[Official] WINE info thread

works on my machine with wine-staging-pba-git but has few problems; the games gets slow with alot of effects on screen and I has no map.
Tweaked a few things.

Running on win 10
esync-3.15-x86_64
Using plain dxvk 0.70
DXVK_USE_PIPECOMPILER=1
DXVK_USE_PLACEHOLDER_SHADERS=1
WINEESYNC=1

Launching with --waitforpreload --noasync -gc 2
GPU: GTX 960, drivers 396.54

Ingame: multithreading on. everything else off/low.

Long loading time on game start, plays fine with no crashes.
Stutters sometimes, usually to load first time seen shaders, FPS drops to 0 for half a second and then goes smooth again.

Overall enjoyable.
"
Kreivenos escribió:
Tweaked a few things.

Running on win 10
esync-3.15-x86_64
Using plain dxvk 0.70
DXVK_USE_PIPECOMPILER=1
DXVK_USE_PLACEHOLDER_SHADERS=1
WINEESYNC=1

Launching with --waitforpreload --noasync -gc 2
GPU: GTX 960, drivers 396.54

Ingame: multithreading on. everything else off/low.

Long loading time on game start, plays fine with no crashes.
Stutters sometimes, usually to load first time seen shaders, FPS drops to 0 for half a second and then goes smooth again.

Overall enjoyable.


You don't need
"DXVK_USE_PIPECOMPILER=1
DXVK_USE_PLACEHOLDER_SHADERS=1"
in the default DXVK. Those options are obsolete and no longer have any effect on 0.70 in the hacked version. In the non-hacked version, they don't even exist.

Get the modified DXVK (https://github.com/jomihaka/dxvk-poe-hack/releases), take "--waitforpreload" and "--noasync" from your options, add "--nologo" (if you don't want to see the grinding gears at the beginning). The first isn't really necessary with this modified DXVK, and the second also won't be, although it acts differerently in the game. ASync (asynchonous stuff) is usually wanted for smooth gameplay.

Expected results:
Zero stuttering, but the game will load some patches of the map slowly (more noticeable in the first 5 minutes of the game). After that, gameplay will be smoothly and you'll even be able to put most graphical effects above Low. I even activated VSync and I have 0 tearing now.
"
Dan1lo escribió:
"
Kreivenos escribió:
Tweaked a few things.

Running on win 10
esync-3.15-x86_64
Using plain dxvk 0.70
DXVK_USE_PIPECOMPILER=1
DXVK_USE_PLACEHOLDER_SHADERS=1
WINEESYNC=1

Launching with --waitforpreload --noasync -gc 2
GPU: GTX 960, drivers 396.54

Ingame: multithreading on. everything else off/low.

Long loading time on game start, plays fine with no crashes.
Stutters sometimes, usually to load first time seen shaders, FPS drops to 0 for half a second and then goes smooth again.

Overall enjoyable.


You don't need
"DXVK_USE_PIPECOMPILER=1
DXVK_USE_PLACEHOLDER_SHADERS=1"
in the default DXVK. Those options are obsolete and no longer have any effect on 0.70 in the hacked version. In the non-hacked version, they don't even exist.

Get the modified DXVK (https://github.com/jomihaka/dxvk-poe-hack/releases), take "--waitforpreload" and "--noasync" from your options, add "--nologo" (if you don't want to see the grinding gears at the beginning). The first isn't really necessary with this modified DXVK, and the second also won't be, although it acts differerently in the game. ASync (asynchonous stuff) is usually wanted for smooth gameplay.

Expected results:
Zero stuttering, but the game will load some patches of the map slowly (more noticeable in the first 5 minutes of the game). After that, gameplay will be smoothly and you'll even be able to put most graphical effects above Low. I even activated VSync and I have 0 tearing now.


Dan1lo! MY MAN!
It's almost perfect now :D
Thank you very much!
Just wanted to let you guys know that I've released the first (hopefully) complete and functional version of the trading tool I've mentioned earlier. GitHub with source, preview and download here.

Preview images

I don't want to keep spamming this thread, so I've created a seperate thread for the tool here. Special thanks to databeaver for some great suggestions which have made it into the tool.

Thanks and to everyone who hasn't managed to get the new patch working on wine, keep trying, I'm sure you'll get it to work eventually :)
It looks like after taking my skelly+zombie necro into maps, dx9ex mode splats on the 3GB memory limit every time I try to run a delve.
Is there any list of what wine patches are required and where to get them so that I can try dx11 mode? Lutris’ wine build didn’t work on my system – it failed to run the PoE installer.
Alternately, is there a source tree with the patches already applied that I just have to build?
Editado por útlima vez por Melvar#7788 en 10 sept. 2018 16:42:37
"
Melvar escribió:
It looks like after taking my skelly+zombie necro into maps, dx9ex mode splats on the 3GB memory limit every time I try to run a delve.
Is there any list of what wine patches are required and where to get them so that I can try dx11 mode? Lutris’ wine build didn’t work on my system – it failed to run the PoE installer.
Alternately, is there a source tree with the patches already applied that I just have to build?


First of all, try to get your Lutris installer to work. In my case, it installs and patches alright, but needs my custom Wine to run it on DX11/DXVK. If you have problems in these first steps, please look into any winehq-staging dependencies that may be missing to make Lutris working.

Also, make sure you're using "Standalone w/ DXVK" which is the most updated release of the script.

The big version is here in this very thread https://www.pathofexile.com/forum/view-thread/8980/page/209#p15783899

The small version is:
get wine-mirror, apply all wine-staging patches (those two are repositories on github)
Grab a generic pathofexile.patch from ge-wine repository (or any of your preference), apply it (patch -p1 < pathofexile.patch) and you're set.

The Shader Hack mentioned before also helps a lot.

The WIC Factory patch is the "CoInitialize()" thing and the "art/texture" patch comes from wine-staging master.
"
Dan1lo escribió:
First of all, try to get your Lutris installer to work.
I could smack myself. Apparently I had a /usr/lib/libjpeg.so.8 symlink pointing at the actual /usr/lib/libjpeg.so.62, which couldn’t work because the versions have different ABIs. No idea why I had said symlink – I must have created it long long ago with little to no understanding. Merely removing it allows the PoE installer to start up, so apparently libjpeg 8 isn’t actually required – it was just trying to use it because it looked like it was there. And I only discovered this after compiling a libjpeg 8 compatible libjpeg-turbo version for both bitnesses …
Editado por útlima vez por Melvar#7788 en 11 sept. 2018 10:34:06
Seems that the shader hack is not necessary anymore after this commit on dxvk: https://github.com/doitsujin/dxvk/commit/c3b542878c99b701f8f52e9e7a6b9a340421ba84

Can someone test it ?
"
Twistx escribió:
Seems that the shader hack is not necessary anymore after this commit on dxvk: https://github.com/doitsujin/dxvk/commit/c3b542878c99b701f8f52e9e7a6b9a340421ba84

Can someone test it ?


Oh my, please let this be true. I spent good 5 hours yesterday trying to get DXVK PoE running on my Antergos with RX 480 GFX, and while it started, grinding gears stopped turning after some tens of seconds and then whole computer went into hard lock up. DXVK was working as I was able to see FPS counter (I had DXVK_HUD=fps in Lutris env variables).

I managed to get Warframe running beautifully with DXVK 2 weeks ago which was major improvement, and I really hope to get this piece close to my heart too, but yesterday was just... utterly frustrating.

I tried to get wine-ge compiled with some c-header throwing generic error (I reinstalled base-devel to be on the safe side as suggestedy by my distro wiki for makepkg action) but no improvement. Hard lock-up really makes it difficult to understand what's going on as apparently no OS log I am aware of is able to catch up the issue.

I'll give this a try today, everybody keep fingers crossed, I might heavily need it :).

EDIT: Now I am starting to think that this is my issue:

"
AMD RADV (#252)
GPU hangs can be experienced in some games (see Issue #252). Most of these issues have been resolved in Mesa 18.1.3 and LLVM 7.0-svn.


as found on dxvk git page https://github.com/doitsujin/dxvk/wiki/Driver-support.
Editado por útlima vez por ixxxo#0305 en 12 sept. 2018 4:46:07

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