# Steam game environment Open **Games → Game environment**, directly below **FEX preset**, in Steam settings or the in-session drawer. Choose all Proton games, an installed game, or enter a Steam app ID. For a non-Steam shortcut, use its numeric `compatdata` directory ID (unsigned 32-bit). The drawer opens the editor on its selected game profile. That editing scope stays fixed if Steam's selected game changes in the background; use the editor's own profile picker to switch deliberately. Changes apply on the next game launch, including when Steam is already running. A running game must be restarted. Native Linux games and Steam itself are outside this editor's scope. Opening **Components** from a game's launch settings selects that game's profile. Opening Components from the navigation rail selects **Default profile**. Use the **Configuration** dropdown to switch profiles explicitly. **Default profile** owns the default Proton and FEX preset. An installed game can inherit those defaults or choose its own Proton and FEX preset. Proton choices are applied through Steam's per-app compatibility mapping, including while Steam is running when its live compatibility helper is attached. A newly installed Proton that the running client has not discovered yet applies when Steam next starts. For **Start without Steam**, `droiddeck-proton-run --app` decodes only the requested game's `appinfo.vdf` records to choose its executable and arguments. The reader still supports formats 27-29 and reads the file/string table; this is not a reduction in disk-read bytes. Repeated queries reuse a process-local cache, with partial coverage kept distinct from a complete decode. Partial queries share one immutable byte snapshot; a complete decode drops that byte snapshot, and a file timestamp change invalidates the cache. Bulk callers still request all entries. Launch selection, prefix/Proton choices and saved settings are unchanged. Each game can also override the stored FEX, DXVK and VKD3D-Proton package used by its selected Proton. The launch wrapper applies that game’s component files immediately before Proton starts, removes managed files that are absent from the selection, and restores Default component choices for the next game. **Use Default** removes the game override. Component packages must first be downloaded or imported on the Default Components page. FEX, DXVK and VKD3D-Proton each have an **Auto** or **Manual** mode on the Default Components page. Auto is the default unless a component already uses a package the user picked, which keeps it on Manual. In Auto, DroidDeck checks the DroidDeck-Components nightly release when DroidDeck is opened, at most hourly and never during a running session, and installs the newest build into DroidDeck-Proton. Valve's Proton, GE-Proton, proton-cachyos and any other tool keep their own components; builds an earlier Auto had placed in them go back to the original once. A build the user picks on a DroidDeck-Proton by hand stays until they restore the original. DXVK and VKD3D-Proton follow the flavour of each Proton's own files: ARM64EC/ARM64X builds get the `arm64ec` package, plain x64 builds the plain one. Where the Proton's own build is ARM64X, an `arm64ec` package is used only when every Direct3D and DXGI DLL in it is ARM64X, because native ARM64 programs such as `Wow-arm64.exe` cannot load an ARM64EC-only `dxgi.dll`. A rollback whose previous build fails that check, or was deleted, goes back to the original. Auto keeps the current build and the one it replaced and deletes every older stored build of the same line, including ones that were stored before Auto took over, and downloads the current build again if it was deleted. Other flavours such as gplasync and packages selected on an installed Proton or in a game profile are never removed. Steam's process log tells it how long each game ran. A game that ran for at least a minute on the previous build and then exits within 30 seconds twice on the new one rolls back every component line that changed since that boot, and each failed build is skipped until a newer one is published. Games with their own component override are not counted. DXVK stays on Manual while a GPU rule pins a DXVK version (Adreno 6xx and the Vulkan bridge). Manual keeps the existing download, import and restore lists. Before publishing game component choices, DroidDeck preserves each Proton build's original components, including an explicitly empty bundle when a component is not shipped. Those restore choices remain after the last override is cleared. A missing or unreadable original is an error, not permission to delete the component's files. If an original is missing after a build may already have used a game override, DroidDeck refuses to capture those potentially modified files as originals. Component selections and the launch table are saved with a recovery record. Publishing the launch table commits the selection: if the app stops before its settings file is updated, the next component read recovers the matching settings. An interruption before publication leaves the previous selections in place. Unused staged packages are removed only after both files have been saved. **Reset game profile** removes all overrides owned by the selected game: Proton, FEX preset, component packages, environment variables, texture filtering and Windows components. The game then inherits the Default profile again. The order is inherited process environment, selected FEX preset and built-in settings, shared edits, then game-specific edits. Editor entries therefore win over matching Steam launch-option variables. **Remove** explicitly unsets a variable. **Restore inherited settings** removes the override. The environment editor's **Clear environment overrides** action clears only the selected environment entries and is intentionally narrower than **Reset game profile**. Values are literal strings, with no shell expansion; quotes are only needed when the consuming program expects them. ## Saved compatibility mappings The file-backed `steam-compatibility` writer applies planned changes in a batch, rather than searching and copying the mapping for each game. This covers retired DroidDeck-Proton replacements, default/tool changes and the x86-64 client's Proton repointing. It does not change the planner, manual choices, native/FEX routing, locking or atomic file publication. Unchanged files are still not rewritten. Existing entry fields and duplicate entries are preserved, with the same first-match updates and reverse insertion order as the single-game writer. Single changes keep that writer's original path. This reduces bulk configuration work, not steady-state game rendering cost; large-library timings depend on the device and the number of entries actually changed. Run the batch/reference and work-budget regressions with `python3 -m unittest discover -s tools/tests -p test_steam_compat_mapping.py`. ## Game debug logs Under **Setup > Diagnostics**, enable **Session logs** and **Game debug logs** before reproducing a Windows game problem. Game debug logs is off by default and is available when Session logs is enabled. It applies to the next game launch through DroidDeck's Valve or third-party Proton wrapper, including added games and store shortcuts. A running game must be restarted. If the current session began with Session logs disabled, restart that session first: its existing log folder is disposable, and the UI shows a restart reminder instead of enabling logs that would be discarded. | Generated setting | Effective value while enabled | | --- | --- | | `PROTON_LOG` | `1` | | `PROTON_LOG_DIR`, `PROTON_CRASH_REPORT_DIR`, `DXVK_LOG_PATH` | The actual session log directory | | `DXVK_LOG_LEVEL` | `debug` | | `VKD3D_DEBUG` | `info` | | `WINEDEBUG` | Valid custom channels plus Proton's standard diagnostic channels | Diagnostics take precedence over conflicting inherited, shared, or per-game log settings while the switch is on. Wine channel selectors are normalized and deduplicated with the last selector winning; required exception, module, and timestamp channels are applied last, including when a profile contains `-all`. Custom channels from `PROTON_LOG` are retained when valid. Malformed channel tokens are omitted; an oversized list falls back to the standard diagnostic channels. Saved profiles and Steam launch options are unchanged. The launcher merges a process-environment map, so every variable has one value and paths containing spaces, quotes, or shell characters stay literal. Existing arguments and `%command%` are not reconstructed. Disabling the switch restores the user's normal settings on the next launch. It does not change Steam probes or native Linux programs, whose ordinary output remains in the session log. After reproducing once, stop the session and use **Latest session logs > Share logs**. The archive includes the generated Wine/Proton and graphics logs. Debug logging can reduce performance and consume storage; disable it after collecting the report. If the session log directory is unavailable, the launcher reports that diagnostics were skipped instead of writing uncollected files elsewhere. ## Enhanced diagnostics Use **Setup > Diagnostics > Enhanced diagnostics for next session** when normal session logs are not enough. The setting is one-shot: DroidDeck creates and retains the next session's log directory, records the diagnostic profile, then turns the setting off. It also enables the existing game diagnostic environment for that session without changing the user's saved **Session logs** or **Game debug logs** preferences. After reproducing the problem, use **Latest session logs > Share logs** or the in-session share action. Enhanced sessions offer separate, correlated archives: | Archive | Main contents | | --- | --- | | Session and device | Startup timeline, device/component selection, app, audio, network, and exit summaries | | Graphics | Graphics-related logs plus bounded Gamescope frame and process summaries when their providers are available | | Games and compatibility | Proton, Wine, DXVK/VKD3D, FEX, store, and game lifecycle logs | Choose one archive when an issue calls for a narrow report, or **All bundles** to share the three archives together. Every archive contains a `diagnostics-manifest.json` with the common session ID and the state of each artifact: captured, truncated, unavailable, omitted, or error. Some captured logs may themselves explain that a permission-limited source was unavailable. Exported archives sample a bounded amount of input. Large text logs retain complete lines from their beginning and end, and the manifest records partial scans and input limits. Raw game and component log writers are not yet safely byte-bounded while the session is running; they can use substantial storage, particularly during a long Proton game session. Enhanced diagnostics may also change timing because it keeps the game wrapper alive long enough to record an exit status. Turn it on only for a reproduction and review the archives before sharing them. The bundle does not promise unrestricted Android, kernel, or vendor-driver logs. If accessible, Android's crash buffer can include reports from other apps; redaction is best effort. Screen captures, pixels, input contents, memory dumps, and full system traces are not included automatically. The Gamescope frame summary is produced only by a Gamescope build that includes the enhanced frame-trace provider. An older bundled Gamescope safely ignores the diagnostic environment setting; the Graphics archive then records no frame-trace summary rather than inventing one. A Unity game under FEX (`UnityPlayer.dll` for Windows builds under Proton, `UnityPlayer.so` or `GameAssembly.so` for native Linux builds started by **Linux x86 (FEX)**) keeps FEX's TSO on when the Default profile's FEX preset turns it off: without TSO such games can deadlock or crash (seen with Megabonk and Crab Game). A FEX preset chosen for the game itself still applies. Games launched through Proton get `vblank_mode=0`, so OpenGL does not wait for each screen refresh. Wine asks for a swap interval of 1 on every OpenGL window, and WineD3D's front-buffer drawing (DirectDraw, Direct3D 1–7) never lowers it, so those games ran at the refresh rate even with no frame limit (AIO Direct3D 7: 144 fps at 144 Hz, about 2,260 with the wait off). Steam's Frame Limit still holds a game: while it is on, gamescope's WSI layer presents every swapchain in FIFO at the limit. A `vblank_mode` from the launch options or the environment editor is kept, and **Remove** in the editor leaves Mesa's own default. A game launch (`waitforexitandrun`) also gets `GAMESCOPE_WSI_MIN_IMAGE_COUNT=8` and `GAMESCOPE_WSI_ENSURE_MIN_IMAGE_COUNT=1`, so an uncapped game keeps drawing while gamescope turns buffers around. The session itself no longer sets them: the Steam client's UI renders through the same WSI layer, and with eight images and no frame limit it drew flat out (about 240 frames a second at 120 Hz) and heated the device. Values set in the launch options or the environment editor are kept. DOOM (2016) is the exception (`DOOMx64vk.exe` beside the launched program, which is `DOOMx64.exe` for a GOG install). It asks for exactly two images and stops with `FATAL ERROR: getSwapchainImagesKHR failed with error (VK_SUCCESS)` when it gets more, so its fix removes both variables, also from its launch options, and sets `vk_x11_strict_image_count=true`, the option Mesa's driconf gives the game. A per-game value in the environment editor still wins. ## Defaults and available suggestions The initial configuration enables Mesa shader caching with `MESA_SHADER_CACHE_DISABLE=false` and preserves the selected FEX preset. `VKD3D_FEATURE_LEVEL` and `VKD3D_SHADER_MODEL` are unset by default, so VKD3D detects capabilities from the active Vulkan driver. Existing shared and per-game overrides, including explicit removals, are preserved. FEX's own default remains the default preset. Shader caching in VKD3D/DXVK, synchronization, ray tracing and diagnostic logging otherwise retain the runtime's defaults. On an Adreno 6xx, Turnip does not expose `storageBuffer8BitAccess`, which DXVK 3 requires. A Steam or desktop session installs DXVK 2.7.1 into any Proton whose DXVK is still the copy that Proton shipped, including after a Proton update put that copy back. A DXVK package chosen in Components stays for that Proton build. The variable-name picker offers 24 predefined variables and a Custom entry. Like WinNative, known variables use toggles, value dropdowns, multi-select lists, or numeric/text fields. Feature-level and shader-model dropdowns also accept custom values. Custom variables have editable names and literal values. | Variable | Use | | --- | --- | | `VKD3D_FEATURE_LEVEL` | Optional D3D12 capability override; automatic detection by default. | | `VKD3D_SHADER_MODEL` | Optional shader-model override; automatic detection by default. | | `VKD3D_CONFIG` | Per-game workarounds such as `nodxr`; not a universal performance preset. | | `MESA_SHADER_CACHE_MAX_SIZE` | Storage budget for Mesa's shader cache, for example `1G`. | | `mesa_glthread` | OpenGL threading; test with the affected game. | | `DXVK_CONFIG` | DXVK configuration options; recent builds accept `dxvk.maxFrameRate = 60`. | | `VKD3D_FRAME_RATE` | D3D12 frame-rate limit. | | `DXVK_HUD`, `PROTON_LOG` | Optional diagnostics; leave unset for ordinary play. | | `PROTON_USE_WINED3D` | D3D9–11 OpenGL fallback for compatibility testing. | | `PROTON_USE_XALIA` | Proton's gamepad-navigation helper toggle. | Forcing `12_2` or `6_9` changes reported capabilities; it cannot implement a missing Vulkan feature. Remove or unset either entry to use automatic detection for that capability. The former feature-level rules for Caravan SandWitch, RoboCop: Rogue City, ReSkate and Cyberpunk 2077 compensated for the global `12_2` override and are removed. Stellar Blade also uses automatic detection. The separate Deep Rock Galactic GDK ray-tracing opt-out and Mali bridge capability cap remain. Other picker suggestions are editable starting values and are enabled only when added and saved. Older or custom components can support a different set of options. Android Wine wrapper, ALSA-server, Box64 and patched async-DXVK options are identified in the editor as requiring a different/custom component; custom entries remain allowed. The old `DXVK_FRAME_RATE` environment variable was removed from current DXVK, so it is not offered as a suggestion. Prefer Steam's Quick Access menu frame limiter for ordinary play. ## Launch path and references WinNative's Linux session filters Android-only options, merges user variables over the FEX preset, and passes the result to `env -i` before starting Steam. Its Windows/Wine graphics helper also maps the selected feature level to `VKD3D_FEATURE_LEVEL`. Reviewed source: [WinNative Linux session](https://github.com/maxjivi05/WinNative/blob/c9fbbb342f2689c852046804f4f5c9afa45b5dcb/app/src/main/runtime/display/XServerDisplayActivity.java), [variable editor](https://github.com/maxjivi05/WinNative/blob/c9fbbb342f2689c852046804f4f5c9afa45b5dcb/app/src/main/shared/ui/widget/EnvVarsView.java), [graphics configuration](https://github.com/maxjivi05/WinNative/blob/c9fbbb342f2689c852046804f4f5c9afa45b5dcb/app/src/main/feature/settings/drivers/DXVKConfigUtils.java). DroidDeck instead publishes an atomic JSON snapshot at `/root/.config/droiddeck/game-environment.json`. Both its Valve ARM64 Proton wrapper and adopted third-party Proton wrappers execute `droiddeck-game-env`, which reads that snapshot for each real game launch and uses `execvpe` to start Proton. Probe prefix `compatdata/0` and non-launch verbs are unchanged. Malformed configuration falls back to the inherited environment without evaluating its contents. Both component and environment selection normalize signed non-Steam prefix IDs to unsigned IDs. The published file also carries generated `dxvkConfig` and `dxvkConfigGames` values the app's own file never has. The session menu's texture filtering (`core/TextureFiltering`) becomes `d3d9/d3d11.samplerAnisotropy` and `samplerLodBias` options. Default choices apply to games without overrides; each game can save either choice independently or return it to **Use Default**. The launcher appends the selected options to `DXVK_CONFIG` after the environment profile, so a user's own `DXVK_CONFIG` entry keeps its options. "Auto" texture sharpness is `-log2(panel / session)`, derived when the session is sized, and applies from the next launch. Upstream references: [VKD3D capability parsing](https://github.com/HansKristian-Work/vkd3d-proton/blob/master/libs/vkd3d/device.c), [VKD3D options](https://github.com/HansKristian-Work/vkd3d-proton#environment-variables), [Proton runtime options](https://github.com/ValveSoftware/Proton/tree/proton_11.0#runtime-config-options), [Mesa variables](https://docs.mesa3d.org/envvars.html), [DXVK variables](https://github.com/doitsujin/dxvk#environment-variables), [DXVK frame-limiter changes](https://github.com/doitsujin/dxvk/releases). Validation: `./gradlew testDebugUnitTest` and `python3 -m unittest discover -s tools/tests -p test_game_environment.py`. Actual game compatibility depends on the installed Proton, VKD3D and Vulkan driver; these checks do not establish that every device supports feature level 12_2 or SM 6_9.