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The Wine compatibility layer has another development release out today with Wine 5.7 adding in some new features.

Release highlights:

  • Wine Mono engine updated to 5.0.0, with upstream WPF support.
  • More progress on the WineD3D Vulkan backend.
  • Beginnings of a USB device driver.
  • Support for building with Clang in MSVC mode.
  • Builtin modules no longer depend on libwine.
  • Support for configuring Windows version from the command line.

As for bug fixes they noted 38 fixed. Our usual reminder for you - some are old bugs that were fixed before but recently got noticed. These fixes include issue solved for: Il-2 Sturmovik 1946, Heroes of Might and Magic IV, Panzer Corps 2, Detroit: Become Human and more.

See the release notes here.

It's simply incredible the Wine project exists and is as far along as this. Thanks to it we're often able to install and play AAA games, Windows-only programs and such directly on Linux. I remember discovering Wine shortly after my first run in with Linux, a very long time ago and eventually it getting to a stage where Steam and a game or two would just about run in it. How far it's come to now power Steam Play Proton—cheers to the Wine team!

Article taken from GamingOnLinux.com.
Tags: Update, Wine
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IroAlexis Apr 25, 2020
Quoting: ziabice- More work on WineD3D Vulkan is the most controversial feature they are baking: good to have but...
Why controversial ? Source ? I think it's a good idea. Maybe on some games their backend will be better than DXVK and on others it will be the opposite (just a hypothesis).
Solitary Apr 25, 2020
Quoting: IroAlexis
Quoting: ziabice- More work on WineD3D Vulkan is the most controversial feature they are baking: good to have but...
Why controversial ? Source ? I think it's a good idea. Maybe on some games their backend will be better than DXVK and on others it will be the opposite (just a hypothesis).
That can happen and it's always good to have multiple implementations, as they can proof each others implementation and possibly help to fix each other. But in the end you want to have one that you choose. Changing the implementation on per-game basis is not viable solution though.
Julius Apr 26, 2020
Hmm, USB device driver support? 🤔

That could also open up all sorts of previously windows only input controllers (wheels, flight sticks) and maybe even Occulus Rift support? I think the latter uses a display port and a usb3 connection, right? Even more awesome would be Occulus Quest link support, which is usb3 only AFAIK. Edit: Ah but Quest Link would also need Nvidia hardware video compression support I think.


Last edited by Julius on 26 April 2020 at 11:52 am UTC
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