Sarek (Proton-For-Old-Vulkan): A custom Proton build with DXVK 1.10.3 for users with GPUs that support Vulkan 1.1+ but not Vulkan 1.3, or for those with non-Vulkan support who want a plug-and-play option featuring personal patches.
Why does this repository exist?
Because there are still users with GPUs that support Vulkan 1.1+ but not Vulkan 1.3, as well as others with non-Vulkan support. Those who can use DXVK often rely on older Proton versions, which suffer from lower compatibility and performance compared to newer builds. Meanwhile, users dependent on WineD3D frequently face poor gaming experiences. This repository provides patched versions of Proton and/or Proton-GE, offering better performance with DXVK v1.10.3 and significant improvements to WineD3D, ensuring a smoother experience for both Vulkan and non-Vulkan setups.
Please be aware that this is a custom build of Proton and is not affiliated with Valve's Proton. If you encounter any issues specific to my Proton build from this repository that do not occur with Valve's version, kindly refrain from submitting a bug report to Valve's bug github. Instead, please report the issue directly on this GitHub. Thank you for your understanding!
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Download a release from the release page
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Create a ~/.local/share/Steam/compatibilitytools.d/ directory if it does not exist.
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Extract the release inside
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Log in inside Steam and go to the option menu, then compatibility and check Enable "Enable Steam Play for all other titles", instead of the default proton, choose the one that you downloaded.
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Restart and thats it!!! Enjoy :P
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Download a release from the release page
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Create a ~/.var/app/com.valvesoftware.Steam/data/Steam/compatibilitytools.d/ directory if it does not exist.
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Extract the release inside
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Log in inside Steam and go to the option menu, then compatibility and check Enable "Enable Steam Play for all other titles", instead of the default proton, choose the one that you downloaded.
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Restart and thats it!!! Enjoy :P
Current status and upcoming changes for the Builds. The following features are categorized based on their current development status:
Feature Description | Status |
---|---|
DXVK 1.10.3 on Proton | Ready |
Global Patches for the Proton Prefix | Ready |
WineD3D uses OpenGL 4.6 | Ready |
WineD3D with command stream and command serialization | Ready |
DXVK Async implementation | Async |
Gallium Nine implementation | Work in Progress |
- Ready: The change is included in the Stable, Stable Async and Testing Builds.
- Async: The change is available in the Async build.
- Testing: The change is available in the Testing build.
- Work in Progress: Currently being worked on, might be included in the next Testing Release.
Sometimes, when using WineD3D, the maximum supported OpenGL version is capped at 4.4 instead of the expected 4.6. This appears to be a glitch that can be temporarily resolved by following these steps:
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Start the game using a different Proton version.
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Once the game is running and rendering properly, close it.
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Switch back to the desired Sarek Proton build.
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Open the game, and it should now use the correct OpenGL version.
I’m still investigating a permanent solution to this issue, but this workaround has proven effective in the meantime.
Here its the GPU List of the ones on witch its recommended to use this Proton Build
On NVIDIA cards, it should be all the ones that are stuck on the 470 drivers, previous drivers like 440, 415, 390 and Nouveau users.
Any GPU or iGPU that is OpenGL only or has a Vulkan API lower than 1.3.
This are set on the Launch Options of a game on Steam, example:
PROTON_USE_WINED3D=1 PROTON_NO_ESYNC=1 mesa_glthread=true %command%
The Optimzation variables are set on the same way on the launch options
Environment Variable | Description |
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PROTON_USE_WINED3D=[0/1] |
Use OpenGL-based wined3d instead of Vulkan-based DXVK for d3d9 to d3d11. |
PROTON_NO_D3D12=[0/1] |
Disables DX12. |
PROTON_NO_D3D11=[0/1] |
Disables DX11. |
PROTON_NO_D3D10=[0/1] |
Disables DX10. |
PROTON_NO_D3D9=[0/1] |
Disables DX9. |
PROTON_NO_ESYNC=[0/1] |
Do not use eventfd-based in-process synchronization primitives. |
PROTON_NO_FSYNC=[0/1] |
Do not use futex-based in-process synchronization primitives. |
PROTON_FORCE_LARGE_ADDRESS_AWARE=[0/1] |
Force Wine to enable the LARGE_ADDRESS_AWARE flag for all executables. |
PROTON_HEAP_DELAY_FREE=[0/1] |
Delay freeing some memory, to work around application use-after-free bugs. |
PROTON_ENABLE_NVAPI=[0/1] |
Enable NVIDIA's NVAPI GPU support library. |
PROTON_OLD_GL_STRING=[0/1] |
Set some driver overrides to limit the length of the GL extension string, for old games that crash on very long extension strings. |
PROTON_USE_XALIA=[0/1] |
Enable Xalia, a program that can add a gamepad UI for some keyboard/mouse interfaces. |
MESA_GL_VERSION_OVERRIDE=4.6 MESA_GLSL_VERSION_OVERRIDE=460 |
Only for Mesa, it changes the default string of the OpenGL version to OpenGL 4.6, faking it and making the game believe that your GPU supports that version. The game may open or not; if it doesn't open, your only solution is Software Rendering. |
First of all lets start with the must have, Gamemodem, Zram and MangoHud.
Tool/Library | Description | Link |
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GameMode |
GameMode is a daemon/lib combo for Linux that allows games to request a set of optimizations to be temporarily applied to the host OS and/or a game process. | GitHub - GameMode |
Zram-Generator |
Zram, formerly called compcache, is a Linux kernel module for creating a compressed block device in RAM. | GitHub - Zram-Generator |
MangoHud |
MangoHud is a Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more. | GitHub - MangoHud |
My personal recomendation its to search a tutorial for the installation of the three in your favorite Linux Distro ;P
For AMD, Intel and Nvidia GPUs (Only Open Source Drivers)
Environment Variable | Description |
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mesa_glthread=[false/true] |
Active or disable threaded optimizations for the OpenGL API. |
MESA_SHADER_CACHE_DISABLE=[false/true] |
Disable or enable the GPU shader cache on the disk. |
MESA_SHADER_CACHE_DIR=/path/to/location |
Path for the shader cache. |
Nvidia GPUs with the Propietary Driver
Environment Variable | Description |
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__GL_THREADED_OPTIMIZATIONS=[0/1] |
Active or disable threaded optimizations for the OpenGL API; while it can help to increase FPS, in some games it may worsen performance. |
__GL_SHADER_DISK_CACHE=[0/1] |
Enable or disable the GPU shader cache on the disk. |
__GL_SHADER_DISK_CACHE_PATH=/path/to/location |
Path for the shader cache. |
No GPU Driver its used to render the game here, just the CPU, so it doesnt matter if you have the Nvidia Propietary Driver installed. But remember that you should have Mesa on your system
Environment Variable | Description |
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LIBGL_ALWAYS_SOFTWARE=1 |
Enables software rendering for the OpenGL API (4.5 is the maximum version supported). Not recommended for performance, but can be useful if no compatible GPU is available; uses CPU for rendering, which is slow. |
__GLX_VENDOR_LIBRARY_NAME=mesa |
Specifies the use of the Mesa GLX vendor library for OpenGL rendering, use it when you are using the Nvidia Propietary Driver. |
mesa_glthread=[false/true] |
Active or disable threaded optimizations for the OpenGL API. |
MESA_SHADER_CACHE_DISABLE=[false/true] |
Disable or enable the GPU shader cache on the disk. |
MESA_SHADER_CACHE_DIR=/path/to/location |
Path for the shader cache. |
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If that of a above its not enought, you might want to check newer kernel versions or patched/customiced kernels(zen, liquorix, xanmod, cachyoskernel, clearkernel, etc), i personally recomend the vanilla kernel tought
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You might want to use the drop shader cache command of the linux kernel before playing a game, you should do:
sudo su echo 3 > /proc/sys/vm/drop_caches exit
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You might want to use Mangohud to cap your fps and set the fps cap mode, this its an example:
MANGOHUD_CONFIG=fps_limit=60,fps_limit_method=early,no_display mangohud %command%
What does this do?
MANGOHUD_CONFIG=parameters,parameters
overwrites the current MangoHud config. Another option is to add the following to the MangoHud config file:fps_limit=60 fps_limit_method=early no_display
Also, remember that for MangoHud to work with OpenGL games, you should use
mangohud --dlsym
instead of justmangohud
in the Steam Launch Parameters.You can remove the
no_display
option (which hides the MangoHud HUD), change thefps_limit
value to any number you like, and change thefps_limit_method
toearly
(for smoother frametimes) orlate
(for the lowest latency).Check out the MangoHud GitHub repository for more information and configuration options.
Games that i have tested so far
Heres the neat part, you dont :), now out of jokes, i manually assemble the next release based on a locally compiled Proton or Proton GE version, or if i dont that much time i download and already compiled build and work with that.
Why do I assemble it this way? Because I find it easier. I know that easier doesn't mean it's the right approach, but I try to do my best. Also, if we keep out the overwrite of the DXVK version, the only changes are in the wine.inf file, which contains the Proton/Wine prefix configuration. Features like using OpenGL 4.6 with WineD3D with command stream and command serialization were achieved there.
So How i replicate the releases here?
Simple just follow this steps:
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Compile or Download the Proton Version that you want to use
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Download the DXVK version that you want to use
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Download the wine.inf file of the GitHub (If you want to use my patches and custom prefix)
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Copy the contents of the DXVK/x32/ to ProtonBuild/files/lib/wine/dxvk/
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Copy the contents of the DXVK/x64/ to ProtonBuild/files/lib64/wine/dxvk/
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Copy the wine.inf file to ProtonBuild/files/share/wine/
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Add any extra configuration that you would want to add to the wine.inf, what dlls will be on native, building or both, this can be do per game or in general; regedit keys and values to modify the Proton behavior(Set a determinated Video Memory Size, CSMT, etc). Check out WineHQ Useful Registry Keys for more info.
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You should change the name of the build, the one that Steam will show under the compatibility section. To do this go to ProtonBuild/ and open the compatibilitytool.vdf and change the internal name of the tool and the display_name
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Enjoy :P
This project also uses many 3rd party code and patches, i just do little patches so everything works well with an older DXVK, go support them, they are the ones that do the heavy work
https://github.com/ValveSoftware/Proton && https://github.com/ValveSoftware/wine
First of all, we extend our sincere thanks to Valve for their incredible contributions to the Linux gaming community through the creation of Proton, which has made gaming on Linux more accessible and enjoyable for everyone. As such, we sometimes use Valve's Proton builds as a base for our internal or public releases, or for comparison with those based on Proton-GE. Additionally, much of the code in the wine.inf file is directly sourced from Valve's Proton and Wine.
https://github.com/GloriousEggroll/proton-ge-custom && https://github.com/GloriousEggroll/wine-ge-custom
We would like to extend our gratitude to GloriousEggroll for the creation of both Proton-GE and Wine-GE, which have greatly enhanced gaming on Linux. Most of the time, the releases of this project are based on Proton-GE. We also use many configurations from the wine.inf file, from both Wine-GE and Proton-GE, particularly the custom per-game configurations.
https://github.com/doitsujin/dxvk
This project benefits from the incredible work of Philip Rebohle (doitsujin) and his creation of DXVK, which plays a key role in Linux gaming, making Windows games run smoothly on Linux through Vulkan. We deeply appreciate his contributions and proudly use DXVK in this project.
https://github.com/Sporif/dxvk-async
This project incorporates work from Sporif's DXVK Async, which provides patched versions of DXVK that enable asynchronous pipeline compilation. This allows shaders to be compiled in the background, reducing stuttering caused by synchronous shader compilation, and enhancing performance in certain scenarios. We would like to thank Sporif for their valuable contributions, and we are pleased to integrate DXVK Async into this project.
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