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Shouldn't it work with XWayland?



I'll start to code my own wayland compositor once the steam client drops its legacy 32bits code which is hardcoded on x11 and GL (and they seem adamant at keeping it), and they have a wayland backend. I'll use Xwayland for the old games without a wayland backend... if any...


I just run GOG games (if they aren't native) in Wine+dxvk/vkd3d-proton. Windows games work fine in KDE Wayland session using XWayland.

Wine itself is approaching Wayland support, so there won't be need for XWayland with it sometime this year hopefully.


I am a #noproton guy, but getting better wayland support via proton from the steam client than the native client feels kind of weird.

BTW, with a lean wine 8.11 build (only win64 core), and vkd3d, can I run cyberpunk 2077? Or horizon zero down?


Cyberpunk 2077 runs fine (GOG version). I use latest Wine + esync patches from staging + dxvk + vkd3d-proton. You need dxvk for the dxgi library that vkd3d-proton depends on. esync is needed for better performance (it helps a lot).


I meant a vanilla lean build of wine 8.11 (core win64), with only vkd3d. Namely, only a small C compiler is required (not those horrible gcc and clang, or even worse, a c++ compiler).

Was that tested on cyberpunk 2077 and forbidden zero dawn?


I don't recommend using vkd3d. It's worse by design becasue it's trying to target crippled cases like macOS and trades performance for that by limiting Vulkan features usage to what works in MoltenVK and such.

vkd3d-proton on the other hand is using whatever available Vulkan features for best performance, so use that. I see no point in vkd3d at all on Linux.


It is not what I did ask for. I did ask for vanilla wine 8.11 (and a lean one aka only win64 core). The one which compiles with a small C compiler and a C compilable SDK (aka not cmake and co). If I understood well, it is actually 2 small C compilers, one ELF, one COFF.

I guess you never tried. No worries. I am a #noproton guy.

The wine 8.11 guys, more specifically the vkd3d guys should provide a compatibility level list which should include titles like cyberpunk 2077 (which has a vulkan backend in theory) and horizon zero dawn (if it has a dx12 backend).

Because if you can compile a lean software layer with small C compilers on elf/linux and you get _really_ working such major titles, that's going to change a lot of things (usually, they manage to put something like an ineffective anti-cheat or custom drm to lock the binaries on windows and please msft).


I'd say if you want to play such demanding games like CP2077, using above is really of no value. What kind of issues do you have with using a better compiler?

Using vkd3d for gaming is counter productive, so I see no point in trying it. The result will range from takes a very long time to reach playable state but with bad performance, to not working.


Since you have not tried, is there a compatibilty level list somewhere?


I doubt there are many reports of vkd3d usage, since gamers look for functional and well performing option.

But you can try searching Wine AppDB.


I had to do a bit to manage to make work their search with my noscript/basic (x)html browser: they had cyberpunk work very nicely (silver) with one of the first versions of the game and an antique wine version 5.22.

Nothing about the latest wine 8.11 and latest version of cyberpunk 2077 on steam. Horizon Zero Dawn seems to have a dx12 or a vulkan backend, and the EPIC(gog) is gold on wine 8.0 (since it does not have dx<=11).

I know that on complex software, "working" on a previous version does not mean working on the last, but it stays a good signal (same issue with proton).


Pay attention in Wine AppDB if users are actually using vdk3d-proton and dxvk. In many reports they do becasue it makes sense to.

It wouldn't be a platinum rating, but gold and silver rating allow library overrides.


As far as I used appdb, all entries I browsed seemed to be for vanilla wine (as it should be).

Don't forget that one of the killer features of vanilla wine: its SDK it only 2 small C compilers, an ELF one, and a COFF one. Namely, tinycc (ELF/COFF) should be sufficient.


I don't see a small C compiler as a feature of any importance really in this case. Especially if gaming is concerned. All relevant use cases support all needed compilers.


"Small", here, it means being able to get real-life alternatives with significantly less effort and time.


It does. I've been using steam on Wayland for like 2 years now.




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