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FSR is enabled on both Wine and Gamescope (instead of just one of them) #2755
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When FSR is enabled on Bottles' settings, it sets environment variables and arguments for both Wine and Gamescope, which means that if you use a Wine version that supports FSR (like GE) and Gamescope, you are getting two separate instances of FSR, which is not how it's supposed to be used.
In theory, you could simply give priority to Gamescope's FSR, since there is no need to check whether the Wine version supports it. However, Wine-GE enables FSR by default, because due to the nature of the hack, disabling it causes problems (related: #2636). Thus, the right logic should be "if both FSR and Gamescope are enabled, don't enable it for Gamescope if the Wine version supports FSR".
There's more: some settings conflict with each other, like FSR's "Quality Mode".
This is a Wine-exclusive feature (I'm implying Wine-GE), set with
WINE_FULLSCREEN_FSR_MODE
: what it does is forcing a different set of resolutions of a game, plus the native one. It has two problems:Bottles' UI should clearly communicate what is enabled given the other settings and what is not. How should this be done (for this specific example)?
So, solutions?
So, that's why I'm opening the issue.
(By the way, Wine has
WINE_FULLSCREEN_FSR_CUSTOM_MODE
(not implemented in Bottles), which adds a custom resolution in the resolution list. This however does not conflict with Gamescope.)Related: #2755.
Footnotes
Bottles' code uses
if params.fsr_quality_mode
, but that variable is a string (which is set to"none"
when disabled), which means that it's always evaluated asTrue
, thus you don't even need to FSR's "Quality Mode" to get the crash, you just need to enable FSR (which will setWINE_FULLSCREEN_FSR_CUSTOM_MODE=none
, which for Wine-GE will make it fallback to Balanced) and set Gamescope's game resolution to any value other than 0. ↩The text was updated successfully, but these errors were encountered: