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#Settings here will take effect for all games run with this Proton version.
user_settings = {
###### Proton GE flags ######
#Disables DX12.
# "PROTON_NO_D3D12": "1",
#Disable AMD FidelityFX Super Resolution (FSR), as it is enabled by default. FSR only works in vulkan games (dxvk and vkd3d-proton included).
# "WINE_FULLSCREEN_FSR": "0",
#By default, the "balanced" resolution option for FSR is added to the resolution list if a mode is not specified.
#possible modes : ultra, quality, balanced, performance.
# "WINE_FULLSCREEN_FSR_MODE": "performance",
#Add "widthxheight" to the in-game resolution list. Example resolution: 1234x4321
# "WINE_FULLSCREEN_FSR_CUSTOM_MODE": "1234x4321"
#The default sharpening of 5 is enough without needing modification, but can be changed with 0-5 if wanted.
#0 is the maximum sharpness, higher values mean less sharpening.
#2 is the AMD recommended default and is set by proton-ge.
# "WINE_FULLSCREEN_FSR_STRENGTH": "2",
###### Proton flags ######
#Enable WoW64 Mode For Wine Prefixes
# "PROTON_USE_WOW64": "1",
#Enable automatic upgrading of AMD FidelityFX Super Resolution (FSR) to FSR4.
# "PROTON_FSR4_UPGRADE": "1",
#Enable Wayland display output. Games running with native Vulkan and OpenGL may have problems. Required for HDR support
# "PROTON_ENABLE_WAYLAND": "1",
#Enable HDR support. Requires Wayland to be enabled and for HDR to be enabled in system settings.
# "PROTON_ENABLE_HDR": "1",
#Convenience method for dumping a useful debug log to $PROTON_LOG_DIR/steam-$APPID.log
# "PROTON_LOG": "1",
#Log directory can be overridden with $PROTON_LOG_DIR.
# "PROTON_LOG_DIR": "~/",
#When running a game, Proton will write some useful debug scripts for that game into $PROTON_DEBUG_DIR/proton_$USER/.
# "PROTON_DUMP_DEBUG_COMMANDS": "1",
#Root directory for the Proton debug scripts, /tmp by default.
# "PROTON_DEBUG_DIR": "1",
#Use OpenGL-based wined3d for d3d11, d3d10, and d3d9 instead of Vulkan-based DXVK
# "PROTON_USE_WINED3D": "1",
#Disable d3d11.dll, for d3d11 games which can fall back to and run better with d3d9.
# "PROTON_NO_D3D11": "1",
#DDisable d3d10.dll and dxgi.dll, for d3d10 games which can fall back to and run better with d3d9.
# "PROTON_NO_D3D10": "1",
#Disable eventfd-based in-process synchronization primitives
# "PROTON_NO_ESYNC": "1",
#Disable futex-based in-process synchronization primitives
# "PROTON_NO_FSYNC": "1",
#Disable ntsync-based in-process synchronization primitives
# "PROTON_NO_NTSYNC": "1",
#Enable NVIDIA's NVAPI GPU support library.
# "PROTON_ENABLE_NVAPI": "1",
#Force Wine to enable the LARGE_ADDRESS_AWARE flag for all executables. Enabled by default.
# "PROTON_FORCE_LARGE_ADDRESS_AWARE": "0",
#Delay freeing some memory, to work around application use-after-free bugs.
# "PROTON_HEAP_DELAY_FREE": "1",
#Create an S: drive which points to the Steam Library which contains the game.
# "PROTON_SET_GAME_DRIVE": "1",
#Create an S: drive which points to the Steam Library which contains the game.
# "PROTON_OLD_GL_STRING": "1",
#Force Nvidia GPUs to always be reported as AMD GPUs.
#Some games require this if they depend on Windows-only Nvidia driver functionality.
#See also DXVK's nvapiHack config, which only affects reporting from Direct3D.
# "PROTON_HIDE_NVIDIA_GPU": "1",
#Disable support for memory write watches in ntdll.
#This is a very dangerous hack and should only be applied if you have verified that the game can operate without write watches.
#This improves performance for some very specific games (e.g. CoreRT-based games).
# "PROTON_NO_WRITE_WATCH": "1",
#When this envvar is set steam input and hidraw are disabled so that SDL takes priority over controller support.
# "PROTON_PREFER_SDL": "1",
#Tells Proton to use the winegstreamer backend instead of winedmo. Winedmo was introduced in Proton 10. Useful for games that regressed from Proton 9 to Proton 10
# "PROTON_MEDIA_USE_GST" "1",
###### DXVK flags ######
#DXVK debug logging; none|error|warn|info|debug
# "DXVK_LOG_LEVEL": "info",
#DXVK debug log; Set to none to disable log file creation entirely, without disabling logging.
# "DXVK_LOG_PATH": "~/",
#Enables use of the VK_EXT_debug_utils extension for translating performance event markers.
# "DXVK_PERF_EVENTS": "1",
#Enables use of the VK_EXT_debug_utils extension for translating performance event markers.
# "DXVK_CONFIG_FILE": "~/.config/dxvk.conf",
#Enable DXVK's HUD; devinfo|fps|frametimes|submissions|drawcalls|pipelines|memory|gpuload|version|api|compiler|samplers|scale=x
# "DXVK_HUD": "devinfo,fps",
#Limit the frame rate. A value of 0 uncaps the frame rate, while any positive value will limit rendering to the given number of frames per second.
# "DXVK_FRAME_RATE": "60",
#DXVK pipeline cache; "0" disable|"/some/directory" Defaults to the current working directory of the application.
# "DXVK_STATE_CACHE": "0",
#Selects devices with a matching Vulkan device name, which can be retrieved with tools such as vulkaninfo.
# "DXVK_FILTER_DEVICE_NAME": "Device Name",
#Vulkan debug layers. Requires the Vulkan SDK to be installed.
# "VK_INSTANCE_LAYERS": "VK_LAYER_KHRONOS_validation",
###### Wine flags ######
#Enable integer scaling mode, to give sharp pixels when upscaling.
# "WINE_FULLSCREEN_INTEGER_SCALING": "1",
#Wine debug logging
# "WINEDEBUG": "+timestamp,+pid,+seh,+unwind,+debugstr,+loaddll,+mscoree",
#vkd3d debug logging
# "VKD3D_DEBUG": "warn",
#wine-mono debug logging (Wine's .NET replacement)
# "WINE_MONO_TRACE": "E:System.NotImplementedException",
# "MONO_LOG_LEVEL": "info",
#general purpose media logging
# "GST_DEBUG": "4",
#or, verbose converter logging (may impact playback performance):
# "GST_DEBUG": "4,WINE:7,protonaudioconverter:7,protonaudioconverterbin:7,protonvideoconverter:7",
# "GST_DEBUG_NO_COLOR": "1",
}
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