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288 lines
15 KiB
Markdown
288 lines
15 KiB
Markdown
---
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Introduction
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---
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Proton is a tool for use with the Steam client which allows games which are
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exclusive to Windows to run on the Linux operating system. It uses Wine to
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facilitate this.
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Most users will prefer to use Proton provided by the Steam client itself. The
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source code is provided to enable advanced users the ability to alter
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Proton. For example, some users may wish to use a different version of Wine with
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a particular title.
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---
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Getting Started with Proton from Steam Play
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---
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* As the new Steam Play is still in Beta, it is recommended that you opt into the [Steam Client Beta](https://steamcommunity.com/sharedfiles/filedetails/?id=182912431) for the latest features and fixes.
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* Proton requires graphics drivers that are more recent than what is typically packaged in most distributions; please read the [list of requirements and quickstart for Ubuntu 18.04 users](https://github.com/ValveSoftware/Proton/wiki/Requirements)
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* Install and play games! Please refer to [this post](https://steamcommunity.com/games/221410/announcements/detail/1696055855739350561) for more information.
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* Visit the [changelog](https://github.com/ValveSoftware/Proton/wiki/Changelog) for information about recent updates.
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---
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Obtaining Proton from source
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---
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**NOTE:** If you are not comfortable in a command line terminal, or if you find
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any of the information presented in here strange and uncomfortable, then
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this is probably not for you. The instructions are likely to be incomplete
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and require some knowledge and skill on your part, and there is no warranty
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or guarantee that anyone will help you with this process.
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We strongly recommend that most users use the production build of Proton.
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The most current source for Proton is here:
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<https://github.com/ValveSoftware/Proton>
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Which you can clone to your system with this command:
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git clone --recurse-submodules https://github.com/ValveSoftware/Proton.git proton
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cd proton
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If you wish to change any subcomponent, now is the time to do so.
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For example, if you wish make changes to Wine, you would apply those
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changes to the <tt>wine/</tt> directory.
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---
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Easy build path
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---
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Building Proton is quite complicated. We provide a top-level Makefile which
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will execute most of the build commands for you. This section describes how to
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use this Makefile for simple Proton builds.
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This Makefile uses a virtual machine to create a consistent build environment.
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The VM is managed with [Vagrant](https://www.vagrantup.com/), which you will
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need to install before invoking these commands. Proton's build system is most
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well tested with Vagrant's VirtualBox and libvirt/qemu backends. It also
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requires the vagrant-sshfs plugin. You may run into problems with the shared
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folder (`vagrant_share`) and/or CPU and memory usage with other backends.
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If your build VM gets cluttered, or falls out of date, you can use `vagrant
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destroy` to wipe the VM clean, then invoke one of the below commands to start
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over.
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After checking out Proton and updating its submodules, you can use these
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targets to build Proton:
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`make install` - This will install Proton into your user's Steam directory.
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You may need to restart the Steam client to see it. The tool's name in the
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Steam client will be based on the currently checked out branch of Proton. You
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can override this name using the `build_name` variable.
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`make redist` - This will create a build which you can easily redistribute to
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other users. The package will be dropped into a new directory in
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`vagrant_share/`, named after the nearest Git tag (see `git describe`). Copying
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this directory into `~/.steam/root/compatibilitytools.d/` will make the build
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available after restarting the Steam client.
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`make deploy` - This will create a deployment tarball and set of files which
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can be distributed as a Proton package. This is what we use to deploy Proton to
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Steam users. The package will be dropped into a new directory in
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`vagrant_share/`, named after the nearest Git tag (see `git describe`).
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`make clean` - This will completely erase the build tree in the VM.
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`make help` - View the Makefile documentation and examples.
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We also provide targets useful for simple Wine development:
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`make proton` - This will build Proton without copying its files out of the VM.
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`make module=<module> module` - This will build both 32- and 64-bit versions of
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the specified module, and copy the result into the `vagrant_share` directory.
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This allows rapid iteration on one module. This target is only useful after
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building Proton.
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`make dxvk` - This will rebuild DXVK and copy it into `vagrant_share`.
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If you are doing significant Wine development or want to control the build with
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more fine detail, see the full documentation below.
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---
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Building
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---
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At a high level, the build instructions are:
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1. Set up your build environment
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1. Configure the build
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1. Build Proton
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1. Install Proton locally (optional)
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See below for more details on all of these steps. Please read all of the
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instructions before proceeding.
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---
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Set up the build environment
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---
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Proton has a lot of build-time dependencies. The following instructions
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describe how we create the build environment for the production builds of
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Proton. For reproducibility and security reasons, we will be setting up a
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Debian virtual machine. However, you should be able to follow these
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instructions on other distributions as well.
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Proton provides a Vagrantfile, which will automatically set up the Debian VM
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for you. After installing [Vagrant](https://www.vagrantup.com/), initialize the
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VM by running from within the Proton directory:
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vagrant up
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It will take a long time to download and install the Steam runtime containers
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and so on. Eventually it will complete. You can SSH into the virtual machine
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with:
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vagrant ssh
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At this point you will need to configure the build directory. See below.
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The Vagrantfile is set up to rsync the `proton` directory into the VM on boot.
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On the host machine, you can use `vagrant rsync-auto` to have Vagrant
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automatically sync changes on your host machine into the build machine. It is
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recommended that you make changes on your host machine, and then perform the
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build in the VM. Any changes you make in the `proton` directory on the VM may
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be overwritten by later rsync updates from the host machine.
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The Vagrantfile also creates a directory called `vagrant_share` in the `proton`
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directory of your host machine, which is mounted at `/vagrant` within the VM.
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You can use this shared folder to move your Proton build out of the VM, or as
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one way to copy files into the VM.
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When you are done with the VM, you can shut it down from the host machine:
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vagrant halt
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Please read the Vagrant documentation for more information about how to use
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Vagrant VMs.
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If you do not wish to use Vagrant, you can read through both Vagrantfile and
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`vagrant-user-setup.sh` for the list of dependencies and instructions on how to
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set up your own machine or another VM of your choosing. It is aimed at Debian
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10, but you should be able to adapt them for other distributions.
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---
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Alternative: Building without the Steam Runtime
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---
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The Steam Runtime provides a clean and consistent set of libraries. Software
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distributed through Steam should depend only on libraries available through the
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runtime, and so we build in that environment for production Proton builds. The
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Vagrantfile described above will set this up for you. However, if you are
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simply making a build for yourself, you may want to skip setting up the Steam
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runtime, as it takes a very long time to set up. To do this, edit the
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`vagrant-user-setup.sh` script appropriately before running `vagrant up`.
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---
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Configure the build
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---
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After setting up the build system, it is time to run the configure script which
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will generate the Makefile to build your project. Run these steps. You may of
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course use whatever paths you like.
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mkdir build/
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cd build
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../proton/configure.sh --steam-runtime64=docker:steam-proton-dev --steam-runtime32=docker:steam-proton-dev
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If you are building without the Steam runtime, then instead use:
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../proton/configure.sh --no-steam-runtime
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**Tip**: If you are building without the Steam runtime, you should now run
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`make obj-wine64/Makefile obj-wine32/Makefile` and check the files
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`obj-wine64/config.log` and `obj-wine32/config.log` for missing packages.
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Search for `won't be supported`. A couple of missing packages are normal:
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`opencv`, `oss`. More than that may indicate a problem. Please see your
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distro's documentation to acquire the considerable build dependencies for Wine.
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---
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Build Proton
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---
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A couple of Makefile targets are provided.
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`make dist` will create a Proton installation in `dist/` that you can install
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manually (see below), or automatically with `make install`.
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`make deploy` will package Proton up for distribution via Steamworks.
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---
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Install Proton locally
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---
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Steam ships with several versions of Proton, which games will use by default or
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that you can select in Steam Settings's SteamPlay page. Steam also supports
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running games with local builds of Proton, which you can install on your
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machine. The `install` target will perform the below steps for you.
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To install a local build of Proton into Steam, make a new directory in
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`~/.steam/root/compatibilitytools.d/` with a tool name of your choosing and
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place the contents of `dist` into that folder. The `make install` target will
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perform this task for you, installing the Proton build into the Steam folder
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for the current user. You will have to restart the Steam client for it to pick
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up on a new tool.
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A correct local tool installation should look like this:
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compatibilitytools.d/my_proton/
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├── compatibilitytool.vdf
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├── filelock.py
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├── LICENSE
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├── proton
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├── proton_dist.tar
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├── toolmanifest.vdf
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├── user_settings.sample.py
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└── version
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To enable your local build in Steam, go to the Steam Play section of the
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Settings window. If the build was correctly installed, you should see
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"proton-localbuild" in the drop-down list of compatibility tools.
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Each component of this software is used under the terms of their licenses. See
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the <tt>LICENSE</tt> files here, as well as the <tt>LICENSE</tt>,
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<tt>COPYING</tt>, etc files in each submodule and directory for details. If you
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distribute a built version of Proton to other users, you must adhere to the
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terms of these licenses.
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----
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Runtime Config Options
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----
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Proton can be tuned at runtime to help certain games run. The Steam client sets
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some options for known games using the <tt>STEAM_COMPAT_CONFIG</tt> variable.
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You can override these options using the environment variables described below.
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The best way to set these environment overrides for all games is by renaming
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`user_settings.sample.py` to `user_settings.py` and modifying it appropriately.
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This file is located in the Proton installation directory in your Steam library
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(often `~/.steam/steam/steamapps/common/Proton #.#`).
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If you want to change the runtime configuration for a specific game, you can
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use the `Set Launch Options` setting in the game's `Properties` dialog in the
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Steam client. Set the variable, followed by `%command%`. For example, input
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"`PROTON_USE_WINED3D=1 %command%`" to use the OpenGL-based wined3d renderer
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instead of the Vulkan-based DXVK renderer.
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To enable an option, set the variable to a non-<tt>0</tt> value. To disable an
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option, set the variable to <tt>0</tt>. To use Steam's default configuration, do
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not specify the variable at all.
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All of the below are runtime options. They do not effect permanent changes to
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the Wine prefix. Removing the option will revert to the previous behavior.
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| Compat config string | Environment Variable | Description |
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| :-------------------- | :----------------------------- | :----------- |
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| | <tt>PROTON_LOG</tt> | Convenience method for dumping a useful debug log to `$PROTON_LOG_DIR/steam-$APPID.log` For more thorough logging, use `user_settings.py`. |
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| | <tt>PROTON_LOG_DIR</tt> | Output log files into the directory specified. Defaults to your home directory. |
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| | <tt>PROTON_DUMP_DEBUG_COMMANDS</tt> | When running a game, Proton will write some useful debug scripts for that game into `$PROTON_DEBUG_DIR/proton_$USER/`. |
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| | <tt>PROTON_DEBUG_DIR</tt> | Root directory for the Proton debug scripts, `/tmp` by default. |
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| <tt>wined3d</tt> | <tt>PROTON_USE_WINED3D</tt> | Use OpenGL-based wined3d instead of Vulkan-based DXVK for d3d11, d3d10, and d3d9. |
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| <tt>nod3d11</tt> | <tt>PROTON_NO_D3D11</tt> | Disable <tt>d3d11.dll</tt>, for d3d11 games which can fall back to and run better with d3d9. |
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| <tt>nod3d10</tt> | <tt>PROTON_NO_D3D10</tt> | Disable <tt>d3d10.dll</tt> and <tt>dxgi.dll</tt>, for d3d10 games which can fall back to and run better with d3d9. |
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| <tt>noesync</tt> | <tt>PROTON_NO_ESYNC</tt> | Do not use eventfd-based in-process synchronization primitives. |
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| <tt>nofsync</tt> | <tt>PROTON_NO_FSYNC</tt> | Do not use futex-based in-process synchronization primitives. (Automatically disabled on systems with no `FUTEX_WAIT_MULTIPLE` support.) |
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| <tt>forcelgadd</tt> | <tt>PROTON_FORCE_LARGE_ADDRESS_AWARE</tt> | Force Wine to enable the LARGE_ADDRESS_AWARE flag for all executables. Enabled by default. |
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| <tt>noforcelgadd</tt> | | Disable forcelgadd. If both this and `forcelgadd` are set, enabled wins. |
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| <tt>oldglstr</tt> | <tt>PROTON_OLD_GL_STRING</tt> | Set some driver overrides to limit the length of the GL extension string, for old games that crash on very long extension strings. |
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| <tt>vkd3dfl12</tt> | | Force the Direct3D 12 feature level to 12, regardless of driver support. |
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| <tt>hidenvgpu</tt> | <tt>PROTON_HIDE_NVIDIA_GPU</tt>| 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. |
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| | <tt>WINE_FULLSCREEN_INTEGER_SCALING</tt> | Enable integer scaling mode, to give sharp pixels when upscaling. |
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| <tt>cmdlineappend:</tt>| | Append the string after the colon as an argument to the game command. May be specified more than once. Escape commas and backslashes with a backslash. |
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| <tt>nowritewatch</tt> | <tt>PROTON_NO_WRITE_WATCH</tt> | 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). |
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| <tt>seccomp</tt> | <tt>PROTON_USE_SECCOMP</tt> | **Note: Obsoleted in Proton 5.13.** In older versions, enable seccomp-bpf filter to emulate native syscalls, required for some DRM protections to work. |
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| <tt>d9vk</tt> | <tt>PROTON_USE_D9VK</tt> | **Note: Obsoleted in Proton 5.0.** In older versions, use Vulkan-based DXVK instead of OpenGL-based wined3d for d3d9. |
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