
That One 成
Published
NVIDIA RTX users require using a Proton version with modified DXVK to run, but works perfectly afterwards.
Enable Wine Virtual Desktop via Protontricks
Borderless Windowed is unstable, hence the aforementioned Virtual Desktop (or gamescope too)
RTX users will find that the game does not launch consistently with DXVK, no matter the environment switches used or Proton version. To fix this, one needs to "bodge" a custom Proton version with this DXVK release incorporating a one-liner fix for Star Citizen. Download the latest release of the aforementioned fork and whatever Proton you wish to use (GE or vanilla); extract/move the Proton version you're using to ~/.steam/Steam/compatibilitytools.d
, then extract the DXVK archive's x32
libraries to {PROTON}/files/lib/wine/dxvk
and the x64
ones to {PROTON}/files/lib64/wine/dxvk
, overwriting when asked. May also want to change the internal/displayed names of the Proton version in the compatibilitytool.vdf
for clarity. Restart Steam for it to find this new version.
(If you're using AMD or a pre-Turing NVIDIA, you won't need to use this - if you're using Arch with proton-ge-custom-bin
, you may recreate a custom Proton using symlinks and only creating compatibilitytool.vdf and the files/{lib|lib64}/wine/dxvk
dirs as mentioned.)
Once done, set A Hat in Time to use this newly homebrewed Proton version (hope you marked it clearly), and it'll boot consistently.
That aside, game's native Borderless Windowed has problems (at least on KDE) so I recommend making the prefix use a Virtual Desktop (or use gamescope) and running the game in its native (exclusive) Fullscreen mode.
When all's said, game works perfectly. Cute vidya is hecking cute.
Tested with listed GE version and Experimental.
Works out of the box.
Players may notice a crash when selecting particularly high resolutions exceeding 2000 pixels horizontally; this is a game bug and reproducible on Windows. In that respect, and all others, it's perfectly accurate to the original intended experience.
21-GE-2 GloriousEggroll
d3dx9_43 d3dcompiler_47 physx
PhysX degrades performance significantly more than what the hardware should be capable of; recommend using the Normal setting.
PhysX effects performance hit is far more reasonable (Normal/High is a ~7 Max FPS difference on benchmark) than Arkham Asylum.
"/path/to/proton-name-version/proton" waitforexitandrun "/path/to/steamapps/common/BioShock 2 Remastered/Build/Final/Bioshock2HD.exe" "-extra" "-arguments"; echo %command%
Like BioShock Remastered, the port overall is pretty broken natively; so in relation to Windows, it's perfect. Recommend tweaking settings and making sure to limit the game to four cores if possible.
2K Launcher update broke compatibility; change the command to directly launch game executable.
"/path/to/proton-name-version/proton" waitforexitandrun "/path/to/steamapps/common/BioShock Remastered/Build/Final/BioshockHD.exe" "-optional" "-arguments"; echo %command%
This port is pretty broken all around on both PC OSes, so relative to Windows, it's perfect otherwise. Recommend tweaking and limiting CPU usage to four cores if possible.
physx
Very subtle, noticeable in menus, but not disturbingly so.
ProtonGE 7-21 and up, and current experimentals (as of 2022/07/13) doesn't boot, but GE 7-20 and back will. If necessary, install physx
. Recommend using a modified executable if you have a substantial amount of cores (>=12) and run at less than 4K for best results (vanilla game bugs).
Booting issues fixed as of listed version, and GE specifically improves the sound significantly, removing the residual static from the audio that was observed before. Also boots with Experimental, but audio issues persist there atm.
'Just werks' with Proton-GE now.
Proton-GE using the default D3D11 launch mode works best, since videos play and the game itself runs fine. D3D12 doesn't work with listed GE version; Proton Experimental has missing video codec (i.e. TV bars for videos) and D3D12 mode runs in literal single-digit framerates for imperceivable differences.
Required for videos/loading screens; audio will not work after/loading from checkpoints without this installed as well.
Pretty much "just werks" after said tweak.
Use conversion script for music files.
Focus needs to be toggled for fullscreen in Plasma
Use the conversion script on the movies and music folders (Cloudberry Kingdom/Content/Music
) [uses ffmpeg]; music works fine after being transcoded, but cutscenes desync due to slow audio and faster video.
Considering the story is a collective two minutes of the experience, this is a minor setback.
Multiplayer is local-only, but leaderboards works.
Disconnecting controllers mid-game will cause the game to force-close.
6.20-GE-1 GloriousEggroll
xact
: required to fix infinite loadscreens.
Does not restore video when switching focus/Alt-Tab'ing.
Besides throwing a hissy fit when focus is lost, game works perfectly throughout an entire 72 Hour/Overtime Mode playthrough.
install vcrun6
Game uses Direct3D8 and will fall back to wined3d - and the game will not mind running in excess of 400+fps when running uncapped, resulting in noticeably more GPU usage than should be necessary. Overwriting/deleting the Steam distribution's preset D3D dlls and setting up a new dgVoodoo2 config (while making a d3d8
Wine dll override) will allow using DXVK, reduce overall overhead, as well as override the game's broken MSAA.
Launcher will not display the .mpg video logos properly, renders black (but can be clicked through to dismiss*)
I could admittedly not get the game to work optimally in Steam: Proton Experimental shows testbars with any video, and ProtonGE shows black on .mpg videos on my setup. But because the game is distributed DRM-free, running through Lutris with a normal Wine prefix (following Winetricks instructions) is totally viable.
The launcher will not launch correctly if the {GAME}\shellmedia\majesco.mpg
file is left as-is. (Re)moving it will display an error message, but dismissing it and clicking the brief black window will allow the Drake shell to load. Resolutions are pre-set, settings need to be re-toggled every time, and the Anti-aliasing option doesn't even work; so just set the highest 32-bit resolution of 1600x1200, use the high pre-set, and disable AA (and use a fresh dgVoodoo2 instance for desired AA instead). After launching, the idol video logo will also display nothing with audio, but can likewise be safely clicked through--and the game itself will load and play perfectly fine.
If the mouse is more sensitive when moving up than down, that's a vanilla bug. If it doesn't seem to save at first, this is also a vanilla bug; delete the version\savegames\Drake
file and try again until it works. If the sound seems too loud at points (virtually no sound ever 'fades' or accounts for distance), that is a Wine bug - but for some reason, the game supports DirectSound3D and can be made to work under Wine (with a dsound
dll override).
Drake of the 99 Dragons does work, through some trials and tribulations.
But, like the title suggests... why would you want it to, is the question.
Fullscreen display scaling from non-native resolutions causes a black screen (i.e. scaling up from 1080p->4K).
Still better than Native.
taskset -c 0 %command%
Install wmp11
& d3dx9_43
:
protontricks -q 460870 wmp11 d3dx9_43
Single core seems to be required on my desktop, as file access related stalling was still happening with two cores enabled for this game.
protontricks 394510 xact xact_x64
Protontricks note above will fix some sounds not playing/having audio spikes; after which it works just about perfectly.
Game features some Nvidia-exclusive effects that can be activated with PROTON_ENABLE_NVAPI=1
; currently, using such effects will crash the game.
In-game Borderless Windowed works, but with a few rows of black at the bottom of the display when it's enabled.
In-game framerate cap does not work, so recommend using stranglevk 60
in launch options to prevent physics bugs. Will noticeably increase load times as a result.
Have not had any issues regarding high poll rate mice impacting framerate.
In-game borderless windowed switches work if the rendering resolution is the same as the desktop's.
Have experienced one solitary crash in the beginning that couldn't be replicated, but has been stable otherwise.
WINEDLLOVERRIDES="d3d9.dll=n,b"
Fullscreen problems on Proton >=7.0 will cause freezing when switching windowing modes; image cuts off on higher resolutions without a forked DXVK override.
Launch with Proton 6.3-8 first to set the game to fullscreen mode and save it. If you run at >1080p, use this DXVK dll as an override (place next to METAL GEAR RISING REVENGEANCE.EXE
) with Proton >=7.0. It should fill the screen properly after this.
(Note: contrary to popular belief, I wasn't able to use KDE to force fullscreen; it just results in a tiny window rather than a quarter of a full window.)
Pretty much "just werks" on new versions of Proton.
After several hours of play, two separate instances were had of a strange 'black spot' appearing in-game. Happened in New Genesis and PSO2 (Classic), not easily reproducable; can be fixed by changing maps in Classic, or disappears naturally(?) in NGS. Might be related to DXVK-Async?
Relative to source performance; network-related crashes are reproducible on Windows
Would you consider a filesystem requirement as tinkering? If so, PSO2 does not work without this prerequisite, as fewer distros default to ext4/f2fs on the desktop, and none use casefolding by default. New Genesis requires this or else performance will be laughably bad with every asset load (to the point of disconnecting before even loading in, if Terrain Draw Distance is higher than lowest).
With this prerequisite met, the game runs just as it should on Windows; bugs and all.
If you're considering playing this game, be sure that your library is on an ext4 filesystem with casefold enabled (For new filesystems / for pre-existing ext4 filesystems)
I'm not sure why this isn't a default already for new FSes and on Steam's end
Online seems to be dead, so any multiplayer aspects are left unevaluated for now.
Use Windowed Fullscreen to fix bad fullscreen resolution.
Game runs at lower internal resolution when using anything other than Windowed Fullscreen.
After the tutorial, or starting from a saved game, new Protons beyond 7.0-1 or GE's "Proton-7.3-GE-1" will hang indefinitely on loading. Seems to 'just werk' fine otherwise with the listed version, at least for the moment.
VRAM fills up way too fast, causing the performance to drop after some time.
Crashed once after playing Stages 2 & 3 in a row while loading the fourth.
TL;DR: Make a dxvk.conf
file in the game's directory (next to The House of the Dead Remake.exe
) with the sole contents of:
dxgi.maxDeviceMemory = 4740
to budget the memory appropriately (Unity will still use more than this). Use the overhang area of Stage 2 as a benchmark. Exact value may need some tweaking, but I recommend a setting somewhere just above half of your GPU's memory, in MB. Game itself has no texture or quality options to speak of, minus resolution and basic graphical extras.
See a more detailed breakdown here.
For lightgun users: the Arcade Plugin mod is fully compatible. Set WINEDLLOVERRIDES="winhttp=n,b"
in your launch arguments.
Working fine, needs Steam Input for controllers.
Requires Steam Input to use controllers; gamepads are not recognized natively by the game.
7.0rc3-GE-1 GloriousEggroll
protontricks 429660 --force vcrun2019 : For TBFix
TBFix's audio fix needs to either be disabled, or set CompatibilityMode=True
(tbfix.ini) to work. Works fine in vanilla.
KDE toolbars flicker on/off screen when switching to menus or popups. Seems like a Wine/DXVK bug.
Vanilla: Berseria's default frame limiter isn't good and tends to judder, even at 60fps with <35% GPU utilization.
TBFix: SpecialK's limiter doesn't work with no option to override the framerate to compensate for 30fps slow motion bug.
TBFix is not as much a requirement as Tales of Zestiria, but you will still receive notable visual improvements with it installed. Here are other settings needed to make it work:
------(d3d9.ini)------
[Render.FrameRate]
WaitForVBLANK=yes
[Render.D3D9]
ForceD3D9Ex=yes
[Steam.Log]
Silent=yes
[SpecialK.System]
EnableCEGUI=false
Silent=yes
------(TBFix_Render.ini)------
[Framerate.Fix]
ReplaceLimiter=False # Disable this to use Bamco's limiter; SK's is bugged and will run in slow motion at half the frame rate.
[Resolution.PostProcess]
FixMap=True
HighResBloom=True
HighResReflection=True
[ImGui.Settings]
ShowOSDDisclaimer=False
[Texture.System]
Remaster=True
UncompressedRemasters=True
WorkerThreads=12 # Set this to available no. of CPU cores
ShowLoadingIndicator=False
7.0rc3-GE-1 GloriousEggroll
protontricks 351970 --force vcrun2019 : For TZF
Either disable TZFix's audio fix, or set CompatibilityMode=True
(tzfix.ini) for it to work.
Disable TZFix's DisablePS4HID
(d3d9.ini) option
TZFix's texture resampling has a slight, albeit noticeably extra penalty on performance. Unlike DXVK, this can't be cached for subsequent playthroughs; like it, these only happen the first time on some effects.
As a consequence of these changes, FMVs will have worse frame pacing (will appear more juddery).
Other settings to make TZFix work:
------(d3d9.ini)------
[Render.FrameRate]
WaitForVBLANK=true
[Steam.Log]
Silent=true
[SpecialK.System]
EnableCEGUI=false
Silent=true
ShowEULA=false
------(tzfix.ini)-------
[TZFIX.FrameRate]
YieldProcessor=True
MinimizeLatency=True
DisableNamcoLimiter=True
Target=120 # Framerate Targets need to be DOUBLE the desired framerate; otherwise it will be slower than usual.
BattleTarget=120
CutsceneTarget=120
[TZFix.Textures]
Remaster=True
WorkerThreads=12 # Adjust this to no. of available CPU cores
ShowLoadingIndicator=False
[ImGui.General]
HasReadLicenses=True
ShowOSDDisclaimer=False```
As a consequence of these changes, FMVs will have worse frame pacing (will appear more juddery).
Needed for visible character models
Due to using WineD3D, performance will be affected marginally to significantly, depending on graphics hardware. Running system can play at ~60fps with some non-shader-related drops in busy scenes.
Tested with "Lightgun" Mouse mode mainly, which works fine with aforementioned environment switch. Non-rebindable keys makes lightgun play a chore without a way to remap keys on the hardware. Game has problems on Windows/AMD hardware as well.
No longer requires WineD3D, DXVK renders everything perfectly and performance boosted significantly as a result.
Vanilla multiplayer is all but dead, but the fan-run servers can be run without issue via Lutris
(Using third-party servers for reference)
Either setup a Lutris instance, or make a new Non-steam entry for Ketaui, and run its included launcher. Works absolutely fine if one wants to play either Hi-rez (vanilla, dead) or fan servers.
6.20-GE-1 GloriousEggroll
Disable enforced vertical sync with custom dxvk.conf:
dxgi.syncInterval = 0