Wine 10.15 has rolled out as the latest development release on the Windows compatibility layer towards eventually the Wine 11 release next year. And then eventually Proton 11 too for Steam from Valve.
The main highlights from the release notes:
- Unicode character tables updated to Unicode 17.0.0.
- Zip64 support in Packaging services.
- Various bug fixes.
Looking closer, there's some initial NTSYNC work that made it into Wine directly now too, although it's still not all of it yet as some of it is being reworked to fit properly.
As for bug fixes they've noted issues solved for wow64 in multiple games, Sims 2, Wayland improvements, Steam, CapCut and mire.
Some you may have missed, popular articles from the last month:
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This wine version in my case dont show ntsync on mangohud like wine-git past week
Everybodys Golf HotShots
https://i.imgur.com/8JfKPKK.png [External Link]
https://i.imgur.com/VYL9vGf.png [External Link]
With this title need remove black bars but HxD work ok in my case
Cronos The New Dawn
https://i.imgur.com/3ffGyPo.png [External Link]
on Dirt 3 benchmark results seems have very similar performance than 10.14
also this wine come with this:
but in practice dx7 games using wined3d still have very bad performance like resident evil 3 classic in my case

Last edited by mrdeathjr on 15 Sep 2025 at 10:52 am UTC
Everybodys Golf HotShots
https://i.imgur.com/8JfKPKK.png [External Link]
https://i.imgur.com/VYL9vGf.png [External Link]
With this title need remove black bars but HxD work ok in my case
Cronos The New Dawn
https://i.imgur.com/3ffGyPo.png [External Link]
on Dirt 3 benchmark results seems have very similar performance than 10.14
also this wine come with this:
Jacek Caban (8):
opengl32/tests: Add memory mapping tests.
opengl32: Simplify wow64 memory mapping error handling.
opengl32: Implement wrap_wglCreateContext on top of wrap_wglCreateContextAttribsARB.
opengl32: Factor out free_context.
opengl32: Introduce a wow64 buffer wrapper.
opengl32: Move copy buffer allocation to Unix lib.
opengl32: Use generated PE thunks for memory mapping functions.
opengl32: Use generated PE thunks for memory unmapping functions.
but in practice dx7 games using wined3d still have very bad performance like resident evil 3 classic in my case

Last edited by mrdeathjr on 15 Sep 2025 at 10:52 am UTC
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