Release GE-Proton11-1 Released · GloriousEggroll/proton-ge-custom · GitHub
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GloriousEggroll
proton-ge-custom
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GE-Proton11-1 Released
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GloriousEggroll
released this
24 Jun 02:06
GE-Proton11-1
fd07a03
The 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...