github GloriousEggroll/proton-ge-custom GE-Proton11-12
GE-Proton11-12 Released

2 hours ago

GE-Proton11-12

Changes since GE-Proton11-11.

Component Updates

  • Wine: Valve bleeding-edge 2026-10-31, plus newer bleeding-edge commits:
    • XInput now rescans controllers only when a device could have changed. This replaces the Far Cry 4 and Witcher 3 rescan hacks.
    • The thread pool worker timeout is now 60 seconds.
    • Voice Capture DSP (mfwmaaec) supports audio capture.
    • HID input reports are cut to their declared length.
    • The Radeon Software version is now set in the registry.
    • nvapi is disabled for every game when the NVIDIA driver isn't loaded.
    • Xalia was updated to 0.5.0.1.
    • wineopenxr was updated to OpenXR 1.1.65, adds initial support for D3D-consumed swapchains and fixes extension string lengths.
    • lsteamclient: better path resolution for ISteamApps::GetFileDetails(), and matchmaking request handles are now validated.
  • DXVK: v3.1.1-174:
    • Command submission throttling and memory eviction rework.
    • Present timing fixes, including an NVIDIA fence workaround.
    • D3D9 YUV conversion fix and D3D11 ForcedSampleCount fix.
  • D7VK: large DirectDraw/D3D7 and older rework:
    • Viewport, material and texture objects are shared between interface versions.
    • Gamma, display mode and present handling fixes.
    • New legacy aspect-ratio and overlay options.
  • VKD3D-Proton: v3.1:
    • Arc Raiders wave32 workaround.
    • UE4 ray tracing glitch fix on AMD.
    • Memory allocation fallback across memory types.
    • Fence event and present timing fixes.
  • VKD3D: shader compiler updates (HLSL namespaces, .mips[][], d3dbc parsing).
  • DXVK-NVAPI: v0.9.3. Available video memory now matches nvidia-smi.
  • FEX: FEX-2610-116. Adds AVX-NE-CONVERT and x87 FIP, plus decoder fixes.
  • DXVK, D7VK and VKD3D-Proton built from a GE-patched tree now carry -GE-Proton(dirty) in their version string. This lets upstream developers see in bug reports that the build is modified.

Controllers

  • Final Fantasy VII Rebirth, Horizon Forbidden West and Horizon Zero Dawn Remastered: DualSense haptics and adaptive triggers now work together over USB. These games now default to PROTON_SONY_WINDOWS_DEVICE_NAMES=1 (#860).
  • Armored Core VI: controllers now work through the Steam Input fallback with Steam Input disabled. Previously the game received no input.
  • The automatic Sony Steam Input fallback is kept when Steam Input is disabled for one game but enabled globally for PlayStation controllers.
  • Added PROTON_STEAM_INPUT_XBOX_PROMPTS. It reports the Steam Deck and Steam Controller as an Xbox controller, so games show controller prompts instead of keyboard prompts. Enabled by default for Rune Factory 5 (#841).
  • Where Winds Meet now defaults to PROTON_SONY_AUTO_XINPUT=0, which fixes the DualSense touchpad not working until replugged (#829).
  • The Forest: fixed a crash when joining a dedicated server from the in-game browser.

Steam Overlay

  • Wine-Wayland on niri and other Smithay compositors: fixed the overlay cursor drifting or staying in place, and the overlay responding late to input (#904, thanks @yahya637).
  • Fixed the overlay cursor freezing in pointer-locked games on compositors that skip wl_pointer.frame.

Wayland and Windowing

  • Hyprland: fixed fullscreen games dropping to a tiled or maximized window. Examples are UT2004 rendering into a tile-sized viewport and UT4 losing fullscreen at the menu. This was a regression since GE-Proton11-7 (#871).
  • Fixed IME input (Fcitx5) freezing games with PROTON_ENABLE_WAYLAND=1 (#798).
  • Fixed a Wine-Wayland deadlock during present and focus changes, and a hang on exit, in Galaxy Idle Clicker (#908).
  • GNOME: fixed tray icons of Wine-Wayland applications not appearing. This was a regression in GE-Proton11-11 (#872).
  • Wine-Wayland: animated game cursors now animate (#919).
  • RuneScape (Vulkan beta): fixed the game window never appearing on Wine-Wayland with NVIDIA and antialiasing enabled (#837).
  • Cinnamon: windows keep their title bars and borders again. GE-Proton now treats Muffin as its own window manager, like Valve's Proton does (#767).
  • X11: games no longer hang waiting for a pointer grab on focus changes (#920, thanks @Syrupdesu).
  • Layered overlay windows such as Desktop Mate (#897, thanks @Mihnea8848):
    • Fast readback is now kept for windows larger than the screen.
    • New opt-in WINE_LAYERED_OVERLAY_DIRECT=1 presents directly, which avoids duplicated or skipped frames.
  • Fixed DXVK and VKD3D-Proton device creation failing on Wayland when an OpenXR runtime is installed. This affected DayZ (#852).

Video Playback

  • MSFS 2024: 4K intro videos no longer play in slow motion. The faster GPU conversion path is enabled again (#389).
  • Warrior Cats: Clans of the Forest: intro videos with AAC audio no longer stop playback before the main menu (#882).
  • VRChat TopazPlayer: RTSP streams are now reported as live, so AVPro Video no longer reloads them as stalled. Patch by @l12436 (#896).
  • The Godfather: FMVs no longer flicker or flash at the edges (#909, thanks @AITUS95).
  • Arcade and Konami movie fixes, thanks @aderumier (#880, #884, #894, #895, #905, #915, #918):
    • Silent Hill: The Arcade: movies no longer stay black.
    • Cooper's 9: MP42 movies play.
    • Yu-Gi-Oh! 5D's Duel Terminal 6: mode previews no longer turn grey.
    • Wangan Midnight Maximum Tune 5: WMV movies play.
    • Need for Speed Underground (Global VR): no longer crashes at the first movie frame.
    • Madden NFL Football Season 2 (Global VR): no longer crashes at the end of attract movies.
    • PGA TOUR Golf Championship Edition III: gray blocks after fades are gone.
  • khdays-port: the game now gets past the first cutscene. Fixes a work queue shutdown deadlock (#899).

Rendering and HDR

  • RuneScape: colors no longer look washed out. Swapchains now report the same first surface format as Windows (#837).
  • KDE Plasma 6.8: MangoHud and the Steam overlay no longer look oversaturated in HDR10 games on Wine-Wayland. WINE_WAYLAND_HDR_PASSTHROUGH=1 restores the previous behavior (#898, #916).
  • HDR detection on KDE no longer uses KWin's private protocol and now uses the same standard check as other compositors (#838).
    • Added PROTON_FORCE_HDR=1. It reports HDR when KDE's SDR brightness is set to the monitor's peak, and on compositors that switch to HDR only for fullscreen HDR clients, such as Hyprland's cm_auto_hdr.
  • Star Citizen: DLSS works on NVIDIA again without disabling bottom-up allocation. GE-Proton now keeps free the address range the NVIDIA driver reserves for DLSS.
  • Titanfall 2 and the EA app on Wine-Wayland with NVIDIA: fixed the EA app crashing at startup. This works around an NVIDIA driver bug when Vulkan instances are destroyed (#881).
  • Arc Raiders: fixed an NVIDIA crash when the window is unfocused while a level loads (#891).
  • StarCraft II: the GPU hang workaround now applies only to Navi 10 (RX 5000) GPUs. Other GPUs keep constant buffer streaming (#845).
  • Warhammer 40,000: Darktide: on AMD-only systems the game now uses its native AGS library without amdxc64, restoring the FSR 4 option on RDNA3. This is skipped when PROTON_FSR4_UPGRADE is set or amdxc64 is overridden (#869).

Protonfixes

  • Added PROTON_STREAMLINE_UPGRADE. It downloads a current NVIDIA Streamline so the DLSS frame generation override works in games that ship an old one (#875).
  • Upscalers:
    • User-defined DLLs can now be passed.
    • PROTON_FSR4_UPGRADE and PROTON_MLFG_UPGRADE are now passed through.
    • The FFX4 version is controlled through the FSR4 version when OptiScaler is used.
    • Setup is skipped when the fix's conditions aren't met.
  • The Witcher 3: the Wine version is hidden for the other store versions too (#879).
  • Kingdoms of Amalur: Re-Reckoning: installs d3dcompiler_43 and d3dcompiler_47 (umu-database#159).
  • Star Citizen:
    • The libcuda workaround was replaced by the DLSS address-range fix above.
    • PROTON_DLL_COPY is applied early for the .NET install.
  • Added a fix for Ultima Online (ClassicUO Launcher).
  • Removed the Gray Zone Warfare EAC hash fix.
  • Updated the umu database.
  • The protonfixes debug output now shows the Proton build and the prefix version.

Other Changes

  • Helldivers 2:
    • Fixed a memory leak of about 34 GiB of address space and 360 MiB of RAM per hour (#917, thanks @jegglest).
    • Fixed threads and file descriptors piling up during a session (#921, thanks @jegglest).
    • Both leaks come from killed threads not being cleaned up.
  • Fixed unbounded heap growth. In EVE Online with 5 clients, memory growth went from 292 MiB/h to 28.5 MiB/h (#907, thanks @greg2010).
  • Space Marine 2: fixed crashes after long play sessions. This is Proton-JE's RtlWaitOnAddress() fix.
  • ntsync: a mutex whose owner dies is now abandoned even after its handles were closed, as on Windows. Waiters no longer block forever.
  • Persona 5 Royal: fixed crashes with Reloaded-II mods (#873).
  • The Last of Us Part II: daily-run leaderboards work again (#463).
  • NCSOFT PURPLE launcher (#870):
    • Runs in WoW64 mode.
    • No longer stays closed after restarting itself for an update, which fixes cmd /C choice /T timeouts.
  • EA app: fixed installs failing with INST-14-1603. New prefixes include the Wine Mono support package again (#857, #881).
  • Prefixes moved from Valve's Proton to GE-Proton no longer fail .NET 4.0 and 4.8 installs. Leftover read-only links to the other install are replaced.
  • Prefix upgrades:
    • Prefix upgrade and downgrade logic runs again (#900).
    • The prefix version now follows Valve's (11.0-100). The log shows the GE build name.
  • 32-bit OpenXR applications are now supported (#906).
  • Liarsoft games (codeX RScript): reduced audio crackling. The high-quality resampler is kept for any number of sound buffers (#521).
  • Fixed WoW64 processes crashing on exit with the Wayland driver.
  • The compatibility report template now asks for Wine-Wayland and launcher details, and suggests PROTON_LOG channel presets for common problem areas.
  • Release workflow: an already uploaded release build is never replaced.

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