in Fedora 43 using Gnome, even though Fullscreen is selected, gnome bar above is visible and it looks like the Monitor resolution gets a margin of the gnome bar above.
Workaround: Use gnome extension "hide top bar" to fix the issue and automatically hide the top bar when launching the game.
ASUS-TUF-Gaming-F15-FX506HC-FX506HC, kernel 6.8.0-87-generic #88~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Tue Oct 14 14:03:14 UTC 2 x86_64 x86_64 x86_64 GNU/Linux (This is the result from uname -a in my device). Worked perfectly in proton 9.0, but in proton GE or experimental, screen isn't fully covered and a bit shifted, when using an external monitor. laptop and external monitors are both 1920x1080, with the external monitor being 24 inch (which is irrelevant i suppose). Not sure if an Xorgs issue, because I tried fixing coordinates to 0,0, setting the external monitor to the left, and set my external monitor to primary.
Description:
There is a substantial FPS drop and stuttering in the second area of the game Kaifeng when many NPCs are present. The performance hit is severe and consistent.
System specs:
Launch Options
Description:
The in-game world floor doesn't load properly, causing visibility through the floor, while grass, trees and other environmental elements load fine. This visual issue affects gameplay experience.
System specs:
Proton Version:
Launch Options:
Steps to reproduce:
Sadly on top of the slight stutters, now the game consistently hard crashes when entering the new Nine Mortal Ways underground city. I’ve tried using the Lite version instead of the Steam one but it did not help. Since it works on Android, this seems likely to be a Linux/Proton-specific issue
I am playing Where Winds Meet Lite version from steam as non-steam game from both Steam and Heroic game launcher
I tried Proton-cachyos, Proton-Experimental, and Proton-GE.
only proton-ge had the minimum loading time. but other proton version had really long time loading screen (nearly minitue and a half) it is like i am playing the game from HDD if proton-cachyos and experimental is selected.
but with proton-GE game behaves like Normal like it should be on SSD. but proton-GE and experimental has a little bit of stutter which is annoying some how but with proton-cachyos not stutter it is smooth.
Sadly on top of the slight stutters, now the game consistently hard crashes when entering the new Nine Mortal Ways underground city. I’ve tried using the Lite version instead of the Steam one but it did not help. Since it works on Android, this seems likely to be a Linux/Proton-specific issue
There is a work around for that.
Switch to DX 11 and finish the 9mw mistveil city.
Seems like some dx12 -> AMD issue.
There were AMD users in windows reporting similar issue in reddit.
https://www.reddit.com/r/wherewindsmeet_/comments/1qldifj/comment/o1f8yl7/?context=3
I checked my kernel logs, and the amd driver was timing out when i enter and crash.
Hey, I gave WWM a try and hit an issue with video playbacks. I tried Proton Experimental and GE both, DirectX11 and 12, result was always the same. Game runs well, but anytime video playback appears (skill preview, cutscene, main menu background) it turns into slideshow or stops working altogether.
Game: Where Winds Meet (3564740)
Symptom: All video playback (cutscenes, menus, skill previews) black or ~1fps; gameplay itself is fine
Likely Cause: D3D11VideoDevice::GetVideoDecoderProfileCount returns stub, CCVideoPlayer's hardware decode path fails
GPU: Nvidia 580.126.09 (both open and proprietary modules tested)
Proton: Experimental and GE-Proton 10-32 both affected
Distro: Ubuntu 24.04, X11
Hi @Kalmy0 . Can you add the full proton logs. It would help to debug.
Hi @Kalmy0 . Can you add the full proton logs. It would help to debug.
Hi, one log using Proton Experimental, one GE Proton 10-32. I started the game, continued with autosave directly at cutscene after tutorial, let it load, let it run a bit (black screen or occasional frame + audio) and closed the game.
steam-3564740 - Dx12 Experimental.log
steam-3564740 - Dx12 GE.log
Hi, one log using Proton Experimental, one GE Proton 10-32. I started the game, continued with autosave directly at cutscene after tutorial, let it load, let it run a bit (black screen or occasional frame + audio) and closed the game.
39648.958:0130:0200:err:vkd3d-proton:d3d12_command_signature_init_state_template_dgc_ext: Root parameter 0 is not a raw VA. Cannot implement command signature which updates root descriptor.
@Kalmy0 can you try adding this VKD3D_CONFIG=force_raw_va_cbv %command% in your launch option and check if it helps?
Also, may I know your PC specs? If its a lap model would help too.
Replying to https://github.com/ValveSoftware/Proton/issues/9254#issuecomment-4007134406
@SolarWings I tried the launch option, behavior is the same. Attaching log from attempt, and also PC specs, its desktop.
Replying to https://github.com/ValveSoftware/Proton/issues/9254#issuecomment-3847146398
I'm playing the same version and having a similar issue.
GE-Proton 10-x: loading times are normal (from the moment I click Play on Steam, the game starts within a minute), but as soon as the game loads, all the game assets on the screen pop into existence like one by one (and the textures after that), like it takes literally around 10 seconds to generate the world. FPS stays around 20 to 30 with massive stutters. Enabling/disabling FSR pretty much doesn't affect performance (but it clearly changes the resolution if I mess around with the quality, so it's theoretically working)
Proton 10-4: loading times are very long; takes around 2 to 3 minutes for the game to start after I click Play. The assets don't pop into existence one by one like GE-Proton, but the performance is just as bad: 20 to 30 fps and massive stutters. Each loading screen takes very long: up to 30s depending on the area. Same thing with FSR as GE-Proton.
Proton Experimental: loading times are extremely long: takes around 3 minutes for the game to start, not that much longer than Proton stable. Using FSR I get very good fps even in Kaifeng (I capped it at 60 and have only very occasional drops to around 50), but each loading screen lasts super long: 30s to a full minute. Feels like the game is loading from a HDD.
My guess is that these lines may correlate to the issue (but it's just that a guess):
fixme:mountmgr:harddisk_ioctl IOCTL_VOLUME_GET_VOLUME_DISK_EXTENTS semi-stub
12825.392:0050:fixme:mountmgr:query_property Unsupported property 0x8
It's worthy to note that this issue only started happening after either the game's last patch (20th of march) or the one before (13th of march). Before that, the game was playing completely normal on all versions, but GE performed exceptionally good.
wwm-ge-proton-10-34.log
wwm-proton-10-4.log
wwm-proton-experimental.log
Replying to [#9254 (comment)](https://github.com/ValveSoftware/Proton/issues/9254#issuecomment-3847146398)
Just tried running it with DW-Proton 10-22 and the game worked flawlessly. Performance was normal (running steadily capped at 60fps), and indeed the above lines are different now:
18928.652:0050:fixme:mountmgr:harddisk_ioctl IOCTL_VOLUME_GET_VOLUME_DISK_EXTENTS semi-stub.
18928.657:0050:fixme:mountmgr:query_property Faking StorageDeviceTrimProperty data.
I'm also attaching the log from DW-Proton.
There is a regression from Proton 10 -> 11, the loading screens in 11 now get semi-stuck in the final stages, adding about 15-30 seconds to the loading time. It's fine on Proton 10, takes a reasonable amount of time. I'm running both with NTSync enabled.
For context, the loading screens occur whenever you teleport, and normally take about 10-15 seconds. Sometimes during normal gameplay this can be quite frequent e.g. once every 2 minutes, so this regression can basically force you to waste up to 25% of your gaming time.
Confirmed proton 11 regression about loading times. No loading time issue existed in proton 10...delayed loading on proton 11 official and proton experimental
I don't know if this is the right place to report this, please point me if not. I am new to immutable.
It seems that Fedora Kinoite 44.20260807.0 (f1e6f1d8dcabe43b64b8e3506fdafdff22f645ded4257b0c72570161a2bbb539) breaks all the above-mentioned versions rendering the game entirely unplayable with multi-minute loads, one-by-one asset loading, missing assets, near-zero fps (or the window not opening at all despite not being crashed from steam's perspective). This is compared to 44.20260805.0 (5f1f820ce1c45f75354c96f6af998cc523bd96e39dbce726a15b011dfe4b547e), which has worked fine for me just yesterday. I have booted into the previous version and (on the SSD still) the previous mostly-working-fine behavior returned.
edit: i rebased to bazzite and works fine so good enough to me
update on proton 11 long load time regression:
I tested with Proton 9, 10, 11, experimental, GE-Proton10-34, GE-Proton-11-3, and GE-Proton11-5.
All of them have very long load times except for GE-Proton10-34.
Here are some logs:
Confirmed the long load time problem seems to only exist in the new Mohist City area. I teleported all around the world with proton experimental and the load time was only slow specifically in most parts of that zone. Strangely, GE-Proton10-34 does not have any load time problem in any zone. All GE-Proton versions11-1 and later do have the same load time problem in that zone though.
@infinity0 were you playing on the CN server? If so, I believe you had access to Mohist City way before global server which is why you noticed the problem sooner than anyone else
new WWM just dropped and fixed the loading times in Mohist City zone.
@beerninja no I am playing international version and my slow loading times were for everything, it happened even before Mohist City was released.
Granted, I have not tested using proton 11 since june 29 my last comment, however.
I tried this game for the first time and i have pretty bad performance. no matter the graphic settings i cant get over 50-60fps with like 60% GPU utilization.
Nvidia 3080
ryzen 5700x3d
CachyOS
Edit: DLSS turned out to be working, see my update below.
Same issue here as @NovaMoon (very similar system: RTX 3080 + Ryzen 5700X). In my case I also found that DLSS is shown and can be enabled, but has no effect, it looks like NGX never initializes.
System
Launch options
PROTON_LOG=1 DXVK_NVAPI_LOG_LEVEL=info PROTON_ENABLE_WAYLAND=1 PROTON_DLSS_UPGRADE=1 PROTON_USE_NTSYNC=1 MANGOHUD=1 %command%
Problem
DLSS appears in the graphics settings and can be toggled, but nothing changes.
Measured with MangoHud at the same spot in the open world:
No visual difference either. Toggling DLSS off/on in-game changes nothing.
Log observations
The game's own DLSS-G DLL loads fine from the game folder:
22878.375 trace:loaddll:build_module Loaded L"S:\\steamapps\\common\\Where Winds Meet\\Engine\\Binaries\\Win64r\\Streamline\\nvngx_dlssg.dll" at 00006FFFF1680000: native
The host driver's nvngx_dlssg.dll is loaded and unloaded ~1 ms later, twice:
22878.426 trace:loaddll:build_module Loaded L"F:\\run\\host\\usr\\lib64\\nvidia\\wine\\nvngx_dlssg.dll" at 00006FFFF0D60000: native
22878.427 trace:loaddll:free_modref Unloaded module L"F:\\run\\host\\usr\\lib64\\nvidia\\wine\\nvngx_dlssg.dll" : native
22880.845 trace:loaddll:build_module Loaded L"F:\\run\\host\\usr\\lib64\\nvidia\\wine\\nvngx_dlssg.dll" at 00006FFFEE790000: native
22880.846 trace:loaddll:free_modref Unloaded module L"F:\\run\\host\\usr\\lib64\\nvidia\\wine\\nvngx_dlssg.dll" : native
In an earlier run the game's DLSS DLLs were redirected to system32\umu instead, same result.
There is no sign of a successful NGX/DLSS feature initialization anywhere in the log.
Already tried (no change)
PROTON_ENABLE_NGX_UPDATER=1DXVK_NVAPI_DRS_NGX_DLSS_SR_OVERRIDE_RENDER_PRESET_SELECTION=render_preset_latestHKLM\SOFTWARE\NVIDIA Corporation\Global\NGXCore\FullPath is already set to C:\Windows\System32Full Proton log attached.
Update / correction: DLSS is actually working.
With the NGX indicator enabled (ShowDlssIndicator = 0x400) it shows:
DLSS v310.6.0, DX12, Render Preset M, Performance mode, 1280x720 -> 2560x1440
So the nvngx_dlssg.dll load/unload in my log is probably just the frame generation check (not supported on Ampere), not a failure.
The real issue is the same as @NovaMoon describes: FPS stays around 40-50 no matter what I change.
So it looks like the game is limited by something else than GPU or raw CPU load.
Updated my comment above: DLSS WORKS! The real issue is that FPS stays around 40-50 regardless of graphics settings, resolution, DLSS or DX version, while GPU and CPU could do more.
Update: found a workaround, the bottleneck seems to be the NVAPI path.
Maybe disabling NVAPI by default for this game could be a temporary workaround for NVIDIA users until the underlying issue is fixed? It's not a real fix, but it makes the game a lot more playable.
With PROTON_HIDE_NVIDIA_GPU=1 OR PROTON_DISABLE_NVAPI=1 the game runs much better in DX12 (both give the same result):
Before (NVAPI enabled):
After (NVAPI disabled):
Launch options used for "After" (Proton-CachyOS Latest, DX12):
__GL_SHADER_DISK_CACHE_SIZE=10737418240 __GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1 VKD3D_CONFIG=descriptor_heap PROTON_DISABLE_NVAPI=1 PROTON_ENABLE_WAYLAND=1 PROTON_USE_NTSYNC=1 %command%
With NVAPI enabled, the log shows constant calls like NvAPI_D3D12_LaunchCubinShader, NvAPI_D3D12_GetCudaIndependentDescriptorObject and NvAPI_D3D12_CaptureUAVInfo during gameplay, so the game seems to use CUDA interop / cubin shaders on NVIDIA, which appears to be very costly under Proton.
An earlier log also showed several "NvAPI_D3D12_GetCudaIndependentDescriptorObject: Invalid argument" returns, which might be related to jp7677/dxvk-nvapi#393.
Ruled out along the way:
Downside: no DLSS with this workaround. On my system DLSS only lowered GPU load and power usage (quieter fans), but it didn't improve FPS, because the game was never GPU bound. With NVAPI enabled the game was barely playable either way.
Even with this workaround, the whole game (not just cities) still runs noticeably worse than on Windows with the same PC. I don't remember exact numbers, but it was clearly smoother there. Windows gameplay videos with similar hardware also show a much more consistent frame rate: FPS rises and falls gradually depending on the scene, while on Linux it jumps up and down constantly. So there still seems to be a big gap outside of the NVAPI issue, especially in frame time consistency.
ge-proton10-34x3 2026-09proton experimentalx8 2026-09proton hotfixx2 2026-09ge-proton11-5x1 2026-08proton 10.0x1 2025-12proton 9.0x1 2025-12PROTON_USE_NTSYNC=1x4 2026-09PROTON_ENABLE_WAYLAND=1x3 2026-09PROTON_DISABLE_NVAPI=1x1 2026-09PROTON_HIDE_NVIDIA_GPU=1x1 2026-09VKD3D_CONFIG=descriptor_heapx1 2026-09VKD3D_CONFIG=force_static_cbvx1 2026-09__GL_SHADER_DISK_CACHE_SIZE=10737418240x1 2026-09__GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1x1 2026-09MANGOHUD=1x2 2026-09DXVK_NVAPI_DRS_NGX_DLSS_SR_OVERRIDE_RENDER_PRESET_SELECTION=render_preset_latestx1 2026-09DXVK_NVAPI_LOG_LEVEL=infox1 2026-09PROTON_DLSS_UPGRADE=1x1 2026-09PROTON_ENABLE_NGX_UPDATER=1x1 2026-09PROTON_LOG=1x1 2026-09VKD3D_CONFIG=force_raw_va_cbvx1 2026-03__GL_SHADER_DISK_CACHE_SIZE=10737418240 __GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1 VKD3D_CONFIG=descriptor_heap PROTON_DISABLE_NVAPI=1 PROTON_ENABLE_WAYLAND=1 PROTON_USE_NTSYNC=1 %command%x1 2026-09PROTON_LOG=1 DXVK_NVAPI_LOG_LEVEL=info PROTON_ENABLE_WAYLAND=1 PROTON_DLSS_UPGRADE=1 PROTON_USE_NTSYNC=1 MANGOHUD=1 %command%x1 2026-09VKD3D_CONFIG=force_raw_va_cbv %command%x1 2026-03nvngx_dlssg.dllx1 2026-09
Compatibility Report
System Information
I confirm:
Symptoms
The game get stuck in a black screen during startup in Game Mode.
Reproduction
Install and run the game.