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- NVIDIA announce a native Linux app for GeForce NOW
- KDE Plasma 6.6 will finally stop the system sleeping when gaming with a controller
- NVIDIA announce DLSS 4.5 with Dynamic Multi Frame Generation, plus DLSS Updater gets Linux support
- Mesa RADV driver on Linux looks set for a big ray tracing performance boost
- Linaro reveal they're collaborating with Valve for the Steam Frame
- > See more over 30 days here
- Weekend Players' Club 2026-01-09
- Xpander - Will you buy the new Steam Machine?
- Xpander - Browsers
- Xpander - New Desktop Screenshot Thread
- Klaas - A succesfull Windows-Ubuntu migration the story
- LoudTechie - See more posts
How to setup OpenMW for modern Morrowind on Linux / SteamOS and Steam Deck
How to install Hollow Knight: Silksong mods on Linux, SteamOS and Steam Deck
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I can try contacting him about setting up some Patreon account or the like. I'll be glad to contribute.
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And anyone with recent AMD GPU - feel free to try debugging it as well.
To see how to use GALLIUM_DDEBUG, try:
GALLIUM_DDEBUG=help glxgears
Gallium driver debugger
Usage:
GALLIUM_DDEBUG="always [noflush] [verbose]"
Flush and dump context and driver information after every draw call into
$HOME/ddebug_dumps/.
GALLIUM_DDEBUG="[timeout in ms] [noflush] [verbose]"
Flush and detect a device hang after every draw call based on the given
fence timeout and dump context and driver information into
$HOME/ddebug_dumps/ when a hang is detected.
GALLIUM_DDEBUG="pipelined [timeout in ms] [verbose]"
Detect a device hang after every draw call based on the given fence
timeout without flushes and dump context and driver information into
$HOME/ddebug_dumps/ when a hang is detected.
GALLIUM_DDEBUG="apitrace [call#] [verbose]"
Dump apitrace draw call information into $HOME/ddebug_dumps/. Implies 'noflush'.
If 'noflush' is specified, do not flush on every draw call. In hang
detection mode, this only detect hangs in pipe->flush.
If 'verbose' is specified, additional information is written to stderr.
GALLIUM_DDEBUG_SKIP=[count]
Skip flush and hang detection for the given initial number of draw calls.
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[https://dev.wine-staging.com/patches/224/](https://dev.wine-staging.com/patches/224/)
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Regarding the game itself, glad I did not let my first impression of it being a pure action-RPG sway me from giving it a try. While the game loop was a bit repetitive at times, the imaginative quests made more than up for it. Also loved the card game (looking forward to Thronebreaker already!). Overall, I liked the Hearts of Stone expansion best, and that also had the best quest I ever encountered in any RPG so far (Dead Man's Party).
Now I hope I'll eventually be able to run Divinity: OS2 (should probably start a new thread for that) and the upcoming Kingdom Come: Deliverance in Wine.
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I'm under the impression they weren't invisible when I played the quest back then, but I've since encountered invisible ones in other quests. I reloaded a save from that quest and they are definitely invisible now. Quite likely I remember it wrong, and the visible ones were of a slightly different variant. (The save was from June 18th last year, btw., in case you want to double-check with the then current version of wine, but it's probably not worth the trouble).
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I've spent some time deciphering Glagolitic texts and inscriptions in the game (at least ones I've already encountered and a few others posted around). It's fun. Also, texts inside elven caves apparently aren't using Glagolitic, but [Old Permic](http://www.unicode.org/charts/PDF/U10350.pdf). Though they don't look like anything sensible and just list the alphabet sequentially.
[See some results here](https://witcher.gamepedia.com/Modern_alphabet).
Roadsigns are often jokes. Like "keep off the grass" or "stop littering" and "mind the gap" :)
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I'm using lutris to manage my wine versions and used the steam-version installer from there. Upon initial load up I was met with the menu distortion and since my last save was out on the water I got to experience the water effect rending issues/skybox distortion but the framerate was completely playable.
Upon switching to the latest wine-staging 2.21 (I believe)...all of those issues were fixed. I no longer see any errors in menu rendering, audio is in sync, and the skybox and water splashes look normal. Encouraged by this result I started actually playing the game again (my goal was to finish it through wine all along...unless that native port ever happened...:whistle: ) and it's fully playable. No it's not perfect as sirens are invisible (I've seen your notes on this subject) and cave entrances are rendered incorrectly, but the game is able to be played quite well.
While I don't have any hard numbers on me at the moment, I was blown away by the framerate. The game feels fluid and responsive to the point I was able to engage and defeat even the invisible sirens with ease. That being said, the game does stutter from time to time, but I'm going to do some digging and see if I can track down the root cause of that. I now intend to complete my play-through of this game, fully intent on reporting any issues I encounter with the wine dev-team.
My System:
Fedora 27 - with Rawhide nodebug Kernel (4.15)
Mesa-git (so currently 17.4)
AMD Ryzen Threadripper 1950X @4.0Ghz
32GB 3200Mhz Ram
AMD Vega Frontier Edition Air
3440x1440P - All in game settings MAXED out, except for
NoVideoNvidia-specific ones.View PC info
See howto here: [https://appdb.winehq.org/objectManager.php?sClass=version&iId=34698#notes
](https://appdb.winehq.org/objectManager.php?sClass=version&iId=34698#notes)
See also the list of known bugs on that page.
You need to also enable CSMT. For invisible monsters, the currently proposed patch causes a freeze with Mesa which could be a bug in amdgpu. See these bugs for details:
https://bugs.winehq.org/show_bug.cgi?id=43872
https://bugs.freedesktop.org/show_bug.cgi?id=104193
Stutter can be related to I/O. SSD would reduce some of it.
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Samsung 960 Pro NVMe drive here so I assure you it's not I/O. :P
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Does the stutter happen when you use a sign for the first time and when you use it again it doesn't (necessarily)?
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What version of Mesa are you using? Make sure it's recent so it would include shader caching. That would mitigate some of the shader related stutter. Also, note that stutter is gone once some of those shaders are compiled in memory. I.e. it stutters at something new, and second time it already doesn't.
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https://www.gamingonlinux.com/wiki/Building_Mesa_from_source
You can adjust to your distro, idea can be the same.
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