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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.

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, sets VKD3D_FEATURE_LEVEL=12_2 and VKD3D_SHADER_MODEL=6_9, and preserves the selected FEX preset. Existing edits and explicit removals take precedence over these defaults. 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 D3D12 capability override; defaults to 12_2.
VKD3D_SHADER_MODEL Shader-model override; defaults to 6_9.
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 either entry to use automatic detection for that capability. 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, variable editor, graphics configuration.

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, VKD3D options, Proton runtime options, Mesa variables, DXVK variables, DXVK frame-limiter changes.

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.