[Official] WINE info thread

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deoz79 wrote:
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Dan1lo wrote:
It's alright having some dependencies lacking. I had libhal, libgtk3 and another one I can't recall... maybe vk3d3

Everything should be fine.

You can wait for Proton to become better on Steam or you can ask somewhere (or look somewhere) for a pre-built patched wine. Lutris seems to build wine versions if they're necessary, like they do with esync.


Yeah, there is a ge-wine version available in lutris, but it's 3.6 :(
Hopefully they will include a newer ge version at some point; or better yet, the patch(es) will make it into upstream wine.
Proton looks pretty promising; it's nice to have linux finally get some attention in the non-server market.
I actually gave the wine build another try, but got stuck. I guess it's the waiting game for me.
For a long time I have avoided wine all together for this reason - it gets your hopes up then leaves you high and dry. I've built plenty of software; I ran slackware for years! But this build is really quite odd.

I'm glad you got it working; I'll be here waiting with the muggles for a solution catered to the uninitiated.


Oh man... I know the only thing that needs to be done is to somebody create a repository on github copying one of these (https://github.com/lutris/wine) apply the 1 line patch to path of exile, name the branch "esync-pathofexile" and tell the moderators on Lutris' forum to add that version.

Sadly I don't have the time to meddle with that "apparently simple" approach, ugh. Sorry, but I hope you (or somebody) do it D;
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.
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Kreivenos wrote:
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.
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Dan1lo wrote:
"
Kreivenos wrote:
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?
Last edited by Melvar#7788 on Sep 10, 2018, 4:42:37 PM
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Melvar wrote:
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.
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Dan1lo wrote:
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 …
Last edited by Melvar#7788 on Sep 11, 2018, 10:34:06 AM
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 ?

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