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Wish I wouldn't be that lazy nowadays to compile myself.
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Yes, caves patch is in review already, and invisible monsters one is still a hack so will be manual for now. I'll test it later today. Building Wine can be easy, but gets more tedious with customization. I spent some time writing automation scripts for the whole thing (including partial staging and manual patching). If you are lazy, write scripts to do the repetitive work ;)
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#!/bin/sh
cd wine
git checkout .
git clean -f
git pull
cd ../wine-staging
git pull
cd patches
./patchinstall.sh DESTDIR=../../wine wined3d-buffer_create wined3d-Copy_Resource_Typeless d3d11-Deferred_Context wined3d-GenerateMips
cd ../../wine
CFLAGS="-march=native -O3" CXXFLAGS="-march=native -O3" CC=gcc-7 CXX=g++-7 ./configure --enable-win64 --disable-tests --prefix=/opt/wine-witcher
make -j 4
sudo make install
From time to time it needs a bit of tweaking, like checking out a specific wine revision to get the staging patches to apply correctly, or to add a manual patch like now with the invisible ground fix. But once you have even those few lines in place, doing a new build is really painless.
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You can override branch there as needed (with env variable).
I.e. for example:
wine_branch=wine-2.21 ./tw3_wine_build.sh
Since current staging fell behind.
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https://pastebin.com/raw/X3qmauUF
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Though now there is a problem with invisible monsters fix. It causes a freeze again :(
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![](https://i.imgur.com/XSceZa1.jpg)
With distorted monsters fix, now this new freeze is the only major issue left it seems.
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I can confirm this. Monsters are visible now, but the whole system froze after a while... :/
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All those fixes and still at a good 41 fps I see :-)
Looks like a fully working Witcher 3 on Linux is not too far away.
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Can you comment in the bug please and specify your hardware / driver?
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Thanks! Splitting into functions helps making ad-hoc variants of the script with some steps commented out. It comes handy once in a while.
What are your settings for the screenshot at Kaer Morhen? I wanna test and compare the performance.
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CPU: Ryzen 7 1700X
GPU: Sapphire Nitro+ RX 480
Res: 1920x1200
OpenGL renderer string: AMD Radeon (TM) RX 480 Graphics (POLARIS10 / DRM 3.18.0 / 4.13.0-1-amd64, LLVM 5.0.0)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 17.4.0-devel (git-d7c8c7bd9d)
Wine master with 3 rebased staging patchsets and manual patches for missing surfaces and invisible monsters.
Max settings, hairworks off, ambient occlusion: HBAO+. That's a screenshot from the very beginning of the game.
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It happens only around those previously affected monsters, and not right a way, but some seconds after you approach them.
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Tried to look around for the previously invisible models and everything seemed to work. Not sure if placebo or even gained some FPS too.
![](https://i.imgur.com/VgWTxqN.jpg)
Resolution: 1920x1200 (with virtual desktop in winecfg), lower part not displayed because I only have 1980px). All Ultra, HBAO+, no Hairworks.
inxi -F
CPU: Octa core AMD Ryzen 7 1700 Eight-Core (-HT-MCP-) cache: 4096 KB
clock speeds: max: 3800 MHz 1: 3044 MHz 2: 3037 MHz 3: 3043 MHz 4: 3135 MHz 5: 3037 MHz 6: 3056 MHz
7: 3045 MHz 8: 3066 MHz 9: 3604 MHz 10: 3776 MHz 11: 3037 MHz 12: 3046 MHz 13: 3037 MHz 14: 3050 MHz
15: 3038 MHz 16: 3058 MHz
Graphics: Card: Advanced Micro Devices [AMD/ATI] Vega [Radeon RX Vega]
Display Server: x11 (X.Org 1.19.5 ) drivers: ati,amdgpu (unloaded: modesetting,fbdev,vesa,radeon)
Resolution: [email protected]
OpenGL: renderer: AMD VEGA10 (DRM 3.23.0 / 4.15.0-041500rc1-generic, LLVM 5.0.1)
version: 4.5 Mesa 17.4.0-devel
Funny same fps as you Shmerl but my card is only 70% loaded but at full clock with full energy target - 150W (powersafe bios).