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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.