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Patch notes in spoiler

spoilerThis is a hotfix release:

  • Fixes a bug where the steam desktop global virtual device would still be recognized in-game when wine-wayland was enabled, causing incorrect mappings and double input. Steam Overlay does not work in wine-wayland and subsequently neither does Steam Input since it requires the overlay for profile assignment. (It has always been this way since wine-wayland was added), but now with the desktop profile out of the way the controller input should behave the same as native wine expects it to when wine-wayland is enabled. This does not appear to be a problem with wine-wayland disabled even if steam input is disabled.

  • Fixes compilation failure on aarch64 due to an architecture specific code difference in the wineopenxr decoupling patch (this patch allows VR to work outside of steam)

  • Fixes compilation failure on aarch64 due to the new nvidia libraries only being buildable on x86_64 -- they've been disabled on aarch64.

GE-Proton11-2:

Note:

I did not have enough time to do thorough regression testing for video playback after making recent changes, however several games that had video playback issues in 11-1 have since been fixed. Many of the VR related issues have also been fixed. I wanted to get this release out because it contains important fixes for allowing Marvel Rivals and Diablo IV to run correctly.

• Scope

Game Fixes

  • Star Citizen: repaired WineOpenXR Vulkan integration and external VR support.

  • VRChat: fixed remote HLS/YouTube playback, audio, seeking, reloading, and consecutive queued videos.

  • Witch on the Holy Night: fixed embedded bytestream video playback.

  • FAVORITE visual novels: fixed black-screen video with audio.

  • Deadly Premonition: fixed hanging, timing, and allocator-backed video output.

  • GTA San Andreas: fixed MPEG videos displaying black and corrected audio/video synchronization.

  • Yakuza 5 Remastered: fixed startup video crashes and ignored no-op decoder format changes.

  • Riddle Joker: fixed green padding bars in video output.

  • Dragon’s Dogma 2: fixed green video padding bars.

  • Cyberpunk 2077 / issues #567 and #588: reduced audio delays and fixed a null-handling failure.

  • Killing Floor 3: added real decoder format propagation and Winsock address validation.

  • MapleStory: fixed startup failures involving accessibility settings and CharPrevA/CharPrevExA null pointers.

  • LimeLight Lemonade Jam: added the missing GetFileVersionInfoByHandle compatibility stub.

  • Gears 2 Hollow installer: added ICU forwarding DLL support.

  • Battle.net and Warframe: added --in-process-gpu handling for Wine Wayland launchers.

  • Battle.net: fixed Wine Wayland white-screen behavior.

  • Issue #551: preserved the real OpenGL GPU/device description reported by wined3d.

  • Issue #610: added a secur32 fallback for the older GnuTLS shipped by SteamRT4.

  • Issue #638: added layered-window extended-style handling.

  • Issue #605: added long-running PulseAudio timestamp-wrap and starvation recovery.

  • Imported upstream fix for Diablo IV

  • Imported upstream fix for Marvel Rivals

Media Rework

  • Rebased the FFmpeg/winedmo video stack onto newer Wine.

  • Added remote HLS URL support.

  • Improved media-session state transitions, seeking, replay, stream completion, and decoder format changes.

  • Added codec-aligned padding initialization and legacy Quartz output handling.

  • Improved audio clock recovery, starvation handling, and long-running stream timing.

  • Removed duplicate or obsolete media patches after upstream changes.

Controller Support

  • Added wired USB haptics for:

    • DualShock 4

    • DualSense

    • DualSense Edge

    , tested confirmed working in stellar blade and spider-man remastered

  • Added controller mono-speaker/effect-audio output., tested confirmed working in spider-man remastered

  • Added PulseAudio routing to the correct Sony controller speaker profile., tested confirmed working in spider-man remastered

  • Fixed hotplugging and switching among DS4, DualSense, and DualSense Edge., tested confirmed working in spider-man remastered

  • Added fresh endpoint registration, stale endpoint cleanup, stream retargeting, stable endpoint IDs, and

    duplicate udev-device filtering.

  • Fixed controller speaker routing after repeated disconnects, reconnects, and model changes., tested confirmed working in spider-man remastered

  • Standardized the controller implementation on PulseAudio instead of direct ALSA endpoint exposure.

Graphics And Scaling

  • Added complete OptiScaler download, injection, and Protonfixes integration.

  • Added FSR4/FFX4 version selection and updated AMD scaler support.

  • Updated AMD amdxc/FSR4 support through the newer EM-11 patchset.

  • Added NVIDIA compatibility libraries:

    • NVAPI

    • CUDA

    • NVENC

    • NVML

    • OptiX

  • Added Vulkan layers and corrected their missing submodule definitions.

  • Updated DXVK, DXVK-NVAPI, VKD3D-Proton, D7VK, Vulkan headers, and FEX.

Wine And Wayland

  • Updated to newer bleeding-edge Wine revisions.

  • Rebased the EM-11 Wine Wayland patchset.

  • Improved layered windows, fractional scaling, pointer warping, keyboard mappings, IME handling, popup windows,

    exclusive fullscreen, monitor placement, surface caching, and window restoration.

  • Removed deprecated dw-proton patches already superseded by EM-11 or upstream Wine.

Build And Release

  • Fixed AArch64 builds by packaging missing SteamRT4 libraries, including bzip2.

  • Fixed README download scripts to select the correct x86_64 or AArch64 archive and checksum.

  • Fixed the AArch64 archive-name regular expression.

  • Imported newer upstream Proton build, Docker, and launcher-script changes.

  • Restored prefix creation after an imported Proton-script regression.

  • Fixed missing NVIDIA and Vulkan-layer submodule URLs.

  • Prevented release automation from failing when a release already exists.

  • Expanded the compatibility-report issue template.

  • Cleaned duplicate scaler, hotfix, and obsolete patch references.

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cross-posted from: https://lemmy.world/post/49721314

I just discovered this. Has anyone tried it?

Basically, you install it on your home server and use it to stash your DRM-free games, and then install the client on your PC, Steam Deck, whatever... log in to your server and just use it like your own, selfhosted Steam app. Any PC gamer already running Jellyfin, RomM, or other selfhosted entertainment-related server might be interested in trying it, if you do... please share your experience! I'll try it myself when I have time and post back here. If you know of any other alternatives, please share!

  • Self-hosted & open-source. Run Drop entirely on your own hardware. Your library, your data, your rules — all under the AGPLv3.

  • Rich metadata editing. Customise names, descriptions, and icons with full Markdown and image support.

  • Automatic imports. Pull cover art and game details straight from IGDB, GiantBomb, and PCGamingWiki.

  • A built-in store. Let users browse, filter, and collect games through a fully featured store.

  • Flexible authentication. Use simple accounts or hook into your existing SSO.

  • Native desktop client. Download, install, and play your whole library through a cross-platform desktop client.

Available for Windows, Mac & Linux (their web page lists a deb, their github repo publishes packages for all major distros and also an Appimage)

Website:
https://droposs.org/

Docs:
https://droposs.org/docs/admin/quickstart/

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Glad to see some official Linux support. RuneLite has always been available on Linux, but using a Jagex Account required the Jagex Launcher, and Jagex Accounts will soon be mandatory.

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Hi everyone,

So I made a post awhile back and the the advice I ended up going with was hey wait for steam machine pricing and make a choice.

I want to make a decent gaming PC. I want to move away from windows. I have a reservation for a steam machine! Buts I assumed it'd be closer to $500! The reservation is for $1200 FML!

So advice part, looking to see if I can build a better machine rig for $800-1k. No expirence with Linux. Last built a PC for myself in 2007 - so let's call that no expirence besides square hole goes into the round peg. But I understand more or less what I'm signing up for even starting from zero.

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submitted 1 month ago* (last edited 1 month ago) by CannonGoBoom@lemmy.world to c/linux_gaming@lemmy.ml

Heads up! This release used AI to rebase the video playback pipeline.

EDIT: I have added the release notes as a spoiler for easier readability as requested in the comments

spoilerThe long awaited video rework and Proton 11 rebase is finally done! GE-Proton11-1 is now available!

Proton updates:

  • d7vk added (not enabled by default). Use PROTON_USE_D7VK=1 to enable. It is enabled via protonfix on Tex Murphy: Overseer

  • discord bridge added. (not enabled by default). Use PROTON_DISCORD_BRIDGE=1 to enable. (proton-cachyos)

  • optiscaler support added. (not enabled by default). Use PROTON_USE_OPTISCALER=1 to enable' (proton-cachyos)

  • winealsa channel count override option added. (not enabled by default). Use WINEALSA_CHANNELS to tune. Possible values is the number of speakers, such as 2 (to disable spatial audio), such as 4 (2 front, 2 rear), 6 (5.1) or 8 (7.1). (Vyrolian)

  • winealsa spacial downmix override option added. (not enabled by default). Use WINEALSA_SPACIAL=1 to enable. (Vyrolian)

  • xrandr added to build so that auto-detection of default monitor can work without relying on host xrandr when a default monitor is not set for wine-wayland. This means if you accidentally forget to set a monitor for wine-wayland it should display on the default one found by xrandr now instead of just defaulting to the far left.

  • updated star citizen patches

  • added patches for Task Bar Hero (thaylorz)

  • added patches for VRChat webcam face tracking (LilFishyChan)

  • Entire build rebased onto latest proton 11 bleeding-edge

  • Standalone patches for VR rebased onto proton 11 (so you can use with umu outside of steam on non-steam VR games)

  • wine-native rsx3d library created to for older games (games like Tex Murphy no longer need 3rd party rsx3d winetricks)

  • Enable .exe dynamic relocation and only relocate files which have relocations. For XIV specifically, this fixes issues with low address space being filled up by everyone and everything and, as a result, some plugins failing to apply their hooks and leaving the game in an unstable state. (0x0ade)

--The video playback rework--

Q. What was the problem?

A. Originally, proton uses two methods for video playback with two different backends. The first is typically winedmo->ffmpeg. The second is typically quartz->gstreamer. For most games, especially older games, the quartz->gstreamer path was the default. winedmo was introduced recently (as of either proton 9 or 10, I don't remember which) as a modern approach to fixing video playback. The problem is the inner workings of the quartz->gstreamer path were complicated, to convert, thus two paths were used.

Seeing as both ffmpeg and gstreamer effectively do the same thing and can handle the same codecs -- it does not make sense to use both, especially when gstreamer is split into several different libraries that need to be built independently (gst-base, gst-good, gst-bad, gst-ugly, gst-orc, gst-libav, etc), and gstreamer also has surface display problems such as X11 vs Wayland vs Surfaceless.

Q. How did I "fix" it?

A. As many of you know, the last GE-Proton release was in March. It is now June. That is a 4 month gap, which is most definitely not the norm for GE Releases. Why is that? It's because I spent the last 4 months converting the quartz->gstreamer path to instead use quartz->winedmo->ffmpeg, and completely gutted all gstreamer libraries from the proton build.

Yes, I used AI for this work. No, it likely unfortunately will not be able to be upstreamed because CodeWeavers policy does not accept AI generated code. You might be asking "how the hell did you use AI for this?" -- the same way I would without it, the only difference is AI was used to compare code logic when things were failing or incorrect. So how does that work?

First, I did a base rework. I completely removed winegstreamer from wine, and had the AI agent look at the current code and convert what it could so that quartz used winedmo instead.

Next, about 80% of the games in the video rework list used the quartz path and relied on protonfixes with winedll overrides for quartz, lavfilters, amstream, dshow, wmp9, wmp11, and so on. This was GREAT because it meant I was able to get winedebug logs with valid, working instances. Once I gathered those logs for each game, I them removed the protonfixes, created a clean prefix, then ran and logged the broken instance. After that I fed a working log and a broken log into the AI agent for comparison to see what WINE was doing when the overrides were in place and working, versus when it was broken natively. I found that in pretty much every instance the agent was quickly able to identify the difference and either correct or implement the missing native code needed to make the videos work as if the overrides were in place, given a small amount of trial and failure retries. Additionally if the game provided the video files I would point the AI agent to those files so that it could properly analyze what kind of files they were in order to implement into wine the ability to play them. There were very very few games that needed fixing "from scratch" and needed a lot more trials and failures before getting a successful fix -- examples being Darksiders Warmastered Edition and Nukitashi 2. I also in the process managed to get rid of a few game-specific hacks that were used and implement solutions that did not break other games -- such as audio fixes that were previously in place for The Medium and Metal Gear Solid V. You will also see a lot of VN (Visual Novel) games have been fixed, as many of those games use the same few engines and fixing one or two fixed the rest of the games that used the same engine. In fact, we even found a bug with steam runtime 4 missing some required libraries for 32 bit video playback that we were able to report upstream to get fixed (you will see liblzma and xz added to the build for this reason).

Here is a detailed breakdown of old quartz behavior versus new:

• Current Quartz Flow

For a game using quartz / DirectShow now:

  1. Game calls IGraphBuilder::RenderFile() or manually builds a graph.

  2. quartz/filesource.c identifies the media:

  • Extension/registry if available.

  • ASF header sniffing for extensionless ASF files, e.g. Persona 4 Arena Ultimax.

  1. For ASF files, RenderFile() now tries:
  • AsyncReader first.

  • Falls back to WMAsfReader if async rendering fails.

  1. FilterGraph2_Render() autoplugs the graph.

  2. Before generic filtermapper enumeration, Quartz now explicitly tries known-good paths:

  • MPEG stream -> MPEG-I Stream Splitter

  • MPEG video -> Wine MPEG video decoder

  • AC3 audio -> winedmo AC3 decoder

  • WMA audio -> DMOWrapperFilter around winedmo WMA decoder

  1. If none of those apply, it falls back to normal IFilterMapper2_EnumMatchingFilters().

  2. Decoding is now mostly routed through winedmo, backed by FFmpeg, instead of winegstreamer.

  3. Audio renderer now rejects compressed audio and only accepts PCM / float PCM, forcing the graph to insert a decoder first.

  4. DirectSound buffer creation is delayed until stream start instead of happening at connect/filter creation time.

  5. Video output still lands in the normal Quartz video renderer path: DDraw / VMR-style surfaces depending on what the graph builds.

Previously

Before the rework, Quartz relied much more on the stock Wine DirectShow path:

  • Source filter selection was mostly extension/registry driven.

  • ASF files generally went straight to WMAsfReader.

  • Filter insertion relied more heavily on generic filtermapper enumeration.

  • Some compressed audio could incorrectly reach DSoundRender, causing failed buffer creation or partial render failures.

  • A lot of media handling still depended on winegstreamer / GStreamer behavior.

  • Game-specific workarounds and external overrides were needed more often: lavfilters, quartz, wmp11, dgvoodoo2, etc.

Practical Difference

The new flow is more deterministic:

Game -> Quartz RenderFile

-> source detection / ASF sniffing

-> AsyncReader or WMAsfReader

-> explicit known decoder/splitter choices

-> winedmo/FFmpeg decode

-> PCM audio to DSoundRender

-> decoded video to Quartz video renderer

Previously it was closer to:

Game -> Quartz RenderFile

-> registry-selected source

-> generic filtermapper search

-> Wine/GStreamer/native override behavior

-> renderer

So the current design tries to keep legacy DirectShow games inside Wine’s own Quartz graph while using winedmo/FFmpeg for the media formats that Wine’s older Quartz

path handled poorly.

Q. Are there currently any known issues?

A. Some older WMV videos can occasionally start playback distorted/pixelated, but they will correct themselves after a few seconds. This is most noticeable in the skill videos in Ghosts N' Goblins Resurrection. WRC 4 Also has some intro logo videos that have a weird frame-splitting issue. Apart from that most games should work, especially if they are in the Verified working test list below:

Godfall

Akiba's Trip: Undead & Undressed

Nukitashi

Nukitashi 2

Ys Origin

Darksiders Warmastered Edition

Breath of Fire IV

Watch Dogs

Dark Souls: Prepare to Die Edition

Silent Hill 3

Full Metal Daemon Muramasa

Bloodstained: Ritual of the Night

Blops 3

Final Fantasy XIV

RE 0

RE1 Remaster

RE2 Remake

RE3 Remake

RE4 Remake

RE4

RE7

RE8

Nioh 2

Nioh 3

Ninja Gaiden Sigma

Ultimate Marvel Vs. Capcom 3

Ghosts 'n Goblins Resurrection

Halo Infinite

soul calibur vi

age of empires II: Definitive edition

age of empires III

age of empires IV: Anniversary Edition

The Great Ace Attorney Chronicles

Memento Mori

Devil May Cry HD Remaster

Mortal Kombat 11

Injustice

Injustice 2

Endless Space 2

oddworld: munch's oddysee

Oddworld: Abe's Oddysee

Fable - The Lost Chapters

tokyo xanadu ex+

Ghostwire tokyo

Tokyo Necro

Order of Battle: World War II

Not For Broadcast

Blue Protocol: Star Resonance

Ryse: Son of Rome

Life Makeover

Street Racing Syndicate

Juarez: Gunslinger

BlazBlue Centralfiction

BlazBlue Chronophantasma Extend

Tree Of Savior

Record of Agarest War Mariage

Agarest: Generations of War 2

Agarest: Generations of War

Agarest Zero

Atelier Ryza 3: Alchemist of the End & the Secret Key DX

Atelier Ryza 2: Lost Legends & the Secret Fairy

Atelier Ryza: Ever Darkness & the Secret Hideout

Atelier Rorona The Alchemist of Arland DX

Atelier Marie Remake: The Alchemist of Salburg

Riddle Joker (should also fix other NekoNyan VNs: Senren*Banka, Sanoba Witch FHD Edition, Sabbat of the Witch, Cafe Stella, Dracu-riot, Parquet, Angelic Chaos: RE-BOOT!)

Seven: Enhanced Edition

Catherine Classic

Spyro Reignited Trilogy

Borderlands 3

Ceville

Grandia HD

Grandia II HD

Sky: Children of the Light

Trials of Mana

Secret of Mana

Legend of Mana

ARK: Survival Evolved

Power Rangers: Battle for the Grid

Persona 3 Reload

Persona 4 Golden

Persona 4 Arena Ultimax

Persona 5 Royal

Persona 5 Strikers

WRC 4

Nekopara Vol.1 (KiriKiri engine games)

Guilty Gear Accent Core Plus R

我打不过漂亮的她们 I Can't Win Against Those Pretty Girls

神都不良探 Underdog Detective

UberSoldier

The Medium

Liminal Border Part III

YOU and ME and HER: A Love Story

Mojika - Truth Rears Its Ugly Head

Moero Chronicle

Megadimension Neptunia VII

BLUE REFLECTION

Hell Yeah!

Bully: Scholarship Edition

Nine Witches: Family Disruption

Gabriel Knight 3: Blood of the Sacred, Blood of the Damned

ONE PIECE: PIRATE WARRIORS 4

Alternativa

Arcania (Gothic 4)

Arcania: Fall of Setarrif

Legend of Heroes: Trails in the Sky

Legend of Heroes: Trails in the Sky SC

Legend of Heroes: Trails in the Sky the 3rd

Umineko: Golden Fantasia

Tex Murphy: Overseer

With all of that work done, I am happy to say all of the games listed above now have functional video playback with NO winetricks needed and NO dll overrides needed. No quartz,no dshow, no amstream, no lavfilters, no klite, no rsx3d, no wmp9, no wmp11, etc. -- All the functionality previously needed from those overrides is now patched directly into wine for the listed games that needed them, and the protonfixes that were previously added have now been removed since they are no longer needed.

Many of these games I did not originally own and did have to purchase in order to get working correctly -- so I would like to send a very big thank you to my patreon supporters for helping me every month with things like this. Of course the patreon is not limited to games, many times it also goes to hardware for Nobara as well, but in this case there were a lot of game purchases made to get this working.

If a game you play has video that is not playing, please open a GE-Proton issue.

Protonfixes updates:

  • d7vk protonfix added for tex murphy overseer

  • d7vk protonfix added but temporarily disabled for Gabriel Knight 3 (d7vk has a flicker problem with this game)

  • font fix for Ground Control 2 (CommandMC)

  • protonfix added for Senren * Banka (R1kaB3rn)

  • protonfixes added for several older ID tech games: Medal of Honor: Allied Assault War Chest, Soldier of Fortune: Platinum Edition, Quake, Hexen II, Star Wars Jedi Knight/Jedi Knight II, Return to Castle Wolfenstein (SinnohConfirmed)

  • protonfix added for The Fruit of Grisaia (R1kaB3rn)

  • protonfix added for Need for Speed Underground 2 (MatthiasDillen)

  • protonfix added for GOG version of Quake II (SinnohConfirmed)

  • protonfix added for Zero Zone (XargonWan)

  • protonfix added for Gray Zone Warfare (ProjectSynchro)

  • protonfix added for Persona 5: The Phantom X (NelloKudo)

  • protonfix added for MONGI: Star Drive (NelloKudo)

  • protonfix added for cxbx-reloaded (BlueInterlude)

  • protonfix added for Assassin's Creed 1 (CommandMC)

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submitted 1 month ago by JRepin@lemmy.ml to c/linux_gaming@lemmy.ml
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cross-posted from: https://lemmy.ml/post/48176361

I like community builders and games that I can keep a world for years and grow, watch it evolve. I enjoy Rimworld. ARK evolved series is good.

Bonus if it's multiplayer capable LAN and not online.

Oxygen not included is nice but mentally taxing sometimes. I prefer laid back chill games with economy and farming. 2d or 3d doesn't matter. I don't mind trying indie games. Survival based games are nice. I'm not super pick and choose.

Give me your greatest joy in game form. I've heard Stardew Valley is good. I tried it, reminds me of a gameboy game. I could not get into the game. My character kept falling asleep like 14 times in a day.

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cross-posted from: https://lemmy.zip/post/65150886

Greetings everyone,

I know many folks have wanted to use 8Bitdo controllers on linux, and that includes the Ultimate Software.

I use the 8Bitdo Ultimate 2 controller on my Arch install. And I had been wanting to check for firmware updates, and was doing some searching and couldn't find anything that could help me.

I found out that I can run that software through Lutris with minimal configuration.

  1. Open Add game dialogue box
  2. select "Add locally installed game"
  3. Filled out Name under Game info, and selected Runner (Wine)
  4. Game options tab I selected the executable, selected Working directory, and set Wine prefix path
  5. Runner options I used GE-Proton (latest)
  6. Launched

I want to note; unsure if you would have to, but I have udev rules added:

ACTION=="add", ATTRS{idVendor}=="2dc8", ATTRS{idProduct}=="6103", RUN+="/sbin/modprobe xpad", RUN+="/bin/sh -c 'echo 2dc8 6103 > /sys/bus/usb/drivers/xpad/new_id'"
ACTION=="add", ATTRS{idVendor}=="2dc8", ATTRS{idProduct}=="310b", RUN+="/sbin/modprobe xpad", RUN+="/bin/sh -c 'echo 2dc8 310b > /sys/bus/usb/drivers/xpad/new_id'"

Hope this helps someone.

Edit:

I want to add I am also using xpadneo-dkms from the AUR.

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submitted 1 month ago by Maroon@lemmy.world to c/linux_gaming@lemmy.ml

My wife has a windows 10 laptop that works very well (hardware). However it seems that it won't support win11. Rather than trying to tinker and make it install Win11 without the TPM support, etc., I want to install Linux Mint.

There are three games she adores and wants them to work if I installed Linux:

  1. Grandia 2 installed via Steam. Will proton support it?
  2. Sims 3 installed via Steam. Willnproton support this as well?
  3. Cesar 3 (which runs in a Win7 VM in windows setup by her tech savy friend). She has those files and the exe files etc. Can that be run on Linux? I'm reading about DOSBox, but not sure if that is the right tool.

I can rip out windows and go full Linux on her machine if there is support for running these three games. Any chance for me on this?

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cross-posted from: https://lemmy.blahaj.zone/post/43119841

Hello, i was wondering if there are any good indie games on steam to try out. Can be free or paid, i don't mind if there's no native linux build either (i play stuff with wine/proton anyways lol) and i don't mind the genre. I've been thinking of trying something new as of recent so i thought i might ask it here.

Thanks!

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lutris-minus-ai (codeberg.org)
submitted 3 months ago by Twig@sopuli.xyz to c/linux_gaming@lemmy.ml
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submitted 3 months ago by Midnitte@beehaw.org to c/linux_gaming@lemmy.ml

Any wireless headphones people would recommend?

I currently have a pair of Arctis 7Xs that I use the Xbox adapter with while dual booting windows - I'd like to find something that isn't so finicky and works with both OSes (mostly so I can boot into Windows less...) while also working over 2.4Ghz for low latency.

Bonus points if you can also connect a phone other Bluetooth

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submitted 3 months ago by lost_faith@lemmy.ca to c/linux_gaming@lemmy.ml

This is the stand alone version of the game from the Elder Scrolls Online website, not steam. Using Kubuntu 24.04

So this issue came up earlier and I decided to hide my head in the sand and just not update Lutris(flatpak) from 5.18, something (gf didn't see exactly what) inside lutris updated on tuesday (one of the bottom left options between flatpak and windows) and 5.18 stopped working and started acting like paragraph below, there is no more sand since the forced update.

As of Lutris 5.2 my gf cannot enter login info on the screen, moving the mouse over any other buttons on the screen work (they light up and do what they should when clicked like quit), I can find no work around online. I reinstalled ESO last night and the new install went smoothly but does the same thing.

So, I tried to install it in bottles but got a "host_ieversion error" which turns out to mean the version of IE is incompatible. How would I go about installing a version of IE8 (the one they supposedly want) or above in bottles to get the install working there? Is IE8 enough or should a version of edge be installed instead? Would I just use the "run application" (top option in bottles config) and run the ie/edge installer before running the eso installer? Would Heroic launcher be a better choice for this game (only looked at Lutris and Bottles so far)? Would the .deb versions of these launchers be better than flatpak?

Also tried to install in steam as a non-steam game but it wouldn't even launch the installer, but thinking about it now (it was late) I think I forgot to turn compatibility (in steam) on so that is a fail on my side, gf doesn't use steam (just made an account last night) and never has so getting it working this way is the final option.

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submitted 4 months ago by poVoq@slrpnk.net to c/linux_gaming@lemmy.ml
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Proton:

  • wine bleeding-edge updated

  • dxvk updated

  • vkd3d-proton updated

  • vkd3d updated

  • dxvk-nvapi updated

  • fex updated

  • pulled in upstream misc proton script fixes

  • pulled in upstream steam_helper fixes

Patches:

  • NEW: Added new wineopenvr patches to allow VR to work outside of steam for non-steam games (examples such as GOG version of ProjectWingman, Overload, Star Citizen). Compatibility tested using Meta Quest 3 with WiVRn. To use, setup WiVRn, then launch games with the additional environment variables WiVRn instructs. Tested flatpak system and user modes as well as standalone package install.

  • NEW: Rebased em10/wine-wayland patches, should have some new dead-key fixes.

  • Patch added to fix Star Citizen EAC warning popup

  • More winepulse patches from Vyrolian

  • NEW: Added new umu.exe that works the same way steam.exe does -- this is used now instead of the standard wine start.exe, it should help some 3rd party launchers work better by making them run the same way steam runs them.

Protonfixes:

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submitted 4 months ago by Nemoder@lemmy.ml to c/linux_gaming@lemmy.ml
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cross-posted from: https://discuss.tchncs.de/post/55388559

I made the mistake of believing some dumb guide online that recommended the Razer BlackShark v2 Pro for Linux. Literally the volume control is broken out of the box lol.

I just want a wireless headset. For listening to audio. And a mic. Don't care for fancy features. Apparently too much to ask for a linux user.

What are y'all using and how is it working for you?

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cross-posted from: https://lemmy.blahaj.zone/post/38617525

This DKMS module allows you to overclock some USB devices by overriding their endpoints' bInterval values in the device descriptors – if the device physically allows you to poll it at higher frequency and will give you more data.

Back on Windows this (with the same method) was rather trivial using the "hidusbf" program. And ever since moving to Linux I was pretty annoyed I didn't have a similarly simple enough way of doing the same thing. So basically I guess I had no choice but to make one.

And the module allows doing that for theoretically any USB device without patching and re-compiling the kernel. Installation instructions are in the README (there's .deb, .rpm and AUR packages):

https://github.com/p0358/usb_oc-dkms

So let me know what you think, and if you managed to overclock any gamepads or other devices, or want to try.

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