Philip Rebohle
Philip Rebohle
Shouldn't be, Gameworks features either just work™ if they are built on top of plain old D3D11, or require nvapi to work in which case you just won't be able...
I can't actually reproduce this. Tested both Experimental and 8.0 (albeit with current dxvk master, but it's not like there have been any significant D3D11 changes) and the video plays...
The freezing issue is not caused by this. It's likely a deadlock within the game itself that gets triggered very often on Proton, but I managed to make Sophie 2...
I've considered doing this before, but the problem is that wrapping the device will break `ID3D11DeviceChild::GetDevice` calls from **all** objects created from the device, so we'd either need to make...
FWIW I'm on a similar setup (on paper anyway, Plasma 6 Wayland, arch, same mesa, 144hz display with VRR enabled, 6.8 kernel) and haven't had any issues with this ever....
yeah i didn't test that build at all, but normally disabling extensions should really just work so not sure what's going on.
A workaround for the resolution issue is to use wine's virtual desktop for the game. No idea what might be causing this behaviour though.
When you set the virtual desktop size to your native monitor resolution, it should behave like any other (borderless) fullscreen application. @SleepProgger The game is known to be broken on...
Strange, input works fine on my end.
@michaldybczak what "missing textures" bug? That description is rather ambiguous, people call literally **everything** "missing textures". Invisible monsters should be fixed with Proton 3.16 if you have a Vulkan driver...