Patch notes in spoiler

spoiler

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: Duariggers now work together over USB. These games now default toPROTON_SONY_WINDOWS_DEVICE_NAMES=1 (#860).

  • Armored Core VI: controllers now work through the Steam Input fallback with Steam Inpute 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 Controllermes show controller prompts instead of keyboard prompts. Enabled by default for RuneFactory 5 (#841).

  • Where Winds Meet now defaults to PROTON_SONY_AUTO_XINPUT=0, which fixes the DualSenseeplugged (#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_

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 ke 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

  • Fixed DXVK and VKD3D-Proton device creation failing on Wayland when an OpenXR runtime iyZ (#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 https://github.com/GloriousEggroll/proton-ge-custom/issues/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 mov

  • 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 deacom/GloriousEggroll/proton-ge-custom/issues/899)).

Rendering and HDR

  • RuneScape: colors no longer look washed out. Swapchains now report the same first surfahttps://github.com/GloriousEggroll/proton-ge-custom/issues/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 stands (#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 stVIDIA 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. Otherreaming (#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 DLSSrks 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 ttps://github.com/GloriousEggroll/proton-ge-custom/pull/907), thanks @greg2010).

  • Space Marine 2: fixed crashes after long play sessions. This is Proton-JE’s `RtlWaitOnA

  • ntsync: a mutex whose owner dies is now abandoned even after its handles were closed, aer 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 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 spresets for common problem areas.

  • Release workflow: an already uploaded release build is never replaced.