst applying all patches it will ask to apply. Takes about 30 minutes to build on an i5-13600K.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1872476276
How can I install 535.29.06 drivers in Arch? I couldn't find that nvidia version. Do you meant 545.29.06?
Yes, you need to use 545.29.06
I'm a little lost😅. I've built and used the fork from @MichaelGoodale (https://github.com/MichaelGoodale/wine-tkg-git). When I start the game, it has a red tint as described in the previous comments. However, I'm using driver version 545.29.06.
Thanks to @Saancreed and @MichaelGoodale's effort, I also have built successfully by using the fork from @MichaelGoodale!
My environment is "Ubuntu22.04LTS" with Lutris and "Nvidia 545.29.06".
At first, the same red tint issue as @MrDuartePT, and @Obamium69 happened.
It was due to the wrong versions of DIVX, VKD3D, and NVAPI in Lutris.
After using the DIVX, VKD3D, and NVAPI of this "WINE-TKG" build, everything looks fine now.
@MichaelGoodale I'm unable to build your fork in Arch Linux. Am I missing any extra dependency?
Thanks to @Saancreed and @MichaelGoodale's effort, I also have built successfully by using the fork from @MichaelGoodale! My environment is "Ubuntu22.04LTS" with Lutris and "Nvidia 545.29.06". At first, the same red tint issue as @MrDuartePT, and @Obamium69 happened. It was due to the wrong versions of DIVX, VKD3D, and NVAPI in Lutris. After using the DIVX, VKD3D, and NVAPI of this "WINE-TKG" build, everything looks fine now.
Thanks for the tip. I've forgot to change to DIVX, VKD3D, and NVAPI versions of this "WINE-TKG" build. Now its working.
@MichaelGoodale I'm unable to build your fork in Arch Linux. Am I missing any extra dependency?
I think something about a folder error when building dxvk, it struggles to change folder to dxvk-master, then the omm patch fails due to a bunch of dependant files missing in src (apparently, there should be other project sources or symlinks to them, but they are not created because something tripped over). I've spent an obscene of time on this so far and close to building each subproject manually at this point.
@MichaelGoodale I'm unable to build your fork in Arch Linux. Am I missing any extra dependency?
ya his build no longer works
could someone with a working build with hag patches of proton add me on discord and dm it please therealmattscreative thanks!
@Saancreed I gonna try to build wine-staging-9.0-rc4 but the patch seems to apply without problems
Well testing with wine-9.0-rc4 prove to be a suceess and seems to be more stable in game:
Also in cybenpunk and wither if you edit the user config files you can force it to use Nvidia Reflex: on + boost with DLSS-G on
Note: After about 2h+ of gaming just crash once
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1889526454
Could you test with wine 9.0-rc5?
https://www.phoronix.com/news/Wine-9.0-rc5-Released
Thanks
Replying to [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1889526454)
Could you test with wine 9.0-rc5?
https://www.phoronix.com/news/Wine-9.0-rc5-Released
Thanks
Seeing the changelog not seems to change much but I can try anyway I think was the mod that crash the games (but didn’t activate log at the time)
Could someone share their wine build patched with hags ? Or is there some easy to follow guide to build wine with this patch ? Thank you !
Could someone share their wine build patched with hags ? Or is there some easy to follow guide to build wine with this patch ? Thank you !
I used the following steps:
https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1872476276
Works cool on 2070! For anyone having issues with commands/files/directories during build, don't forget to set your distro in proton-tkg.cfg, for script be able to install build-time dependencies (see Wiki).
I have two questions.
For example, on Windows mod's author recommends to force VSync via Nvidia control panel. In theory, would externally-forced VSync break Reflex, Frame Generation, or both? And is it even possible for Vulkan app on Linux? I only know that compositor like Picom can VSync my web browser, but I believe it's totally different thing - Firefox isn't a Vulkan game.
UserSettings.json read-only?With Frame Generation enabled, Reflex setting is greyed out at "On" position.
When config is writable, and if edited manually, game restores it to "Enabled" on launch.
When read-only, changes made are not reflected in game settings. Is it fine? Works anyway?
Yes, I did - just like on your screenshot. And using same environment variables.
Didn't you forget to also import registry file, like described on Nexus mod page?
You can do it with Wine's regedit. In case of Steam, you should be able to get there via Protontricks.
My setup is a bit different. I have GOG version, extracted from offline installers with innoextract. To make prefix management simpler, I run it with Lutris runtime. So, there is no Steam in my case.
But all of it should not matter in any way, there is no difference whether it's Steam, Lutris or plain Wine.
I'll try to describe my steps in detail. Perhaps too much detail. I hope it can help :-)
1. Make proton-tkg.
$ git clone https://github.com/MichaelGoodale/wine-tkg-git.git
$ cd wine-tkg-git/proton-tkg
$ nano proton-tkg.cfg
_nomakepkg_dep_resolution_distro="archlinux"
$ ./proton-tkg.sh
If asked, agree to continue w/o Steam installed.
Choose option "4" for Wine version.
When asked, agree to apply userpatches.
2. Copy resulted build to required system directory.
Steam:
$ cp -R /home/user/wine-tkg-git/proton-tkg/built/proton_tkg_9.0rc5.r4.gf445af0d /home/user/.steam/root/compatibilitytools.d/
Lutris:
$ cp -R /home/user/wine-tkg-git/proton-tkg/built/proton_tkg_9.0rc5.r4.gf445af0d/files /home/user/.local/share/lutris/runners/wine/proton_tkg_9.0rc5.r4.gf445af0d
3. ONLY for Lutris.
Copy patched dxvk, dxvk-nvapi and vkd3d-proton from proton-tkg build to Lutris runtime folders.
Files from lib/wine and lib64/wine should go to x32 (dxvk, dxvk-nvapi) / x86 (vkd3d-proton) and x64 folders respectively.
This way: /home/user/.local/share/lutris/runtime/{dxvk,dxvk-nvapi,vkd3d-proton}/version/{x32,x86,x64}
4. Prepare Wine prefix.
Select proton-tkg build in Steam/Lutris.
Set DXVK_ENABLE_NVAPI=1 and WINEHAGS=1 environment variables.
ONLY for Lutris: select custom versions of dxvk, dxvk-nvapi, vkd3d-proton.
If required, backup your game/configuration file/saves/screenshots.
Boot clean Wine prefix. Set Windows 11. If required, restore your backup.
If using mods (red4ext, CET), install d3dcompiler_47 and vcrun2022 with Protontricks (Steam) or Winetricks (Lutris).
5. Install dlssg-to-fsr3 mod.
Copy dlssg_to_fsr3_amd_is_better.dll and nvngx.dll to bin/x64.
Run Wine's regedit and import DisableNvidiaSignatureChecks.reg file.
Steam:
Protonricks > Cyberpunk 2077 > Run regedit > Regisry > Import Registry File... > DisableNvidiaSignatureChecks.reg
Lutris:
Wine registry > Regisry > Import Registry File... > DisableNvidiaSignatureChecks.reg
6. Remove old cache files from game's directory.
vkd3d-proton.cache, vkd3d-proton.cache.write files and GLCache folder from bin/x64.
7. Test!
Run the game, go to Settings. Disable VSync in Video. Enable DLSS Frame Generation in Graphics.
It will reset selected DLSS mode, revert it back if desired.
Load your save. Play :-)
GPU: RTX 2070
Driver: 545.29.06
Wine: 1705215762 TKG-proton-9.0rc5.r4.gf445af0d
Game: 57100052607579862 2.1 - Build_4984974Change_6525662_0 - 56123
git clone https://github.com/MichaelGoodale/wine-tkg-git.git
@hotcapy Thanks, I will check every single step! I was on 535.146 drivers (doesn't have vk2_latency extension), just upgraded to 545.29.06 (last branch)
git clone https://github.com/MichaelGoodale/wine-tkg-git.git
@hotcapy Thanks, I will check every single step! I was on 535.146 drivers (doesn't have vk2_latency extension), just upgraded to 545.29.06 (last branch)
All good:
Alan Wake 2 (Heroic)
CyberPunk 2077 (Steam):
@hotcapy Thank you very much for your patience :)
@tuxrinku, check this comment: https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891017248
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891017248
I followed your instructions and I always get the same error.
Hunk [#13](/issue/ValveSoftware/Proton/13) FAILED at 4488.
1 out of 15 hunks FAILED -- saving rejects to file libs/vkd3d/vkd3d_private.h.rej
patching file libs/vkd3d/vulkan_procs.h
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891094934
@xdiban @tuxrinku @RyzenDew @Calculus8303 I uploaded the last build for you guys:
Enjoy the extra fps 😉
Thank you ! I'm trying to make it work with lutris but somehow the nvidia reflex and frame generation settings are still greyed out. I tried to set vkd3d to manual but then the game doesn't start. Anyone has a clue ?
EDIT : Okay I managed, I just had to create a custom folder in the runtimes lutris folder and put the dlls there. So now everythying works fine, except the input lag is pretty big and there's some stuttering despite the double fps, but I assume this is to be expected.
I followed your instructions and I always get the same error.
Does this error occur only when dlssg-to-fsr3 mod's dlls installed to bin/x64?
Or generally, with clean CP77 as well?
Game works with usual unpatched Wine build?
I just had to create a custom folder in the runtimes lutris folder and put the dlls there.
Yes, that's correct. For example, Lutris uses vX.Y.Z folders by default.
So, when I make latest-git dxvk, dxvk-nvapi and vkd3d-proton versions, I simply add current commit number to it's name.
But you can use absolutely whatever you like, just copy-paste it's name to version field in Lutris configuration window.
v2.11.1_12f561c, v0.6.4_proton-tkg, reflex_patched, etc.
I also like to start games headless from terminal after they are configured, like that:
LUTRIS_SKIP_INIT=1 lutris lutris:rungameid/X
there's some stuttering despite the double fps, but I assume this is to be expected.
Disabled VSync, especially if you had VRR configured (FreeSync or GSync monitor), costs lots of smoothness, unfortunately.
But I'm happy, because now I able to play with DLAA and Ultra RT at ~60 FPS.
And it works cool together with 8GB & Normal-RT-Full configs from "Ultra Plus" Nexus mod.
Game shutters on camera movement for sure, but not too bad for my old 20 generation GPU.
Strangely, I really liked 2.1 update (unlike pretty all previous ones). Despite memory issues, there are much less lags with NPCs and cars behavior/physics, at least for me. And higher FPS helps even more.
I'm sorry for late reply. Glad you managed to fix everything :-)
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891121978
Thank you so much, it finally works! I'm on an LTS release, so getting build dependencies wasn't really an option.
Stable ~100 FPS with Path Tracing and everything on max. :+1:
It's possible to make that work on AMD GPUs if nvapi spoofs Ada and _nvngx.dll from the Nvidia driver is placed in system32. I also adjusted those HAGS patches to work on the official Proton, they are located in my fork if anyone is interested.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891121978
THIS IS AMAZING! THANK YOU!!
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891017248
now add heroic and go into detail unlike with steam and lutris
Replying to [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1896499255)
I had just uploaded with Wine 9.0 final release. https://www.dropbox.com/scl/fi/mguih8fjtu5lj21oc2on7/proton_tkg_9.0.r0.gcab93f47.tar.xz?rlkey=k0gc1inxprjva1auohbc9j0iv&dl=0
Thank you for the update ! However it appears WINEHAGS=1 doesn't work while it was working fine with the rc5 build
@Gravechapa just to warn you about one thing. Your gpu detection patch breaks wine explorer.exe run from terminal at least on wayland on the igpu. I can only open wine default apps from explorer shell (virtual desktop), like winecfg and other.
But funny games open just fine.
But If I force the prefix to use only the dgpu wine explorer start working normal, winecfg and other start working normal no need for the explorer shell.
EDIT: Without the gpu detection patch DLSS Frame Gen stop working. I think I gonna use the ProtonGE custom builder I what to try it our just use @FakeMichau one, btw thanks for updating the hangs patches.
One time I was trying to do it as well but didn't what to bump proton beading edge to wine 9.0-rc5
EDIT2: Proton-GE dosent seems to have the bledingedge branch I gonna use LFX2
@FakeMichau this is a bit of topic but you know how to disable the creation of steamuser since using wine-proton make me the need of copy my saves since is stop using my documents folder
Replying to [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1896499255)
I had just uploaded with Wine 9.0 final release. https://www.dropbox.com/scl/fi/mguih8fjtu5lj21oc2on7/proton_tkg_9.0.r0.gcab93f47.tar.xz?rlkey=k0gc1inxprjva1auohbc9j0iv&dl=0
Thank you for the update ! However it appears WINEHAGS=1 doesn't work while it was working fine with the rc5 build
That's strange, I will check that. Thanks for the info.
Another thing that I found out in your build is that it doesn't work with gsync/freesync. When I use a different wine build (GE for exemple) I have the gsync indicator on. I don't when I use this build.
It's not a big problem at all, I just felt like letting you know.
maybe others run into the same problem as me,
I didn't understand why it didn't work for me even though I had done everything indicated here: https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891017248
The problem was the proton version
The proton_tkg_9.0rc5.r4.gf445af0d version works
The proton_tkg_9.0.r0.gcab93f47 version doesn't work for me
:)
Those are my launch options on Steam for CP2077
Thx :)
WINEDLLOVERRIDES="winmm,version=n,b" WINEHAGS=1 DXVK_ENABLE_NVAPI=1 gamemoderun taskset -c 0-15 %command% -modded --launcher-skip
Is this supposed to work on the Steamdeck APU?
Is this supposed to work on the Steamdeck APU?
No.
I've also noticed my dualsense controller is treated like an xbox controller when using this. I'm not using steam-input and proton-experimental properly detects my controller and allows me to enable adaptive triggers
I've also noticed my dualsense controller is treated like an xbox controller when using this. I'm not using steam-input and proton-experimental properly detects my controller and allows me to enable adaptive triggers
I don’t know if cyberpunk support dualsense sometimes steam runtime can treat the controller as a Xbox one when using a custom wine. Try launch the game from big picture after Steam detect is a dualsense.
Is this supposed to work on the Steamdeck APU?
Try see Proton-LX2 allow to enable in amd apu since it have a section to spoff a nvidia card
https://github.com/FakeMichau/Proton-LFX2
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891017248
Hey.
I'm using Arch and followed what you laid out to build proton-tkg. For some reason I'm running into a merge conflict and I believe the file that is having the merge conflict is inaccessible because its a temporary file. (Brought in by the bash script? Sorry I am way out of my depth here!) I tried to use the non staging version and still ran into this same issue. I compiled proton from the master branch and it worked fine, but the one I need (MichaelGoodale's fork) wont work. Ill post my prepare.log in case you might be able to shed some light on what to do?
fatal: destination path 'wine-git' already exists and is not an empty directory.
fatal: destination path 'wine-staging-git' already exists and is not an empty directory.
HEAD is now at 9f8d8bb5 Rebase against 90103fa07e5c23c7500c7d33e538b0610bf3c27d.
HEAD is now at 90103fa07e5 where: Implement search with default options.
8f087c4dff65d79f545f575cae39ffa0da5056bd reverted (hotfix)
Auto-merging dlls/bcrypt/tests/bcrypt.c
CONFLICT (content): Merge conflict in dlls/bcrypt/tests/bcrypt.c
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1950239698
Use the master branch version of wine-tkg, copy the commits on proton-tkg.sh from MichaelGoodale's branch, and the proton patches (do not copy wine hags patches, get the one from the FakeMichau's repository) After that build proton.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1950884145
Hey @gilvbp, thanks for the reply. I saw you posted a built version on dropbox but I really wanted to get it working myself so I appreciate the help.
I have cloned the master branch version and then copied in the changes from MichaelGoodale's branch. I made sure to leave out the winehags patches they had in ~/wine-tkg-userpatches/ . From FakeMichau's Proton-LFX2 repo, I found the wine-hags-spoof.patch ... is this the correct repo and patch I should be putting into /wine-tkg-userpatches/ before I build proton?
Im way out of my depth but eager to learn. Sorry if I made and wrong assumptions on what to do.
EDIT: I ended up compiling proton how I detailed above in my comment. It went much further into the process but failed applying the wine-hags-spoof.mypatch , going to try and figure out about why that is.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1950981702
check this commit: https://github.com/gilvbp/wine-tkg-git/commit/5d1b77d831f529489aed439257832eb7f468b75a.
and this, https://github.com/gilvbp/wine-tkg-git/commit/d26d204c9baacc6f1802a20cf4465f64ff463031. With that, I was able to build proton_tkg_experimental.bleeding.edge.8.0.80590.20240215 without any patch problem.
PS: The MichaelGoodale's wine hags patches don't work anymore because they're for the 9.0rc version
Here is the proton (working) build tar if you need it.
proton_tkg_experimental.bleeding.edge.8.0.80590.20240215.tar.xz
@FakeMichau thanks for the hags patch
Replying to [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1950981702)
Those two commits where the changes I had done previously - I ran diff against the files to be sure. Turns out I was building the wrong version though. I was trying to build wine upstream from proton instead of proton experimental bleeding edge. Thanks for your help @gilvbp !
I couldn't locate the GLCache folder in ~/bin/x64, but I found these instead:
[sekhon@arch x64]$ find ~ -type d -name GLCache
/home/sekhon/.local/share/Steam/steamapps/shadercache/1091500/nvidiav1/GLCache
/home/sekhon/.local/share/Steam/steamapps/compatdata/0/pfx/GLCache
/home/sekhon/.cache/nvidia/GLCache
[sekhon@arch x64]$
I believe the first one is the shader cache for cyberpunk2077 and the last one is the global cache. I think the 2nd one might be to do with proton but I am unsure. Should I delete any or all of these instead?
EDIT: I got the dlssg-to-fsr3 mod working, and it increased the framerate quite a bit, but I would randomly stutter and having flashing frames so I just opted to keep frame gen off 😂
I just stumbled upon a thread announcing that Nvidia Reflex support got merged for DXVK-NVAPI and vk3d3-proton.
https://github.com/jp7677/dxvk-nvapi/pull/147#event-11981286521
https://github.com/HansKristian-Work/vkd3d-proton/pull/1739#issuecomment-1973452343
Does this mean that soon we won't have to patch this in order to use this mod? Or are the hags-patches a show-stopper here for the foreseeable future?
I just stumbled upon a thread announcing that Nvidia Reflex support got merged for DXVK-NVAPI and vk3d3-proton. jp7677/dxvk-nvapi#147 (comment) HansKristian-Work/vkd3d-proton#1739 (comment)
Does this mean that soon we won't have to patch this in order to use this mod? Or are the hags-patches a show-stopper here for the foreseeable future?
You only need to keep the omm patches (despite dxvk, PR still pending). If you want, you can use/or check changes on my wine-tkg here: https://github.com/gilvbp/wine-tkg-git/tree/ll2_test.
I generated the last wine proton upstream version (proton_tkg_9.3.r7.g21b92f96): https://www.dropbox.com/scl/fi/8c5fhzvfu9uqjdrfkbfm7/proton_tkg_9.3.r7.g21b92f96.tar.xz?rlkey=bkc81cd0drtxajka5u60wsrji&dl=0
@Saancreed Thank you for the wine 9.3 updated patch :+1:
OMM patches aren't technically required; they are (quite) a niche feature that's used only by one game that I know about (Cyberpunk 2077) and their performance uplift is mostly limited to Nvidia Ada GPUs. Feel free to drop them (though I'll probably keep maintaining them in my dxvk-nvapi and vkd3d-proton branches).
One of my HAGS-related patches has been upstreamed (https://gitlab.winehq.org/wine/wine/-/merge_requests/4857) and is available in mainline Wine since release 9.3; if you're building patched Proton from Valve's 9.0 tree you should probably use the updated one from that MR), the other one that expands the implementation of D3DKMTQueryAdapterInfo is still required to be applied separately (that's the one I shared on LGD Discord which @gilvbp uploaded here: https://github.com/gilvbp/wine-tkg-git/blob/e9b4e2e19895492349f6b83b7852b9cf9ab4135c/wine-tkg-git/wine-tkg-userpatches/hags.mypatch). I don't intend to upstream this in its current form; checking the environment variable feels too hackish and faking this to be always enabled confuses DLSSG if you don't have this mod installed.
Thank you for the wine 9.3 updated patch 👍
You're welcome :frog::heart:
Thanks so much for the 9.3 version and in general moving this along. That version finally got my Hogwarts Legacy install into playable and sufficiently enjoyable to run territory.
This week's Wine commits moved some things around, here's a new diff that should be compatible with latest revisions: hags.diff
Is anyone able to build it for Ubuntu?
I get 0 to 1 fps while keep activated the frame generation in Horizon Forbiddest west, using the https://github.com/FakeMichau/Proton-LFX2, when i disabled it on game, then i get my normal fps (75).
dxvk-2.3.1
vkd3d-proton-2.12
NVAPI v0.7.0
__GL_MaxFramesAllowed=3
__GL_THREADED_OPTIMIZATIONS=0
DXVK_ENABLE_NVAPI=1
VKD3D_CONFIG=dxr
I am in RTX 4070 propietary drivers in manjaro and I5 13500
I try deleting the glcache and vkd3d caches but the result is the same, I try use other wine versions but no working, i get crashes or stuck. (proton_tkg_9.3.r7.g21b92f96 of @gilvbp dont work for me in this game)
What should i do guys?
[14:38:17] [info] NVSDK_NGX_D3D12_Init_Ext
[14:38:17] [info] Hardware accelerated GPU scheduling is enabled on this adapter.
[14:38:17] [info] NVSDK_NGX_D3D12_PopulateParameters_Impl
[14:38:55] [info] NVSDK_NGX_D3D12_CreateFeature
[14:38:55] [info] NVSDK_NGX_D3D12_CreateFeature: Succeeded.
[14:39:06] [info] NVSDK_NGX_D3D12_ReleaseFeature
[14:46:09] [info] NVSDK_NGX_D3D12_Shutdown
I am using dlssg-to-fsr3-0.90-738-0-90-1704864090
@gilvbp I am trying build a proton version using your script but
i get a error:
....
....
-> GE patches...
-> Applying assettocorsa-hud.patch
-> Applying killer-instinct-winevulkan_fix-80.patch
-> Applying hotfix-guild_wars_2.patch
-> Applying proton-fsr-90.mypatch
-> ######################################################
->
-> Applying your own plain-wine patch /home/noe/clonados/wine-tkg-git/wine-tkg-git/wine-hags-spoof.mypatch
->
-> ######################################################
==> ERROR: Patch application has failed. The error was logged to /home/noe/clonados/wine-tkg-git/wine-tkg-git/prepare.log for your convenience.
-> Removed BIG_UGLY_FROGMINER - Ribbit
-> Removed Proton-tkg token - Valve Ribbit
-> exit cleanup done
This is the log: prepare.log
I am trying do ./proton-tkg.sh from wine-tkg-git/proton-tkg/
@Milor123
Apparently this needs a new patch for the new version of wine (9.6)
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1979177641
I'm sorry if I sound extremely skeptical, but I don't believe that this actually works for anybody. I have tried two of your builds plus I have tried to compile proton by myself with the HAGS patch, and frame generation is still greyed out in all games. I have wasted over 4 hours of my life compiling a lot of Proton versions, all eventually to succeed, with the patch successfully being built inside. Log simply says "Hardware accelerated GPU scheduling is disabled on this adapter." and there is no way to make it say otherwise, it doesn't matter on which computer I try this, be it NVIDIA GPU or AMD GPU, this just doesn't work. Is this actually for real or are all the people faking this to be actually working on Proton?
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2059824360
I've changed of lutris to STEAM (in my case add the game as non-steam game using steam tinker launch) or use HEROIC launcher, using Proton-LFX2 and FG works very nice in my Horizon Forbidden west, maybe lutris bugged my nvidia reflex
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2062556738
I think I understand you, I also felt like this frustrated, but I must mention that I am already adapted to this, they are the things in Linux, with the games, with the work, however, Hahaha.
Today I managed to work for my game.
What play are trying to run? Notice that it is not in Lutris (Lutris was buying me my FG)
Check for the discord of DLSS2FSR, here is a linux thread chat.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2062696591
I'm trying to run Cyberpunk 2077, I'm using Arch Linux, I've tried both premade proton tkg builds above and also compiling by myself on multiple proton source versions + adapting the code by myself to make it compile. There has been no way to make it work. It simply says "Hardware accelerated GPU scheduling is disabled on this adapter." in the logs and it's greyed out. I've tried on all my systems to no avail. I've never ever seen such a huge issue with these codes, yet here we are. I'm skeptical because I've been trying for hours and nothing works.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2062707538
Jumm write in my tl group and surely could check your case https://t.me/wow_vulkan_support
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2062742939
I don't want to bother you, There's this friend of mine who is extremely knowledgeable with Wine's source code especially, I'll ask her to test this first, if it works for her I'll let her figure this thing out. If it doesn't, well, guess I'll either try to join your group or simply wait for this to ship officially (despite my skepticism).
Edit: Doesn't work for her either. She says the mod that converts DLSSG to FSR3 is at fault and broken rather than wine/proton. Honestly, I can't be bothered with broken code in general so I'll just leave it there and let it be until somebody ports this "officially".
Moreover, random rant here, but there's a very specific reason why I use Arch Linux instead of other broken distros: I want things to just work and not waste 4 hours of my time like this very thing did. The fact that somebody even managed (if true at all) to make this thing work anywhere surprises me to the point that I'd establish a golden monument in their honor.
The mod might not be perfect, sure, but it (probably) shouldn't affect whether Streamline (or dxvk-remix) detect HAGS as enabled or not. That said, all my prototyping and testing was done on wine-tkg builds and not proton-tkg so
FIXME("HAGS enabled: %u\n", (unsigned int)d3dkmt_wddm_2_7_caps->HwSchEnabled); added just before break; in NtGdiDdDDIQueryAdapterInfo to see what is actually returned to the game when it does the HAGS check, just in case?Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2062834379
Upon a complete system upgrade and completely erasing and reinstalling Steam (including compatdata files) it seems to work now, but the game lags like hell and mangohud says I'm getting 0 fps.
Sorry for using Discord for sharing, but despite encoding it pretty well it's still too big.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2063626954
Ohh i was exactly the same problem in Horizon Forbidden west, the solution for my case was change from Lutris to Steam as launcher, or Heroic. (It surely could be a NVIDIA reflex problem)
What launcher is your using actually and with what ENV?
you need it PROTON_ENABLE_NVAPI=1 DXVK_ENABLE_NVAPI=1 use both
Try use this wine build:
https://buzzheavier.com/f/GLcaewYMoAA= (it get this from a Discord channel)
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2063655657
Seems to work just fine with the build you have just posted. Thank you. Any other build causes the game to get 0 fps in mangohud and lag badly.
Now I guess they just need to figure out why some builds get that laggy.
I quickly tested Portal Prelude RTX with HAGS patched Proton on a RTX 4070 SUPER, without the mod, and I can enable NVIDIA Reflex, but there's no way to use Frame Generation. Although, what was the point of testing Prelude? Its Frame Generation implementation is known to not even work and just decreases your framerate.
Then this is super weird because Reflex should be the one that doesn't work (support for it was never implemented in Proton!) while Frame Generation would start working once you borrow nvofapi64.dll from Windows driver and drop it into the game's prefix, in drive_c/windows/system32.
And yes, this is exactly the opposite of what we currently have with D3D titles (where Reflex works and FG does not).
Now I guess they just need to figure out why some builds get that laggy.
Assuming that it's indeed VK_NV_ll2 used under the hood there and not LFX2, my guess would be vkd3d-proton panicking and recreating the swapchain every frame because present IDs provided by Reflex are invalid games are attemping to present twice with the same present ID which is illegal. You should see a lot of messages like Got 3 swapchain images. in the Proton log while this is happening and on my side I worked around it by applying PR 1951 to vkd3d-proton (but with stride set to 65 to workaround yet another issue, this time related to latency reports).
Replying to [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2063655657)
Seems to work just fine with the build you have just posted. Thank you. Any other build causes the game to get 0 fps in mangohud and lag badly.
Now I guess they just need to figure out why some builds get that laggy.
I think it's a driver issue or a recent cyberpunk update, I had just noticed that with last nvidia driver (550.76). Now I'm getting 0 fps, extreme lag even at the startup and throughout the game. It was all good with 9.3 build
I want to say that, yes, I could enable Reflex in Portal: Prelude RTX, but I didn't really specify that I think it still didn't work. Latency was quite bad, and when I subsequently double checked in Windows, it seems like it's snappier. Still, when I use Reflex in Cyberpunk 2077 in both Windows and Linux I get roughly the same result with input latency. I think it's safe to say that Reflex, while showing up for me in Linux in Prelude, I think it doesn't really do anything.
For the 0 fps lag, you can try the build above (thanks @Milor123) or download a release from this project, they both seem to work. For the 2nd one, you need to also copy _nvngx.dll to prefix's system32 folder, you can find that file in the NVIDIA driver package (or, if already installed in Windows, you can reach system32\driverstore\filerepository\nv_disp...something... directory and grab it from there).
Just a small follow up. I've played around with it and it seems to work perfectly fine in all scenarios. Anyway, I have always been using steam-native-runtime, which is basically Steam with system libraries (instead of Steam's runtime). I opened the regular one by mistake this morning and I noticed that games using frame generation were microstuttering quite a lot and, when I switched back to native, the problem went away. I believe this was worth mentioning, although I don't know if it's case-specific, here are my specs for reference: i7-14700K, 32 GB of RAM at 8000 MHz and 4070 SUPER with proprietary drivers + nvidia-tweaks from AUR (which is basically fbdev + modesetting and a few more tweaks).
Just a small follow up. I've played around with it and it seems to work perfectly fine in all scenarios. Anyway, I have always been using
steam-native-runtime, which is basically Steam with system libraries (instead of Steam's runtime). I opened the regular one by mistake this morning and I noticed that games using frame generation were microstuttering quite a lot and, when I switched back to native, the problem went away. I believe this was worth mentioning, although I don't know if it's case-specific, here are my specs for reference: i7-14700K, 32 GB of RAM at 8000 MHz and 4070 SUPER with proprietary drivers +nvidia-tweaksfrom AUR (which is basically fbdev + modesetting and a few more tweaks).
And how translate it to other launcher like Heroic launcher or lutris? Should i do ln -s ? how?
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2066497079
When I use external software, I call proton manually to start it up. You need to set all the environment variables, such as STEAM_COMPAT_DATA_PATH which is the path of the Proton compatdata folder that you want to create. You can find the other env variables in their github probably, I have them saved in the environment but I'm on Windows right now so I can't check. Then you call the proton executable with arguments.
I have found out why this didn't work for me earlier. There seems to be an issue regarding prefix upgrade when you switch different prefixes. This really depends on which prefix you're upgrading from and which prefix you're upgrading to. It seems like Steam just leaves some files behind from the older prefix. Instead of switching compatibility tools, I've found out that deleting the game's prefix entirely and creating it from scratch fixes the problem. If you need to backup your saves, do so before doing this.
Cyberpunk 2077 visual error with :
steam launch option:
WINEDLLOVERRIDES="winmm,version=n,b" PROTON_ENABLE_NVAPI=1 DXVK_ENABLE_NVAPI=1 WINEHAGS=1 gamemoderun mangohud %command% --launcher-skip --intro-skip -skipStartScreen
video link:
https://youtu.be/CzKGF-9O1VU
I'm now getting bad performance (50–75 FPS) regardless of Ray Tracing on/off and any DLSS quality.
I also get unusable 0 FPS with the FSR3 mod and frame generation on with the wine 9 build linked in this issue.
GPU: RTX 4090
CPU: Ryzen 9 5900X
Distro: Arch Linux
Driver: the new 555.42.02
Update on this. DLSS Frame Generation just causes a black screen now after the latest Steam and Proton-LFX2 updates. Despite my best efforts, I couldn't get this to work anymore.
Edit: I have fixed it. I noticed that _nvngx.dll kept increasing in size every time the game loaded. What I did is replacing _nvngx.dll after starting the game, and it completely fixed the issue. I wonder why this is happening, further investigation is needed to understand this, but at the meantime I'll just accept this as a workaround.
Another update on this.
It now causes intermittent freezing after the latest Proton updates.
Hello I am new to this and linux in general and wanted this mode to work. I don't understand anything and I was hoping that someone can explain to me what i need to do.
Hello I am new to this and linux in general and wanted this mode to work. I don't understand anything and I was hoping that someone can explain to me what i need to do.
Do you use Discord? We can help you at https://discord.gg/linuxgamingdev
Thank you !!! I will join the discord server and ask there
specific @Milor123 @SheMelody
Now you guys can use the real ddls 3 😁
specific @Milor123 @SheMelody
Now you guys can use the real ddls 3 😁
Hi, could you elaborate on that?
There are pull requests to dxvk-nvapi and Proton's wine that, when applied and when Proton script is modified to also copy nvofapi64.dll into the prefix, will let you use DLFG in Proton.
There are pull requests to dxvk-nvapi and Proton's wine that, when applied and when Proton script is modified to also copy nvofapi64.dll into the prefix, will let you use DLFG in Proton.
Oh, so that's what the VKD3D's change about NVIDIA Optical Flow extension was, right? What about HAGS? You said the pull requests are to copy nvofapi64.dll into the prefix, yet this won't expose HAGS to games, which means the option will still be greyed out. I use Proton-LFX2 with WINEHAGS=1 currently, which will expose HAGS and unlock the option. As far as I know, HAGS is required for the option to not be greyed out.
What about HAGS? You said the pull requests are to copy nvofapi64.dll into the prefix, yet this won't expose HAGS to games, which means the option will still be greyed out.
The Wine pull request actually deals with that, it exposes HAGS as always supported by GPUs driven by NVIDIA proprietary driver: https://github.com/ValveSoftware/wine/pull/259/files#diff-25cdb3a366a873bcbb3df54a9db788d4d049370afd4108ceffd3d702d393dea2R1437-R1451
This makes my WINEHAGS patches obsolete, at least for Proton with Nvidia GPUs.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2422319736
Okay, I tried compiling with those pulls, failed twice, then managed to make it compile. The game is just black or purple solid color (depending on the game) with sound in the background. Since I probably did something wrong, I will just wait for the official patches to come out.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2422332758
Try this build: https://www.mediafire.com/file/lv7d8jci0gyf6z0/proton_dlssfg.tar.zst/file
Some games don't work yet, but I saw people (Ada Lace owners) using FG with Cyberpunk 2077.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2422346868
It's horrible. I've tested this on Cyberpunk 2077 and the performance is horrible. "Horrible" is a compliment, actually. I'm using a 4070 SUPER. It indeed works, but the game stutters so so so heavily that it's literally unplayable to say the least. Botched. It's perfectly fine when using manually upstream compiled DXVK + VKD3D in combination with Proton-LFX2 with dlssfg to fsr3 converter. For now, I'll simply stick to that. If that build comes from that pull request, I don't think this is any good, at all.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2422368939
Yes, it's just for testing, the code is still under review.
You can check the progress here on this MR: https://github.com/jp7677/dxvk-nvapi/pull/213 also on wine/proton.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2422381000
Ah, okay, thanks for the hard work.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2422319736
Well, like I said in another issue, Black Myth Wukong still complains about HAGS even with Liams patches, at least for me.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2422385314
You're welcome, although I didn't code anything, I'm just spreading good news ;) , one of the awesome programmers who made this happen is @Saancreed.
Replying to [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2422319736)
Well, like I said in another issue, Black Myth Wukong still complains about HAGS even with Liams patches, at least for me.
Use Proton-LFX2 with dlssfg to fsr3 mod. You need to compile upstream VKD3D and DXVK (do NOT do this with dxvk-nvapi, though) and copy them over to the compatibility tool. It's buttery smooth this way.
@SheMelody Yeah, but I was replying to saancreed regarding HAGS and the official Nvidia patch.
But the little I have managed to try the official Nvidia DLSS-FG it either doesn't work or does not work very good, but hopefully it can be optimized, heck it's not even merged yet.
@SheMelody Yeah, but I was replying to saancreed regarding HAGS and the official Nvidia patch. But the little I have managed to try the official Nvidia DLSS-FG it either doesn't work or does not work very good, but hopefully it can be optimized, heck it's not even merged yet.
Yeah, I don't think they'll merge it until it's at least playable without getting headaches due to heavy stutters.
Has anyone had any luck with both (the native experimental one and dlssfg to fsr3 convertor) on Atomic Heart?
Has anyone had any luck with both (the native experimental one and dlssfg to fsr3 convertor) on Atomic Heart?
Today I've tested it using the proton files (mediafire link) from this video https://www.youtube.com/watch?v=3MywSvb4L94
And It works very good for me in a Horizon Forbidden west.
proton_dllg > https://www.mediafire.com/file/lv7d8jci0gyf6z0/proton_dlssfg.tar.zst/file
or a updated version here > https://mirror.cachyos.org/repo/x86_64/cachyos/proton-cachyos-1%3A9.0.20241031-3-x86_64.pkg.tar.zst
I've extracted for my Heroic Game Launcher then rename the folder proton_experimental.wine.9.0.20241002.r0.g5416bf697ab to Wine-GE-Proton9-19-FrameG and move to /home/noe/.config/heroic/tools/proton/ (Dont use the subfix Proton in the folder name, it dont work in my Heroic)
Also add permission to the folder chmod -R 777 Wine-GE-Proton9-19-FrameG
Dont need more for it, is very easy to use for me.
Note: I'm using PortProton actually for do it, have less problem to configure than Heroic, if you want install portproton, ensure of move the folder to your home foder for example /home/noe/PortProton/data/dist/ and add prefix name PROTON-WhateverxD
@Milor123 Actually, DLSS-FG is in official Proton Experimental now, https://github.com/ValveSoftware/Proton/wiki/Changelog
So use that instead of some old build hosted on mediafire.
The cachyos version is OK to use tho'.
@Milor123 Actually, DLSS-FG is in official Proton Experimental now, https://github.com/ValveSoftware/Proton/wiki/Changelog So use that instead of some old build hosted on mediafire.
The cachyos version is OK to use tho'.
Ohhh amazing man !!! Thank u very much, i love it.
@shelterx Bro, i am having issues with DLSS-FG in some games, where should i report it? I have a rare blackscreen in dragons dogma, while DLSS-FG is active, when disable it, back to normal
Hello @Milor123, add a note with your findings and logs to the preexisting compatibility reports of the games that don't behave as expected.
Hello @Milor123, add a note with your findings and logs to the preexisting compatibility reports of the games that don't behave as expected.
What level of log do you need? The normal log dont show nothing while enable DLSS FG
This is my DD2 log, I've tested many verions of proton, GE 9-20, experimental, GE RTSP and a mod by self with DXVK Async, but with all have the same problem with the black screen, the when DLSS FG is active then i cant play, only can open the menus and disable it, but when my linux hook the focus in the window, the blackscreen is ON, when remove the focus of my linux (changin with control+tab to other app) then the BlackScreen is OFF
I also tried to change my kernel for others like manjaro stock, liquorix, xanmod.
I also changed and finally left the default vm-max_map_count, because it broke some games like hogwarts legacy (it breaks if I use valve's value, so I leave it as default the one used by manjaro {1048576}).
The most curious of all, is that the first time I tried it a few days ago, it worked fine and without black screen, but this game is very unstable and every now and then gives me many problems.
Other thing, is that cant enable the RayTracing in game
My pc:
NVIDIA-SMI 565.57.01 Driver Version: 565.57.01 CUDA Version: 12.7
the env file
XDG_SESSION_TYPE=wayland
QT_QPA_PLATFORM="wayland;xcb"
MOZ_DBUS_REMOTE=1 # For shared clipboard with Xwayland apps
GBM_BACKEND=nvidia-drm
WLR_NO_HARDWARE_CURSORS=1
QT_QUICK_BACKEND=software
__GL_THREADED_OPTIMIZATIONS=1
__GL_MaxFramesAllowed=3
__GL_YIELD="USLEEP"
MOZ_ENABLE_WAYLAND=1 # Firefox wayland
ICED_BACKEND=tiny-skia #its for software render in ludusavi backup of games
#LC_MESSAGES=en_US.UTF-8
LC_ALL=es_ES.UTF-8
LANG=es_ES.UTF-8
NVIM_APPNAME=nvchad #neovim configuration
#XWAYLAND_NO_GLAMOR=1 # Supuestamente corrije el lag visual en games, dicen que lastra el rendimiento
#gpu_sched.sched_policy=0
#KWIN_DRM_ALLOW_NVIDIA_COLORSPACE=1
__GL_SHADER_DISK_CACHE_PATH=/home/noe/shaderscache_mod/
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1
## High cursor latency or stuttering on Wayland - taj-ny/kwin-effects-forceblur github
KWIN_DRM_NO_AMS=1
####################
Launching "Dragon Dogma 2" (sideload)
Native? No
Installed in: /mnt/Xafir/Games/Dragons Dogma 2
System Info:
CPU: 20x Intel(R) Core(TM) i5-14500
Memory: 49.78 GB (used: 17.31 GB)
GPUs:
GPU 0:
Name: NVIDIA Corporation AD104 [GeForce RTX 4070]
IDs: D=2786 V=10de SD=88ed SV=1043
Driver: nvidia
GPU 1:
Name: Intel Corporation AlderLake-S GT1
IDs: D=4680 V=8086 SD=8694 SV=1043
Driver: i915
OS: Manjaro Linux 6.11.9-x64v4-xanmod1 (linux)
The current system is not a Steam Deck
We are not running inside a Flatpak container
Software Versions:
Heroic: 2.15.2 Emeth
Legendary: 0.20.36 Urban Flight (Heroic)
gogdl: 1.1.2
comet: comet 0.1.2
Nile: 1.1.2 Will A. Zeppeli
Game Settings: {
"autoInstallDxvk": true,
"autoInstallDxvkNvapi": true,
"autoInstallVkd3d": true,
"preferSystemLibs": true,
"enableEsync": false,
"enableMsync": false,
"enableFsync": true,
"launcherArgs": "",
"nvidiaPrime": true,
"enviromentOptions": [
{
"key": "ENABLE_VKBASALT",
"value": "0"
},
{
"key": "VKBASALT_CONFIG_FILE",
"value": "/home/noe/.local/share/Steam/steamapps/common/New World/Bin64/vkBasalt.conf"
},
{
"key": "VKD3D_CONFIG",
"value": "dxr,no_upload_hvv"
},
{
"key": "__GL_THREADED_OPTIMIZATIONS",
"value": "1"
},
{
"key": "__GLX_VENDOR_LIBRARY_NAME",
"value": "nvidia"
},
{
"key": "__VK_LAYER_NV_optimus",
"value": "NVIDIA_only"
},
{
"key": "__NV_PRIME_RENDER_OFFLOAD",
"value": "1"
},
{
"key": "__GL_MaxFramesAllowed",
"value": "3"
},
{
"key": "__GL_YIELD",
"value": "USLEEP"
},
{
"key": "WINEHAGS",
"value": "1"
},
{
"key": "VKD3D_VULKAN_DEVICE",
"value": "0"
},
{
"key": "DXVK_HUD",
"value": "full"
},
{
"key": "DXVK_ENABLE_NVAPI",
"value": "1"
},
{
"key": "PROTON_ENABLE_NVAPI",
"value": "1"
},
{
"key": "PROTON_HIDE_NVIDIA_GPU",
"value": "0"
},
{
"key": "VKD3D_DISABLE_EXTENSIONS",
"value": "VK_NV_low_latency2"
},
{
"key": "DXVK_ASYNC",
"value": "1"
},
{
"key": "DXVK_GPLASYNCCACHE",
"value": "1"
},
{
"key": "PROTON_ENABLE_NGX_UPDATER",
"value": "0"
},
{
"key": "WINEDLLOVERRIDES",
"value": "d3dcompiler_47=n;dinput8=n,b"
},
{
"key": "WINE_DISABLE_HARDWARE_SCHEDULING",
"value": "0"
}
],
"wrapperOptions": [],
"showFps": false,
"showMangohud": true,
"useGameMode": true,
"useSteamRuntime": false,
"battlEyeRuntime": false,
"eacRuntime": false,
"language": "",
"beforeLaunchScriptPath": "",
"afterLaunchScriptPath": "",
"wineVersion": {
"bin": "/home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/proton",
"name": "Proton - GE-Proton9-20-rtsp15-ASYNC",
"type": "proton"
},
"winePrefix": "/home/noe/.DD2_v2",
"wineCrossoverBottle": ""
}
Game launched at: Fri Nov 22 2024 13:07:34 GMT-0500 (hora estándar de Colombia)
Winetricks packages:
gamemodeauto:
gamemodeauto:
[34mProtonFixes[73388] INFO: Running protonfixes[0m
[34mProtonFixes[73388] INFO: Running checks[0m
[34mProtonFixes[73388] INFO: All checks successful[0m
[34mProtonFixes[73388] INFO: Using global defaults for UNKNOWN (0)[0m
[34mProtonFixes[73388] INFO: No global protonfix found for UNKNOWN (0)[0m
gamemodeauto:
fsync: up and running.
[S_API FAIL] SteamAPI_Init() failed; connect to global user failed.[2024-11-22 13:07:48.573] [MANGOHUD] [error] [overlay_params.cpp:148] Unrecognized key: 'none'
[2024-11-22 13:07:48.573] [MANGOHUD] [error] [overlay_params.cpp:647] Unknown option 'io_stats'
[2024-11-22 13:07:48.695] [MANGOHUD] [error] [overlay_params.cpp:148] Unrecognized key: 'none'
[2024-11-22 13:07:48.695] [MANGOHUD] [error] [overlay_params.cpp:647] Unknown option 'io_stats'
[2024-11-22 13:07:49.243] [MANGOHUD] [error] [overlay_params.cpp:148] Unrecognized key: 'none'
[2024-11-22 13:07:49.243] [MANGOHUD] [error] [overlay_params.cpp:647] Unknown option 'io_stats'
[2024-11-22 13:07:49.672] [MANGOHUD] [error] [nvml.cpp:29] Getting device handle by PCI bus ID failed: Not Found
[2024-11-22 13:07:49.672] [MANGOHUD] [error] [nvml.cpp:30] Using index 0.
[2024-11-22 13:07:49.906] [MANGOHUD] [error] [overlay_params.cpp:148] Unrecognized key: 'none'
[2024-11-22 13:07:49.906] [MANGOHUD] [error] [overlay_params.cpp:647] Unknown option 'io_stats'
[2024-11-22 13:07:50.193] [MANGOHUD] [error] [nvml.cpp:29] Getting device handle by PCI bus ID failed: Not Found
[2024-11-22 13:07:50.193] [MANGOHUD] [error] [nvml.cpp:30] Using index 0.
Authorization required, but no authorization protocol specified
[2024-11-22 13:08:07.916] [MANGOHUD] [error] [nvctrl.cpp:56] XNVCtrl didn't find the correct display
[2024-11-22 13:08:33.938] [MANGOHUD] [error] [nvml.cpp:29] Getting device handle by PCI bus ID failed: Not Found
[2024-11-22 13:08:33.938] [MANGOHUD] [error] [nvml.cpp:30] Using index 0.
(wine:73484): GStreamer-WARNING **: 13:08:33.971: Failed to load plugin '/home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/files/lib64/gstreamer-1.0/libgstflac.so': libFLAC.so.8: no se puede abrir el fichero del objeto compartido: No existe el fichero o el directorio
(wine:73484): GStreamer-WARNING **: 13:08:33.972: Failed to load plugin '/home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/files/lib64/gstreamer-1.0/libgstvpx.so': libvpx.so.6: no se puede abrir el fichero del objeto compartido: No existe el fichero o el directorio
(wine:73484): GStreamer-WARNING **: 13:08:33.972: Failed to load plugin '/home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/files/lib64/gstreamer-1.0/libgstwebp.so': libwebp.so.6: no se puede abrir el fichero del objeto compartido: No existe el fichero o el directorio
(wine:73484): GStreamer-WARNING **: 13:08:33.973: Failed to load plugin '/home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/files/lib/gstreamer-1.0/libgstflac.so': /home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/files/lib/gstreamer-1.0/libgstflac.so: clase ELF errónea: ELFCLASS32
(wine:73484): GStreamer-WARNING **: 13:08:33.973: Failed to load plugin '/home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/files/lib/gstreamer-1.0/libgstvpx.so': /home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/files/lib/gstreamer-1.0/libgstvpx.so: clase ELF errónea: ELFCLASS32
(wine:73484): GStreamer-WARNING **: 13:08:33.973: Failed to load plugin '/home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/files/lib/gstreamer-1.0/libgstwebp.so': /home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/files/lib/gstreamer-1.0/libgstwebp.so: clase ELF errónea: ELFCLASS32
gamemodeauto:
============= End of log =============
I am in manjaro KDE plasma 6 unestable, with wayland. I have a iGPU as main render and my dGPU for games
{
"key": "PROTON_ENABLE_NVAPI",
"value": "1"
},
{
"key": "VKD3D_CONFIG",
"value": "dxr"
},
{
"key": "DXVK_ENABLE_NVAPI",
"value": "1"
},
{
"key": "WINEDLLOVERRIDES", (Its for RESHADE)
"value": "\"d3dcompiler_47=n;dxgi=n,b\""
},
{
"key": "VKBASALT_CONFIG_FILE",
"value": "/home/noe/.local/share/Steam/steamapps/common/New World/Bin64/vkBasalt.conf"
},
{
"key": "ENABLE_VKBASALT",
"value": "1"
},
{
"key": "__NV_PRIME_RENDER_OFFLOAD",
"value": "1"
},
{
"key": "__VK_LAYER_NV_optimus",
"value": "NVIDIA_only"
},
{
"key": "__GLX_VENDOR_LIBRARY_NAME",
"value": "nvidia"
}
Launching "Horizon forbidden west" (sideload)
Native? No
Installed in: /mnt/Xafir/Games/Horizon Forbidden West Complete Edition
System Info:
CPU: 20x Intel(R) Core(TM) i5-14500
Memory: 49.78 GB (used: 17.31 GB)
GPUs:
GPU 0:
Name: NVIDIA Corporation AD104 [GeForce RTX 4070]
IDs: D=2786 V=10de SD=88ed SV=1043
Driver: nvidia
GPU 1:
Name: Intel Corporation AlderLake-S GT1
IDs: D=4680 V=8086 SD=8694 SV=1043
Driver: i915
OS: Manjaro Linux 6.11.9-x64v4-xanmod1 (linux)
The current system is not a Steam Deck
We are not running inside a Flatpak container
Software Versions:
Heroic: 2.15.2 Emeth
Legendary: 0.20.36 Urban Flight (Heroic)
gogdl: 1.1.2
comet: comet 0.1.2
Nile: 1.1.2 Will A. Zeppeli
Game Settings: {
"autoInstallDxvk": true,
"autoInstallDxvkNvapi": true,
"autoInstallVkd3d": true,
"preferSystemLibs": false,
"enableEsync": false,
"enableMsync": false,
"enableFsync": true,
"nvidiaPrime": true,
"enviromentOptions": [
{
"key": "PROTON_ENABLE_NVAPI",
"value": "1"
},
{
"key": "VKD3D_CONFIG",
"value": "dxr"
},
{
"key": "PROTON_FORCE_NVAPI",
"value": "1"
},
{
"key": "DRI_PRIME",
"value": "0"
},
{
"key": "CUDA_VISIBLE_DEVICES",
"value": "0"
},
{
"key": "__NV_PRIME_RENDER_OFFLOAD",
"value": "0"
},
{
"key": "__GLX_VENDOR_LIBRARY_NAME",
"value": "nvidia"
},
{
"key": "__VK_LAYER_NV_optimus",
"value": "NVIDIA_only"
},
{
"key": "PROTON_NO_XIM",
"value": "1"
},
{
"key": "WINEDLLOVERRIDES",
"value": "dinput8=n,b"
},
{
"key": "DXVK_GPLASYNCCACHE",
"value": "1"
},
{
"key": "DXVK_ASYNC",
"value": "1"
}
],
"wrapperOptions": [],
"showFps": false,
"showMangohud": true,
"useGameMode": false,
"useSteamRuntime": false,
"battlEyeRuntime": false,
"eacRuntime": false,
"language": "",
"beforeLaunchScriptPath": "",
"afterLaunchScriptPath": "",
"wineVersion": {
"bin": "/home/noe/.config/heroic/tools/proton/GE-Proton9-20-rtsp15-ASYNC/proton",
"name": "Proton - GE-Proton9-20-rtsp15-ASYNC",
"type": "proton"
},
"winePrefix": "/home/noe/.wine",
"wineCrossoverBottle": "",
"enableDXVKFpsLimit": false
}
I've seen some users in Youtube the which it works but for me is strange, I've tested with all version proton, include cachy linux version but dont work.
{
"key": "DXVK_ASYNC",
"value": "1"
},
{
"key": "DXVK_GPLASYNCCACHE",
"value": "1"
},
{
"key": "PROTON_ENABLE_NVAPI",
"value": "1"
},
{
"key": "VKD3D_CONFIG",
"value": "dxr"
},
{
"key": "VKD3D_FEATURE_LEVEL",
"value": "12_2"
},
{
"key": "__GL_MaxFramesAllowed",
"value": "3"
},
{
"key": "__GL_SHADER_DISK_CACHE",
"value": "1"
},
{
"key": "__GL_SHADER_DISK_CACHE_SKIP_CLEANUP",
"value": "1"
},
{
"key": "__GL_THREADED_OPTIMIZATIONS",
"value": "1"
},
{
"key": "__GL_YIELD",
"value": "USLEEP"
},
{
"key": "DXVK_ENABLE_NVAPI",
"value": "1"
},
{
"key": "WINEDLLOVERRIDES",
"value": "dxgi=n,b;d3dcompiler_47=n"
},
{
"key": "ENABLE_VKBASALT",
"value": "0"
},
{
"key": "VKBASALT_CONFIG_FILE",
"value": "/home/noe/.local/share/Steam/steamapps/common/New World/Bin64/vkBasalt.conf"
},
{
"key": "__VK_LAYER_NV_optimus",
"value": "NVIDIA_only"
},
{
"key": "__GLX_VENDOR_LIBRARY_NAME",
"value": "nvidia"
},
{
"key": "__NV_PRIME_RENDER_OFFLOAD",
"value": "1"
},
{
"key": "PROTON_FORCE_NVAPI",
"value": "1"
},
{
"key": "WINE_DISABLE_HARDWARE_SCHEDULING",
"value": "0"
},
{
"key": "PROTON_ENABLE_NGX_UPDATER",
"value": "0"
},
{
"key": "PROTON_HIDE_NVIDIA_GPU",
"value": "0"
}
@Milor123 are you sure GE-Proton9-20-rtsp15-ASYNC/proton works with DLSS-FG? Perhaps you should try an officially supported version first.
@Milor123 are you sure GE-Proton9-20-rtsp15-ASYNC/proton works with DLSS-FG? Perhaps you should try an officially supported version first.
shelterx, as I mentioned before, I have tried all the official proton types, the GE 9-20, the Experimental Proton (and works for some games but for example dragons dogma II, have the same problem with all versions, included CachyOS proton version.).
And the answer to your question is of course yes, this modified version I use it recently because for the games that with the official version did not serve me then I made this mod to see if I was going better performance and also has the DLSS FG, for example ghost of Tshusima I play perfect with everything and DLSS FG in both versions of original proton as in the modified.
@Milor123 The reason I asked was because you cam get a blackscreen if you try to enable DLSS-FG on a non-patched proton.
@Milor123 The reason I asked was because you cam get a blackscreen if you try to enable DLSS-FG on a non-patched proton.
Oh yes understand but my problem is not realted with non-patched proton, the problem is Black Screen using FG with all proton, I've tested ALL without mod and with mod and nothings works in Dragons Dogma II for me.
Things like delete al GLcache, wineprefixe recreate, DD2 cache delete and VKD3D cache delete, and change of kernel and VM values, etc etc.
@kisak-valve Hello brother, I have some “news” regarding my tests on unstable manjaro with the activation and use of FG with proton-GE-9-20 and experimental Proton (including the update that came out last week ->2024-11-25).
My build: Nvidia 4070 and intel i5 14 gen
It has strange behavior with some games, many report that HAGS is disabled.
but the most relevant thing I find, is that for some reason using the proton versions that have DLSS FG, generates a shuttering or a lag, every so often. Let me explain
For example in Ghost of Tsushima, it seems to work perfect, but when you take a while you realize that every X amount of seconds, there is a FPS drop that feels like a lag drop, and is fatal in a game like that, or in a game like Black Myth wukong (In which I have that problem too, and in fact is more severe, it feels stronger).
As much as I change options and things, both in games and in dxvk and vkd3d, the only option that works to remove that annoying lag is.
VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 (For some reason, when I activate, then that strange lag that used to come up every so often, now disappears, and I can play comfortably), in the case of ghost of Tsushima, when I activate that option, I can't use DLSS FG, so I activate FSR3 and the game feels very very good.
I also experimented with Hogwarts Legacy, I had problems and in the end when I placed a DLSS Enabler mod using the NVAPI fake, instantly my lag problems disappeared.
This particularly happens to me with the runners in which nvidia's DLSS FG is natively included, however if I use older runners it doesn't happen.
I remember while playing black myth wukong with proton 9-16, I really enjoyed the smooth experience, however when I decided to use 9-20 soon, it was garbage, I could set all the graphics settings to low, and I always had a lag that would pop up randomly every few seconds, it feels like a timed lag, and a game like that needs a lot of precision in combat, a lag like that is disastrous.
thank you very much for reading and supporting us !
@Milor123 Hi there. Could you try to give Bleeding Edge a try? There is a dxvk-nvapi fix included there that i am interested to hear if it helps the issue.
https://github.com/ValveSoftware/Proton/wiki/Proton-Versions#proton-bleeding-edge
@Milor123 Hi there. Could you try to give Bleeding Edge a try? There is a dxvk-nvapi fix included there that i am interested to hear if it helps the issue. https://github.com/ValveSoftware/Proton/wiki/Proton-Versions#proton-bleeding-edge
Hi bro, I've Download and test it.
Test in RTX 4070
Reflex: ON + BOOST
DLSS + DLSS +FG
Driver Version: 565.57.01 CUDA Version: 12.7
Result is the same, It has the same behavior of dropping FPS every few seconds constantly.
In the case of this runner, the drop takes approximately 15 to 20 seconds in Ghost of Tsushima, but it is always there and never missing, I reiterate, it is an FPS drop as if it were timed.
As I mentioned in my previous post, if I enable VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 and set DLSS + FSR3 FG then my game no longer has those annoying FPS drops and feels very nice to play.
When I disable VK_NV_low_latency2, it generates fake frames or black/purple colored frames for me. Are you sure you're actually getting new frames?
When I disable VK_NV_low_latency2, it generates fake frames or black/purple colored frames for me. Are you sure you're actually getting new frames?
if u ask me, when I use "disable VK_NV_low_latency2" in Ghost of Tsushima it dont allow use use DLSS FG, instead I use DLSS+FSR3FG.
I am not sure in other games
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2510224601
Did you also disable Reflex?
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2510225299
According to understand when you set VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2, the reflex is disable, sure some developer here could explain it us. My game dont detect reflex when use it.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2510226268
I guess it makes sense then. Unfortunately, the implementation with nvofapi is still stutter-ish, and I think it's mostly because of the reflex implementation.
I'm no developer but i think DLSS-FG depends on VK_NV_low_latency2.
I did test Ghost of Tsushima with DLSS-FG when the PR was about to be merged in Dxvk-nvapi, for me it seemed to work fine.
GoT did/do (?) have issues with Reflex on Ada GPUs so there was a workaround in Dxvk-nvapi for that, that workaround was removed when DLSS-FG got merged.
In general, I experience stutter with DLSS-FG in other games to.
Game tested with NVIDIA DLSS FG [12/12/24]
So now, how do I really enable the frame gen? Does this method https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891017248 still work? I am using lutris.
So now, how do I really enable the frame gen? Does this method [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891017248) still work? I am using lutris.
You can also use proton experimental/9.0 on lutris and it should just work.
Also Proton-GE or wine-tkg provided by lutris, (you can download wine version on settings) should also work, no need to manually build it from source the support was merge in master.
So now, how do I really enable the frame gen? Does this method [#7361 (comment)](https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-1891017248) still work? I am using lutris.
You can also use proton experimental on lutris and it should just work.
Thanks for responding quickly. I do have one question and that is do i need to use the universal download of the mod or is it fine to use the normal version?
Any version of the mod should work. Don’t forget to apply the reg file in the prefix
Any DLL overrides required?
Any DLL overrides required?
I don’t think it needed for what I remeber you can add it anyway is just one line
Alright, thanks for the response. I am testing it rn.
Dont forget this envs:
DXVK_ENABLE_NVAPI=1
PROTON_ENABLE_NVAPI=1
WINEHAGS=1
Dont forget this envs:
DXVK_ENABLE_NVAPI=1PROTON_ENABLE_NVAPI=1WINEHAGS=1
Can you please explain why I need these? Thanks!
Also the framerate is really bad compared to windows. Stutters like crazy. I am using a RTX 3050
All you need to do to use DLSSFG to FSR3 is use the DLSS Tweaks version, then use DLSS Tweaks by renaming it to winmm.dll, then simply override it (WINEDLLOVERRIDES=winmm=n,b), set DLSS Tweaks's configuration so that it loads the FSR3 wrapper. It works in Proton Experimental (Bleeding Edge). You don't really need any registry tweak.
Please note that you need to provide the full path to the wrapper DLL in Windows format, in my case it would be Z:\home\melody\.local\share\Steam\blah blah, it depends on where it's located. Steam usually assigns Z:\ as the root of your system, but it can very rarely differ.
All you need to do to use DLSSFG to FSR3 is use the DLSS Tweaks version, then use DLSS Tweaks by renaming it to winmm.dll, then simply override it (
WINEDLLOVERRIDES=winmm=n,b), set DLSS Tweaks's configuration so that it loads the FSR3 wrapper. It works in Proton Experimental (Bleeding Edge). You don't really need any registry tweak.
Ok, thanks for that. Will that improve my performance and fix the stuttering issue?
All you need to do to use DLSSFG to FSR3 is use the DLSS Tweaks version, then use DLSS Tweaks by renaming it to winmm.dll, then simply override it (
WINEDLLOVERRIDES=winmm=n,b), set DLSS Tweaks's configuration so that it loads the FSR3 wrapper. It works in Proton Experimental (Bleeding Edge). You don't really need any registry tweak.Ok, thanks for that. Will that improve my performance and fix the stuttering issue?
I've never had any stuttering except with nvofapi (it's pretty much fixed now). If you're using a userspace priority kernel such as linux-zen that might be the reason why you're stuttering. Also make sure your split lock mitigations are completely disabled. Other than that, I've never owned a 3050 so I can't help very much with it.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2609665686
As I mentioned above, it works fine on windows but I would rather prefer using Linux instead of using windows just for cyberpunk. And yes I am using the linux-zen kernel. Not sure how that affects the performance but I will try to use the standard Linux kernel. I will look into it soon. Thanks.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2609665686
What GPU are you using and how much fps are you getting BTW? Still need to install the standard Linux kernel. I also installed the DLSS tweaks as you mentioned and I am able to enable the DLSS FG but again the stuttering is horrible.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2609775303
I'm on a RTX 4070 SUPER in 1080p, ultra settings without ray tracing, getting 220-ish fps, no stutters.
edit: I mistyped my gpu name cause my old PC had a 2070 lol.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2609781809
Hmm. Is it really required to download the Linux kernel instead of the Zen kernel? In empty spaces I get like 90+ fps no stutters but a few people and then it stutters like hell.
@SheMelody
"set DLSS Tweaks's configuration so that it loads the FSR3 wrapper"
Where? Not following here...
And where do the config file go?
I assume doing this also disables the "proton" framegen implementation? I mean, how can one know what's being used?
@SheMelody "set DLSS Tweaks's configuration so that it loads the FSR3 wrapper" Where? Not following here...
And where do the config file go?
I assume doing this also disables the "proton" framegen implementation? I mean, how can one know what's being used?
The config file for DLSS Tweaks goes in the same directory where the main executable of the game is located (NOT where game launchers are located, if any).
DLSS Tweaks's ReadMe file explains how to use it pretty much, where to put it and how hook it, but I highly suggest using the winmm method since it seems to always work for me. You do not need the signature thingy on Linux so you can skip that part.
You need the dlssg to fsr3 (DLSSTweaks version) one of course, extract in the same exact location and point to the wrapper in DLSS Tweaks's config file using the absolute path in Windows path syntax (see above). You need to override the dlssg library.
You know which one is working because dlss to fsr3 generates a log file in the same folder.
FYI, this workaround pretty much fixed the stuttering in CP2077 with the current Nvidia DLSS-FG implementation.
https://github.com/HansKristian-Work/vkd3d-proton/pull/2317
FYI, this workaround pretty much fixed the stuttering in CP2077 with the current Nvidia DLSS-FG implementation.
https://github.com/HansKristian-Work/vkd3d-proton/pull/2317
So the DLSS Tweaks Mod that @SheMelody mentioned pretty much fixes the stuttering issue with the new change in vkd3d?
@that404nerd sorry for being vague, it's the PR from doitsujin in the issue i mentioned that fixed the stuttering...
@that404nerd sorry for being vague, it's the PR from doitsujin in the issue i mentioned that fixed the stuttering...
Thanks for the clarification! Also will the new DLSS 4 transformer model work on Linux?
Also will the new DLSS 4 transformer model work on Linux?
It will probably end up working properly later on too without using hacks.
FYI, this workaround pretty much fixed the stuttering in CP2077 with the current Nvidia DLSS-FG implementation.
HansKristian-Work/vkd3d-proton#2317So the DLSS Tweaks Mod that @SheMelody mentioned pretty much fixes the stuttering issue with the new change in vkd3d?
@that404nerd That merge basically just fixes the nvofapi one (native dlss framegen on Linux). DLSSFG to FSR3 mod shouldn't stutter in any case. I'm guessing that, in your case, the mod is somehow not loading (maybe) or there are some other factors at play.
Replying to https://github.com/ValveSoftware/Proton/issues/7361#issuecomment-2624373504
Thanks for the info and about the frame gen mod, I'll test it this weekend to see if I can fix it myself or is there some problem with the dll's. Again, thanks for helping me out.
OK, an update. I got the mod working by using proton experimental but for some reason the stuttering is horrible. Like I even installed the standard Linux kernel and disabled spit lock mitigations. I capped the frame rate to 60 and it's a little better but still unplayable. I just need a fix for this. I don't know what's causing this issue and yes I have a lot of mods but it shouldn't really affect performance that much because I don't use resource intensive mods. The game's version is v2.21 BTW. Tried using wine and wine-ge but the mod doesn't work. (DLSS4 Transformer as upscaling btw)
Distro - Garuda Linux
Kernel version v6.13
GPU - RTX 3050
Edit: Switched to Manjaro because Garuda decided to not work for some reason. And now I followed all the steps like installing proton experimental, setting the mentioned env variables and adding the DLL overrides. For some reason it's working now and way better than before. I had to cap the frame rate for a stable experience using Goverlay. There are a few stutters here and there but it should be fixable if I changed the settings to something optimal. Also is there no wine patch for the dlss mod to work? I am using Lutris and proton experimental likes to work whenever it feels like. Sometimes it gets stuck and doesn't launch the game. Need to force stop it and run it again. Apart from that I don't really have any issues. Thanks!
proton experimentalx14 2025-02ge-proton9-20x3 2024-11ge-proton9-19x1 2024-11proton 2.12x1 2024-04proton 2.11x2 2023-12WINEDLLOVERRIDES=winmm=n,b`),x3 2025-01DXVK_ENABLE_NVAPI=1`x5 2025-01PROTON_ENABLE_NVAPI=1`x2 2025-01VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2x1 2024-12VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2,x1 2024-12VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2`x2 2024-12__GL_Mx2 2024-11DXVK_ASYNCx1 2024-11DXVK_ENABLE_NVAPIx1 2024-11DXVK_GPLASYNCCACHEx1 2024-11DXVK_HUDx1 2024-11ENABLE_VKBASALTx1 2024-11MANGOHUDx1 2024-11PROTON_ENABLE_NGX_UPDATERx1 2024-11PROTON_ENABLE_NVAPIx1 2024-11WINEDLLOVERRIDES="winmm,version=n,b" PROTON_ENABLE_NVAPI=1 DXVK_ENABLE_NVAPI=1 WINEHAGS=1 gamemoderun mangohud %command% --launcher-skip --intro-skip -skipStartScreenx1 2024-05%command% -modded --launcher-skipx1 2024-01PROTON_LOG=1 DXVK_NVAPI_LOG_LEVEL=info %command%x1 2023-12winmm.dllx3 2025-01nvofapi64.dllx4 2024-10_nvngx.dllx4 2024-06nvngx.dllx3 2024-01dlssg_to_fsr3_amd_is_better.dllx2 2024-01dbghelp.dllx2 2023-12
Feature Request
I confirm:
contain this feature already.
Description
Is it possible to use this mod with Proton? It replaces Nvidia Frame Generation with FSR3 in games like Cyberpunk 2077, The Witcher 3 and others.
https://github.com/Nukem9/dlssg-to-fsr3/releases
Justification [optional]
Risks [optional]
References [optional]