ono

joined 2 years ago
[–] ono@lemmy.ca 2 points 1 year ago* (last edited 1 year ago) (1 children)
  • Terrible format for archiving knowledge
  • Terrible tool for retrieving knowledge
  • Locks community access behind a corporate license agreement
  • Hands control of community-created content to a corporation
  • Prevents indexing by web search engines
  • Antithetical to interoperability
  • Privacy-hostile

A web forum is far better in most cases. If you can't manage to run your own, there are plenty of lemmy servers that will do it for you. Even an email list (with searchable archives) would be better than Discord.

If you have collaborative documents that outgrow the forum format, use a wiki.

If real-time chat is needed, irc or matrix.

A project hosting its community on Discord is a project that won't get my contributions.

1
submitted 2 years ago* (last edited 2 years ago) by ono@lemmy.ca to c/linux_gaming@lemmy.world
 

The latest Battle.net update is broken in Wine (and Proton), creating a blank gray window where the launcher UI should be.

If you had it installed before yesterday, your WINEPREFIX probably still contains the previous version in drive_c/Battle.net/Battle.net.14494 . In that case, deleting the (newer) Battle.net.14542 sibling folder and restarting should work around the problem for now.

Note that the new version will be downloaded again at each launch, so you'll have to perform this workaround every time, until it (hopefully) gets fixed. Alternatively, you can remove write permission to the drive_c/Battle.net folder to prevent downloading new versions, and remember to restore it later.

UPDATE:

Proton-like Wine builds are patched to work around the problem if you set the WINE_SIMULATE_WRITECOPY=1 environment variable. I verified this with a Wine-GE build.

I don't know if that patch will make it into mainline Wine, but CodeWeavers seem to be supporting the same environment variable.

 

This release rolls up a bunch of features, perf improvements and bug fixes / workarounds as usual.

Features

DXR enabled by default

VKD3D_CONFIG=dxr is default now, and no longer needed. There are some special cases where DXR is not enabled by default. The only such current example is "Hellblade: Senua's Sacrifice" on Deck which force-enables DXR if it is supported, even on Deck. New semantics are:

  • dxr: Force-enable DXR, even when it is considered unsafe
  • nodxr: Disable DXR
  • dxr11: Removed. dxr already implied DXR 1.1 anyway

Sampler feedback

This feature was the last feature required for FL 12.2 and is implemented through emulation. As demonstrated in the implementation docs, all native implementations of this feature are fundamentally broken in some way. There's also no known game that ships requiring this feature, so we just consider this a checkbox feature.

DX Ultimate (FL 12.2) now exposed by default

On RDNA2+ and Turing+ we can finally expose the DX Ultimate feature set!

Misc

  • Implement a bunch of missing "Vulkan-on-D3D12" features
    • IndependentFrontAndBackStencilRefMaskSupported
    • TriangleFanSupported
    • DynamicIndexBufferStripCutSupported
    • DynamicDepthBiasSupported
    • NonNormalizedCoordinateSamplersSupported
    • MismatchingOutputDimensionsSupported
    • PointSamplingAddressesNeverRoundUp
    • RasterizerDesc2Supported
      • Explicit line rasterization mode
    • NarrowQuadrilateralLinesSupported
    • AnisoFilterWithPointMipSupported
  • Implement missing MSAD instruction in DXIL, allowing FSR3 to run
  • Implement some esoteric DXR features
    • Implement support for multiple mismatching global root signatures in DXR
      • Fixes crash in Battlefield V
    • Implement support for LOCAL_ON_EXTERNAL dependencies in DXR
      • Fixes DXR in Warhammer: Darktide
  • Implement support for ExecuteIndirect + Mesh shaders with state changes
    • Currently unused by games

Performance

  • Improve performance of NV_device_generated_commands and NV_device_generated_commands_compute by reordering and batching command preprocessing
    • We have observed 15% FPS gains in Halo Infinite on RADV
    • 1-2% in Starfield in some test locations
    • Needs pending Mesa work to land to take advantage of this improvement
  • Tune memory allocation patterns for DGC preprocess buffers
    • Avoids a lot of allocation churn
    • Greatly reduces CPU overhead on NV

Workarounds

  • Work around RADV bug causing GPU hang in RE4: Separate Ways DLC
  • Work around RADV bug causing GPU hang in Lords of the Fallen
  • Work around Witcher 3 bug causing broken shadows and GPU hangs when enabling DXR
  • Work around Cyberpunk 2077 bug when RT is enabled, where game would cause spurious GPU hangs due to accessing descriptor heap out of bounds
  • Work around Windjammers 2 bug causing random crashes on startup
  • Add support for VK_EXT_image_compression_control to allow for more fine-grained workarounds for broken games running on RADV
  • Enable NV_device_generated_commands_compute on latest NV beta drivers
    • 545.x drivers are still disabled until a fix can be confirmed on shipping drivers
  • Remove CURB_MEMORY_PSO_CACHE workaround on Mesa 23.2+
    • Should reduce overhead in PSO creation

Fixes

  • Misc dxil-spirv changes to fix various bugs in game shaders as usual
  • Fix Jurassic World Evolution 2 crashing when enabling DXR
  • Fix some deprecation warnings in Meson build system
    • Some submodule locations moved, which may cause minor disruption
[–] ono@lemmy.ca 1 points 2 years ago (1 children)

Thanks for making me aware of this project. Maybe I'll get to play the original game after all. :)

reverse engineering of the said port

BTW, that should be either "the" or "said". Not both.

 

In GloriousEggroll's wine-ge-custom builds, enabling Emulate Virtual Desktop in winecfg breaks the wine prefix, so that nothing (not even wineconfig) runs in that prefix any more. Anyone know more about this?

I would report it, but I'm not on Discord and that seems to be the only place where he accepts reports. Maybe someone can copy this post to him there?

Here's the output when trying to launch winecfg after enabling that setting on Wine-GE-Proton8-22:

wineserver: using server-side synchronization.
wine: RLIMIT_NICE is <= 20, unable to use setpriority safely
002c:fixme:winediag:LdrInitializeThunk wine-staging 8.0 is a testing version containing experimental patches.
002c:fixme:winediag:LdrInitializeThunk Please mention your exact version when filing bug reports on winehq.org.
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
006c:fixme:hid:handle_IRP_MN_QUERY_ID Unhandled type 00000005
0084:err:hid:udev_bus_init UDEV monitor creation failed
00ec:err:winediag:nodrv_CreateWindow Application tried to create a window, but no driver could be loaded.
00ec:err:winediag:nodrv_CreateWindow L"The explorer process failed to start."
[–] ono@lemmy.ca 0 points 2 years ago* (last edited 2 years ago)

Whichever one you enjoy using.

Unless you have some special hardware need, all the desktop distros perform about the same. (Even long-term support releases, which offer newer kernels in case you need them.)

 

Presentation improvements

If VK_KHR_present_wait is supported, and if vertical synchronization is enabled, frame latency events will now be signaled when an image is actually being presented, rather than when rendering work prior to the present request has completed on the GPU. This may reduce input latency in some games, also affects the dxgi.maxFrameLatency and d3d9.maxFrameLatency options.

This functionality is also used to more accurately report the number of frames actually presented via DXGI frame statistics.

Note: On some platforms and compositors, Vulkan present events may not correspond to the image actually being presented on screen, in which case frame latency is going to remain higher than expected.

Additionally, if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical synchronization may no longe require recreating the Vulkan swap chain, which works around severe performance issues in games which change their present interval on a per-frame basis.

Note: On Linux, this is currently only supported when running Gamescope with ENABLE_GAMESCOPE_WSI=1 set.

Configuration changes

The dxgi.nvapiHack config option was deprecated, and a new option dxgi.hideNvidiaGpu with a slight change in behaviour was added instead, alongside similar options for AMD and Intel GPUs. This allows implementing more targeted application workarounds for issues with e.g. XESS libraries in the future if necessary. Refer to the example configuration for more details.

Note: The old dxgi.nvapiHack option still works if dxgi.hideNvidiaGpu is not set, but will be removed in a future release.

Additionally, the dxgi.tearFree and d3d9.tearFree options were consolidated into a new dxvk.tearFree option, due to changes in the presentation logic. The old options were removed.

Bug fixes and Improvements

  • Configuration options can now be specified via an environment variable, DXVK_CONFIG. See the README for details (PR #3581).
  • If VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations. This fixes shadow rendering artifacts in various D3D9 games and is especially important on GPUs that do not support 24-bit depth formats. This affects games such as F.E.A.R. (#1461), Far Cry 2 (#2941) and Assassin's Creed Brotherhood (#2642).
  • If VK_EXT_line_rasterization and its relevant features are supported, smooth or rectangular lines will now be used if requested by the application. This functionality is generally not used by games, but may be useful for applications such as level editors.
  • If VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use the corresponding Vulkan format.
  • D3D9 command submission now works the same way as it does for D3D11, which will lead to more submissions but generally reduces resource readback latency. This may improve performance in games that frequently synchronize with the GPU.
  • Fixed a minor issue with D3D9 feedback loop tracking.
  • Fixed a minor issue with D3D11 stream output (#3634).
  • Fixed a bug and performance issues with the implementation of D3D11 tiled resources.
  • Fixed various issues with reporting HDR metadata.
  • Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler. (PR #3616)
  • Implemented keyed mutex synchronization on top of newly added winevulkan functionality (PR #3601, PR #3635). Note: This will only work with recent Proton builds.
  • Added stubs for various D3D9On12 interop interfaces. This is needed for Train Simulator Classic (#3445).
  • Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games as well as Elden Ring (PR #3625). Note: This will only work in combination with https://github.com/jp7677/dxvk-nvapi/commit/c3a1c48eebdef1d0f9f030ebd57e2c40625dc542 or newer. This will not work on Windows.
  • A Total War Saga: TROY: Fixed trees not rendering when MSAA is enabled.
  • Far Cry 2: Fixed crash when using D3D10.
  • Halo Online: Fixed water rendering. (#3594, PR: #3627)
  • Lara Croft and the Temple of Osiris: Fixed deadlock when using Exclusive Fullscreen (#3458).
  • RaceRoom Racing Experience: Fixed a crash when starting a race. (#3386, PR: #3389)
  • Spider Man: Shattered Dimensions: Fixed a regression that caused blocky shadows. (#3593, PR: #3624)
  • Test Drive Unlimited 2: Fixed shadows on grass. (#3469, PR: #3471)
  • The Sims 2: Fixed a regression in DXVK 2.2 that affected terrain rendering. (#3474, PR: #3476)
  • Titanfall: Fixed a crash caused by a miscompiled shader.
  • Tomb Raider Anniversary: Improved performance. (#3438, PR: #3439)
[–] ono@lemmy.ca 0 points 2 years ago* (last edited 2 years ago)

I do my gaming on Bookworm with a handful of extras, and it works very well.

There is a certain group of people who insist that only the distros with the latest packages are good for gaming. Those people are wrong in most cases.

Unless you have a very new GPU (released less than a year ago), your games are not likely to get any benefit from the latest kernel.

Unless your games require the very latest Vulkan features and you run them without Steam, Flatpak, or any other platform that provides its own Mesa, you’re not likely to get any benefit from a distro providing the latest version of it.

Practically everything else that games need is comparable across all the major distros, so choose one that makes you happy, not one that some shill claims is best for gaming. Even Debian Stable, contrary to the undeserved bashing it often gets by a certain kind of gamer, is generally excellent for gaming.

 

Heads up for those who want a game controller that works well on Linux: Target.com has the DualSense for $50 USD right now.

Bluetooth, USB, motion controls, and rumble all work. The driver is from Sony and is part of the mainline kernel, so most desktop distros should have it already.

 

What's new in this release:

  • Wow64 support in WineGStreamer.
  • WeakMap support in JScript.
  • Georgian translation.
  • Various bug fixes.

The source is available at:

https://dl.winehq.org/wine/source/8.x/wine-8.13.tar.xz

Binary packages for various distributions will be available from:

https://www.winehq.org/download

You will find documentation on https://www.winehq.org/documentation

You can also get the current source directly from the git repository. Check https://www.winehq.org/git for details.

Wine is available thanks to the work of many people. See the file AUTHORS in the distribution for the complete list.


Bugs fixed in 8.13 (total 36):

  • 24614 Multiple games crash or hang on startup due to D3DXAssembleShader not handling apostrophes in comments (Medieval II: Total War, Yu-Gi-Oh! ONLINE 3 client)('winetricks -q d3dx9_xx' is a workaround)
  • 35690 Steam network hang ups.
  • 35701 League of Legends: Right click contextual menu on friends list is invisible
  • 35866 AvP 2000 game: some ingame text has red boxes around it with built-in d3dx9 libraries
  • 41466 Steam: Tray icon menu sometimes flickers
  • 42867 steam store doesnt work
  • 44223 FrameMaker 7.2/8.0: Console window minimized and not (re)drawn
  • 44529 [Steam] Process remaining after exiting
  • 45042 Steam doesn't uninstall applications, gets stuck saying "deleting %game%" and the other popup is barely visible
  • 45564 Kolab E14 Client installation fails with "Copy failed"
  • 46221 League of Legends 8.23 crash after champion select
  • 46888 Office 2007 word does not export to PDF/A
  • 47328 Steam crashes when loading the Store tab (Assertion Failed: killing unresponsive browser for URL)
  • 49371 Incorrect output buffer length check in WSAIoctl with SIO_GET_INTERFACE_LIST
  • 50771 msys2 unlink() fails on read-only files [needs CreateFile(FILE_WRITE_ATTRIBUTES)]
  • 50868 League of Legends: infinite loading after login
  • 51383 S.T.A.L.K.E.R.: Call of Pripyat rendering is messed up with Enhanced full dynamic lighting (DX10)
  • 51950 Iperf 2.0.8 hangs in parallel dual mode on localhost
  • 51982 When installing Kobo for Desktop, user data meant for AppData\Local\Kobo is instead placed inside an arbitrary folder of the program's installation.
  • 53446 Total War Shogun 2 crashes on Intel Iris Plus Graphics G4
  • 53723 Star Ocean The Last Hope HD exits to desktop on start after NtUserSystemParametersInfo change.
  • 53890 comctl32:edit - test_ime() fails in Korean on Windows
  • 54166 Compilation fails with gcc 4.8.4 (error: ‘HTTP_STATUS_CONTINUE’ undeclared)
  • 54503 d3dx9_36:math - test_D3DXSHMultiply3() fails on Debian Testing
  • 54609 32-bit Softerra LDAP Administrator crashes due to proxy use-after-free
  • 54688 ntdll:info - test_query_cpu() fails on Windows 7
  • 54871 kernel32:console - testScroll() fails on Windows 10 1909
  • 54932 Fallout 3: Black screen when using the experimental wow64 mode
  • 55032 Multiple games have laggy rendering in DX12 mode (Kena: Bridge of Spirits, Total Conflict: Resistance)
  • 55078 Powerpoint 2007: "Print to file" broken
  • 55114 secur32:schannel - The 32-bit test_connection_shutdown() crashes on Windows <= 8
  • 55177 Hatching not printed in Framemaker 8
  • 55181 Recent versions of chromium broken again, need ProcessPrng
  • 55187 winedbg --auto crashes if target process terminates after attaching.
  • 55247 Assertion in riched20 while installing Office 2007
  • 55276 Dying Light 2: Stay Human crashes on launch
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