In 3 hours Cities: Skylines II will launch: is there any report on how it runs with Proton?
ProtonDB doesn't have any report yet but YouTube is full of videos of content creators that got early access to the game. I was curious to know if anyone tried it with Proton and how it works...
EDIT
I just installed it and it seems to work out-of-the-box for me on Ubuntu 23.10 with a AMD 7900 XTX and AMD 5800X. I'm getting around 55 fps at 3440x1440 with almost everything high beside having disabled V-Sync, DoF and Motion blur. AA set to TAA 2x.
I don't know of any report, but just like the first one it's still using Unity, so I wouldn't worry from a compatibility perspective.
That said, the performance is apparently pretty bad, so if you care about that the experience will probably be awful on any OS.
Runs like hot garbage on medium 4K on a 6900XT. 25fps with an empty city. On launch, it defaulted to ultimate settings, and had the menus chugging at 3fps.
Feels like they accidentally shipped a debug/non-optimized build to customers.
They flatout said the performance is not where they wanted it to be. This state was to be expected. Nonetheless glad it's on gamepads and hope that I'll be able to run it some day.
I just installed it and it seems to work out-of-the-box for me on Ubuntu 23.10 with a AMD 7900 XTX and AMD 5800X. I'm getting around 55 fps at 3440x1440 with almost everything high beside having disabled V-Sync, DoF and Motion blur. AA set to TAA 2x.
Proton is good enough that I'm extremely confident that games will "just work" even if it's a fresh release. If it for some reason doesn't, refunding is free and easy. Though it sounds like it's an unoptimized mess regardless lol.
Typically it's only "good enough" because the community has rallied and written the scripts to tailor the wine prefix for that specific game's peculiarities.
A demo would probably do it, or an advance copy, or a leak. But it might not "just work" from 12:01 after the midnight release.
Uh when is the last time you used proton? That's not even slightly true. I just beat Baldur's Gate 3, it "just work", zero issues from proton's side of things. I play Genshin Impact too, which works with zero configuration or anything. Even the anti cheat they made compatible with it.
You're confusing Proton with community efforts like Lutris. Proton is a package of technologies (Wine, DXVK, Vessel), not a configuration manager. Each individual game gets an identical, isolated runtime environment without any bespoke modifications except for downloading precompiled shaders (if available).
It's certainly true that Proton has hardcoded quirk flags for specific applications, but these are exceptions which prove the rule -- there are <200 of these compared with thousands of Verified status games. Almost always, Valve prefers to fix the upstream Wine/DXVK bug rather than hacking around it. Any hacks which Valve does ship are in the Proton source code, not per-game environment scripts.
PSA you can download a savegame with a city pop of 100k to check how well the game will run in later stages. By doing this you can check it and refund it if necessary.
Gameranx's "Before you Buy" said it was "extremely undercooked and not optimized", struggling to get to 30fps on medium settings on a good rig - so I don't imagine it'll run any better on Proton for now. I'll wait a few patches before getting it.
It 'opens' on Steam Deck and Mac but it runs poorly even before really starting your city (City Planner Plays tried it to benchmark), so it appears that it is at least compatible with Linux via Proton.
I really hope it runs on Proton well at some point in the near future, if not on release. I've been eyeing a reason to upgrade my gaming rig and CSII feels like a good enough reason for me to go for it (once they iron out some of the performance stuff)
It doesn't work natively on Windows without stressing even the highest end machines. I guarantee if you try to emulate it, the result will be even worse than the already terrible native experience.
API call translation is often very inexpensive and, particularly in the case of DXVK for graphics calls, sometimes actually results in faster code if the underlying API implementation is more performant than the original Win32 equivalent -- see Elden Ring launch day performance on Linux vs. Windows for an example of this.