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- Linaro reveal they're collaborating with Valve for the Steam Frame
- Steam Frame and Steam Machine will be another good boost for Flatpaks and desktop Linux overall too
- Canonical call for testing their Steam gaming Snap for Arm Linux
- Valve update the Steam Workshop to allow mods to support multiple game versions
- SteamOS 3.7.20 adds the ntsync driver to help improve some game performance
- > See more over 30 days here
- Welcome back to the GamingOnLinux Forum
- grigi - Will you buy the new Steam Machine?
- grigi - Game recommendation?
- JSVRamirez - Weekend Players' Club 2026-01-09
- Minoscereb - Will you buy the new Steam Frame?
- Arehandoro - 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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Who would have thought this thing matures this quickly!
Seems to be faster than regular WINE as well:
https://imgur.com/a/Byrph#EPQC3Kf
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Can't wait to try Witcher 3 on it.
EDIT:
These days it seems they'll use DX11 even for 2D games (I'm looking at you "The Mummy: Demastered" ). Hilarious, I used to play such games on the Amiga 600.
On the other hand, it does use fairly complex compute shaders with atomic operations etc., even some niche features like Append/Consume buffers which don't have a direct equivalent in Vulkan or OpenGL. And the most annoying part: It has a whole bunch of really, really nasty bugs and does a few unexpected things as well, such as [this](https://bugs.winehq.org/show_bug.cgi?id=44345) issue which is still present in Wine and required a workaround in DXVK. And there seem to be more such cases which still cause minor visual discrepancies in both DXVK and WineD3D, but I'd consider it playable with both.
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That doesn't mean I'm not impressed. It's still awesome for a young project like this :)
I'm gonna try Shadow Warrior 2 again after applying [this](https://bugs.freedesktop.org/attachment.cgi?id=136814) fix.
In general though, the answer is it depends. Most API features are rather straight-forward to implement, some don't have an equivalent in Vulkan but in OpenGL (such as Transform Feedback) and will require some hacks. But the reverse is true as well, especially considering that D3D11 and Vulkan are thread-aware whereas OpenGL still requires everything to be serialized into one thread.
Mesa 17.3.3 seems to be broken and requires
export RADV_DEBUG=nohizThat's not to say that any of these games would work, although apparently Skyrim SE did already work at some point - thing is, there is absolutely no way of debugging this unless people actually manage to provide apitraces, but apitrace itself seems to cause a lot more trouble than I had imagined.
We'll see. I'm gonna get myself a Github account, dig through some manpages and come back with these apitraces – maybe in February when I've got some more spare time.
Random question : What is used to display fps on-screen on the screenshots ? ([https://github.com/doitsujin/dxvk/wiki](https://github.com/doitsujin/dxvk/wiki))
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I've downloaded the precompiled version (i'm not into compiling), but there are only 2 folders in the archive (x32 and x64), with 2 dlls in every folder (d3d11.dll and dxgi.dll).
How can i implement them to any wine prefix??
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