OOTB runs at 40FPS, limiting to 4 CPU cores/threads improves performance a lot, up to 250FPS on my system
WINE_CPU_TOPOLOGY=4:0,1,2,3 %command%
Without launch options, game performance is very low (40FPS without, and 250FPS with)
Use WINE_CPU_TOPOLOGY environment variable in launch options like I did, or like others suggested use taskset to limit game to 4 cores/threads
PROTON_NO_ESYNC=1 DXVK_ASYNC=1 %command% --vulkan-only
Past the tutorial level and the workshop, framerate TANKS. Dropping to low settings was playable for the rest of the game @ 1080p for me (with the launch options).
I see a lot of folks with Nvidia hardware complaining about the performace (some with better gpus than my Vega64) so it's unclear if there's some coorolation there or simply that my threshold for "playable framerate" is different.
[UPDATE]
Since ProtonDB reports STILL can't be edited (seriously???), I've since noticed that this game uses between 35-50%+ of every core on my CPU (usually with one of the CPPC desginated highest clocking cores 80-90%). Could be that 16 cores (32 threads) all being busy is doing a lot of grunt work in this game.
Plays well enough but I'm not a refresh rate snob either. Was getting close to 60 at least (didn't bother to check with a HUD or anything).
PROTON_NO_ESYNC=1 DXVK_ASYNC=1 %command% --vulkan-only
Past the tutorial level and the workshop, framerate TANKS. Dropping to low settings was playable for the rest of the game @ 1080p for the rest of the game for me (with the launch options).
I see a lot of folks with Nvidia hardware complaining about the performace (some with better gpus than my Vega64) so it's unclear if there's some coorolation there or simply that my threshold for "playable framerate" is different.
Issues start after tutorial level. After leaving the workshop where you buy upgrades and start the first level there is a significant loss of frames and general overall performance issues. This persists even when lowering resolution and adjusting graphics settings.
Playing through the tutorial leads you to believe the game will run fine. However, on the first level the frames drop so badly I get sick from playing and stopped.
No issues running the game, the only change I have made to the configuration is using GE 8.25, and I usually always run games with the latest version of GE.
Less frames than expected
much less frames than expexted
PROTON_NO_ESYNC=1 DXVK_ASYNC=1 %command% --vulkan-only
Audio for intro splash and intermission screens are painfully loud compared to the game itself. This may be an issue with the game itself though, just prepare to get jumpscared.
Sometimes weapon and world sprites can become warped in certain places, no idea what causes this. It's not too common but common enough to mention, becomes slightly more frequent the further in you play.
Your HUD will also disappear upon beating the game if you replay missions or try endless mode right after, but this problem solves itself by closing and starting the game again.
Much like many other reports, the game has severe performance problems on Linux. Basically unplayable unless you lower the video settings all the way down to the lowest, even though you will sometimes experiences drops below 60fps, which can be quite uncomfortable for long sessions on high refresh rates.
If you can stomach the performance issues, playing on the lowest settings and deal with the other issues that may arise - then Project Warlock is a fun time. Good ol' boomer shooter goodness, even if it is scuffed as heck on Linux.
PROTON_NO_ESYNC=1 --vulkan-only
it works horrible on my system. max 60fps on lowest sttings.
it is fun but prepare to play on lowest settings in a game that is basically a doom .wad
Works perfectly fne
strangle 60 --vulkan-only %command%
Experienced slight stuttering / frame skipping and tearing. There's no in game VSync-Option and the frame limiter doesn't work reliably; to mitigate I used libstrangle to limit fps to 60 and activated "Force Composition Pipeline" in the nVidia Control Panel. No further issues after that.
PROTON_NO_FSYNC=1 mangohud taskset -c 0,2,4,6 %command%
Controller works but not in main menu. Maybe the game never implemented menu interaction with gamepads
Runs still a bit slow with above performance settings but at least over 60 on preset high
Low FPS with no tinkering.
Detailed QA Report: https://gitlab.com/z-ray-entertainment/gamezone/steamplay-qa-testing/-/issues/15
Works out of the box perfectly. I haven't notice any frame drop downs and shutter.
Horribly optimized, and that goes double for the Deck. Play on Low or you will experience a lot of stutter.
Quality to Low
Graphical stutter is atrocious on High quality.
Plays well at lowest settings
Had to switch to lowest settings, otherwise performance would tank down to 13fps when looking at particle effects.
The game slows down to about 80 FPS in areas with lots of monsters.
Even though in order to play the game I had to set all the graphical settings to low, it still is a fun game.
gamemoderun %command%
The game was only played on my system above 60 fps on low settings.
Tutorial ran fine, but 1st level stutters, very low FPS
Framerate becomes playable once you turn details way down, but that's ridiculous for this kind of retro shooter
Extremely choppy framerate and laggy input
Whole game is blurry, the letters in the menu are indistinguishable because of how blurred they are.
There were no issues with performance of FPS drop on my machine though. Once I stumbled across "start game" in the menu I was able to run the game and it was playable (although a bit blurred too).
I have no issues whatsoever. Just runs perfectly out of the box
everything worked fine when windowed, but in fullscreen it re-initated focus each time i tried to escape
As mentioned below it uses 21 of 32 threads, while leaving the GPU starved, but even when pinning it to 4 cores the performance stays the same, the tutorial stage had about 40 fps, the hub 80 and the first stage is at 12 fps.
Tried to set it down to medium settings and lower resolution, this didn't do anything, if anything it made the frame-rate go down
ESync causes stuttering
I have a 8 core, 16 thread CPU and this gives Project Warlock problems. The application is not CPU Core aware, and if you don't limit it to a sensible amount of cores, it will drain all resources leaving your graphics card starved for attention. By ensuring that it only runs with a limited amount of cores, the FPS significantly improves.
As such, I had to lock the game to 4 cores with the following command: taskset -c 0-3
The game demo caused a serious computer crash, which has something to do with running the game at a high quality, with 1440p. Full thread is there: https://github.com/ValveSoftware/Proton/issues/4763
Additional utilities
I combine this application with Feral Gamemode and Mangohud
My launch options
taskset -c 0-3 gamemoderun mangohud PROTON_NO_ESYNC=1 PROTON_LOG=1 %command%
I have a 8 core, 16 thread CPU and this gives Project Warlock problems. The application is not CPU Core aware, and if you don't limit it to a sensible amount of cores, it will drain all resources leaving your graphics card starved for attention. By ensuring that it only runs with a limited amount of cores, the FPS significantly improves.
As such, I had to lock the game to 4 cores with the following command:
taskset -c 0-3
The game demo caused a serious computer crash, which has something to do with running the game at a high quality, with 1440p. Full thread is there: https://github.com/ValveSoftware/Proton/issues/4763
My full run command is:
taskset -c 0-3 gamemoderun mangohud PROTON_LOG=1 %command%
Work well, not disappointment.
Game played fine, i was able to complete whole game with no major issues. Sudden fps drops were annoying but didn't occur too often
Game sometimes went laggy for 10-60 seconds. Usually happened when there's a lot of enemies around.
Instant Crash
Splash screen briefly appears, then crash warning replaces it.
Works perfect!
Run perfectly.
Runs perfectly.
Works out of the box using the latest official Proton.
Not starting with proton, but is with wine64
I was not able to start application with proton (4.13 & 5.0.9) but was able to start .exe application with wine64-stable (after simple tweaking, had to rename wineserver64 to wineserver)
Proton-5.9-GE-3-ST
Nothing at all
It just doesn't launch, tried every single proton version, even the latest GE.
Tried three versions of Proton, always got into menu, but was unable to start new game, I got stuck at difficulty menu.
'Proton-5.9-GE-1-MF' GloriousEggroll
https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/5.9-GE-1-NR
This isn't a graphically demanding game, however the framerate on high settings is inconsistent. Turn it down to low and game runs butter smooth, low settings look fine with this game, it's pixel art.
exe not found linux
I found on my linux mint 19.3, the game would crash on start. With Parrot OS, the game worked fine. The dump said: warn: D3D11CoreCreateDevice: Adapter is not a DXVK adapter info: Game: pw_x64.exe info: DXVK: v1.6-69-g5f4f92002 info: Built-in extension providers: info: Win32 WSI info: OpenVR warn: OpenVR: Failed to initialize OpenVR info: Required Vulkan extension VK_KHR_surface not supported
I found this wasn't useful on my end. So instead I navigated directly to /home/mervin/.steam/steam/steamapps/common/Project Warlock/ and ran pw_x64.exe from the command line using wine64. The game worked flawlessly after that.