Sarek9-14 Released :)
Sarek9-14 Released :)
Hi there ;), I come here to announce the fourth release of Sarek, or Proton-For-Old-Vulkan, my small custom Proton with DXVK 1.10.3 for people...
This is an automated archive made by the Lemmit Bot.
The original was posted on /r/linux_gaming by /u/Ok-Pace-1900 on 2024-09-24 21:37:29+00:00.
Hi there ;), I come here to announce the fourth release of Sarek, or
Proton-For-Old-Vulkan, my small custom Proton with DXVK 1.10.3 for
people that have GPUs that support Vulkan 1.1+ but not Vulkan 1.3 or
have non Vulkan support and that want a plug-and-play option with
personal patches.
So what its new?
Stable Build:
Based on Proton-GE-9-14, now working with DXVK 1.10.3 and more
WineD3D:
Now just like the Testing Build, Sarek-Stable will use by default OpenGL 4.6 while using WineD3D, with command stream and command serialization, the stability with this configuration its the same of the prior build.
Note: Proton and Wine typically support a maximum version of OpenGL 4.4 when using WineD3D. While using OpenGL 4.6 may not provide a significant or even decent performance boost, it helps reduce stuttering on older or low-end hardware.
Note: The errors on S.T.A.L.K.E.R Call Of The Zone when using WineD3D with OpenGL 4.6, command stream and command serialization had been fixed.
Stable Async Build:
A new build :). Its just like the Stable build but will use DXVK 1.10.3 Async instead of the normal one.
Why DXVK Async?
Why? Simple, performance. The key difference in DXVK Async is that it enables asynchronous shader compilation, whereas the regular DXVK uses synchronous compilation.
In regular DXVK, when a game encounters new shaders, they are compiled synchronously, causing the game to stutter or freeze briefly while the shader is being processed. This is because the game must wait for the compilation to finish before continuing.
In DXVK Async, the shaders are compiled in the background while the game continues running. Instead of freezing or stuttering, the game proceeds, though there might be minor graphical artifacts until the shaders are fully compiled.
Then why isn't on the normal version?
While DXVK Async offers significant performance improvements by reducing stuttering through asynchronous shader compilation, it carries a potential risk of triggering client-side anti-cheat systems in multiplayer games. This risk exists because the tool modifies how shaders are handled, which might be interpreted as a cheat or manipulation by some anti-cheat software.
Although there haven't been any confirmed cases of players getting banned for using DXVK Async, the possibility remains. Given this, I personally wouldn’t take the chance with something as valuable as a Steam account.
Testing Build:
At the moment, there’s no need for a separate Testing Build, since the Stable Build has caught up in terms of features and performance. That being said, I am working on new configurations that show promise, but they are still in the early stages and too unstable to release, even as part of a Testing build. Once further refinement is done, I'll share them for broader testing.
Thats all for now :P, hope that you enjoy your gaming.
Release:
Optimization Guide:
GitHub Repo: