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Valve continues tweaking the new 'Proton Experimental' for Cyberpunk 2077

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With Cyberpunk 2077 being the hot new thing in gaming, Valve and CodeWeavers are trying to ensure it can run nicely through the Steam Play Proton compatibility layer since it doesn't support Linux directly.

Valve recently set up a new branch of Proton named "Proton Experimental" along with the release of Proton 5.13-4. It appears to be the version of Proton where Valve will be adding in fixes quicker, and more newer features. Yesterday, December 14, Valve developer Pierre-Loup Griffais mentioned the newest updates to Proton Experimental implements the Spatial Audio sound API which should fix Cyberpunk 2077 world sounds. Additionally there's more CPU performance improvements, which should help Path of Exile too.

Currently though, NVIDIA still has issues with it crashing and sometimes entirely locking systems on Linux. I tried it myself today thanks to a gift from a reader and the experience for me on an NVIDIA 1080 wasn't great. Ensuring to set my CPU into performance mode with High game settings it gave 30FPS and below, Medium gave a total freeze on the loading screen but a good 10FPS increase to between 30-40FPS in game when it does work (a little higher in more confined spaces).

Safe to say, you need a really high-powered computer for it right now, especially on Linux and not NVIDIA. That will change over time of course as CDPR optimize the game, as Valve optimise Proton and when NVIDIA sort the driver situation out. Even so, incredible it was working so soon with Proton on Linux.

Here's all the current additions in Proton Experimental:

  • Beginnings of Wine architectural work to reduce CPU overhead and improve performance in scenarios related to input and windowing.
  • Memory allocator performance improvements.
  • Implemented the Spatial Audio sound API, fixing Cyberpunk 2077 world sounds.
  • Updated vkd3d-proton to 2.1, fixing Cyberpunk 2077 facial animations.
  • Improvements for non-US keyboard layouts.
  • All other changes from 5.13-4.

As always you can find Proton info on GitHub and on our dedicated page.

Article taken from GamingOnLinux.com.
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38 comments
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3zekiel Dec 15, 2020
Quoting: Trias
Quoting: 3zekiel
Quoting: ikirutoRTX 2060 and Ryzen 1700 works without problems on Proton-Experimental with the settings in the screenshots and hex fix.

https://ibb.co/bJ0Z315
https://ibb.co/M75Ndt4
https://ibb.co/p3mMvqw

gamemoderun %command% --launcher-skip

Use a hex editor on the Cyberpunk2077.exe.
Replace "75 30 33 C9 B8 01 00 00 00 0F A2 8B C8 C1 F9 08" with "EB 30 33 C9 B8 01 00 00 00 0F A2 8B C8 C1 F9 08".
Replace "55 48 81 ec a0 00 00 00 0f 29 70 e8" with "c3 48 81 ec a0 00 00 00 0f 29 70 e8".

Do you know what this changes ? (the exe patch)

There are reports that Cyberpunk is not utilizing SMT (Simultaneous Multi-Threading) in Ryzen CPU's (i. e, it using only half cores of the CPU, ignoring all "logical" cores). Didn't try it myself, but first string in Hex fix above is supposed to fix it. Not sure about what second string do...

I see. For SMT, is not so rare to disable its use to be fair, not just on AMD. Some code just does not work well with it (bad load balance between both logical cores can be worst than just using the physical core). Well, it's not so common anymore though. Maybe they had some issues with zen1/zen1.5 ?
BielFPs Dec 15, 2020
Quoting: GuestIt's almost sad, to see Valve stepping up with so much effort into something that's reportedly so buggy..

Hopefully the resource and knowledge acquired in the process can also be used to better support future DX12 only titles on Proton.


Spoiler, click me
And also, again, my friendly remind of we should asking the devs to support Vulkan before asking for a native version
M@GOid Dec 15, 2020
Quoting: Rooster
Quoting: TheSHEEEP
Quoting: GuestIt's almost sad, to see Valve stepping up with so much effort into something that's reportedly so buggy..
On PC, it is at least playable, though.
Enough so that many have/had a pretty great time with it despite the bugs.

Yeah, but what's the point of buying it now, when you can just wait half a year and get a much better experience for less money?

I learned my lesson almost 10 years ago, when I bought 3 big games on launch:

- Rage took a week to work because it needed updated drivers;
- Batman AC worked well until it run away with my 45 hour save, so I had to start over...
- IL-2 Cliffs of Dover was so bugged the developer had given up on it after a while.

Now, if I look to buy a AAA game, I patiently wait until the dust has settled. Let the paying beta testers dust off all the bugs for me.
Felix Dec 15, 2020
[quote=M@GOid][quote=Rooster][quote=TheSHEEEP]
Quoting: GuestNow, if I look to buy a AAA game, I patiently wait until the dust has settled. Let the paying beta testers dust off all the bugs for me.

Only sane way to do it these days. Even better to wait for a sale, if they want me to pay full price they better release a finished product.
Beamboom Dec 15, 2020
QuoteImplemented the Spatial Audio sound API, fixing Cyberpunk 2077 world sounds.

... so, in essence the game now then works as well as it can on AMD/ATI cards?
ikiruto Dec 15, 2020
Quoting: 3zekielDo you know what this changes ? (the exe patch)
Quoting: TriasNot sure about what second string do...
Signature of AVX bug is as follows:
Game crashes at and beyond these locations:
Take a seat for Corpo
Exit bar for Street Kid
After cutscene for arrival at city for Nomad

Along the way, it fixes crashes on Nvidia video cards.


Last edited by ikiruto on 15 December 2020 at 3:11 pm UTC
ikiruto Dec 15, 2020
Quoting: 3zekielI see. For SMT, is not so rare to disable its use to be fair, not just on AMD. Some code just does not work well with it (bad load balance between both logical cores can be worst than just using the physical core). Well, it's not so common anymore though. Maybe they had some issues with zen1/zen1.5 ?
https://www.tomshardware.com/news/cyberpunk-2077-amd-ryzen-performance-bug-fix-testing
3zekiel Dec 15, 2020
Quoting: ikiruto
Quoting: 3zekielI see. For SMT, is not so rare to disable its use to be fair, not just on AMD. Some code just does not work well with it (bad load balance between both logical cores can be worst than just using the physical core). Well, it's not so common anymore though. Maybe they had some issues with zen1/zen1.5 ?
https://www.tomshardware.com/news/cyberpunk-2077-amd-ryzen-performance-bug-fix-testing

Oh I know AMD does better than Intel nowadays, it is not what I meant. I meant is some cases, SMT in general can cause performance glitches, on both Intel and AMD. And just make hypothesis either they hit theses issues in some of their testing. Or specifically on some older ryzen, and then brutally cut it on every AMD CPUs, which would be dumb but yeah .....

Having a better arch, does not mean you will never hit theses issues. Sometimes is really an issue with the code itself (which opens the question of why not fix instead of doing that, but that's really hard to tell).

Now in general, I doubt SMT has much of an effect on a game. To make full use of it, you need to be able to feed both logical pipelines, but with instructions that do not overlap too much. Where it really works best is when you have threads mostly bound by IOs, in which case you avoid needless context switching between worker thread and io threads.
But if you already have 8 physical cores, the need is already much less.


Last edited by 3zekiel on 15 December 2020 at 3:30 pm UTC
Arehandoro Dec 15, 2020
[quote=Felix][quote=M@GOid][quote=Rooster]
Quoting: TheSHEEEP
Quoting: GuestNow, if I look to buy a AAA game, I patiently wait until the dust has settled. Let the paying beta testers dust off all the bugs for me.

Only sane way to do it these days. Even better to wait for a sale, if they want me to pay full price they better release a finished product.

Let's be fair here, a finished product doesn't exist. Otherwise, updates would be something almost non-existing and rolling release wouldn't even exist.

While it's true buggy games, AAA or not, are more common that they should, low performance and issues happen in every single software deployment. The bigger the project, and the combination of different hardware to be deployed on, the more chances there are to be a bumpy road.
kokoko3k Dec 15, 2020
Quoting: ArehandoroLet's be fair here, a finished product doesn't exist. Otherwise, updates would be something almost non-existing and rolling release wouldn't even exist.
Let's be fair here too, your reasoning seems fallacious to me:
Unfinished product and bugged product could be two different things.
By example, new content/better experience means updates.
And yes, bugfix means updates too, but updates does not necessarily means bugfix.

Quoting: ArehandoroThe bigger the project, and the combination of different hardware to be deployed on, the more chances there are to be a bumpy road.
This is not an excuse, it is just aggravating the guiltiness.
Of course what you say is true and a dev knows it better than you and me, so:
"the more chances", the more the time is needed to test it *BEFORE* release.


Last edited by kokoko3k on 15 December 2020 at 4:37 pm UTC
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