![]() In the meantime, there's two main ways of telling which games work well through Proton: Valve's official "Deck Verified" program, and a fantastic community-run website called ProtonDB [If you use both as a reference, you can always be confident that you'll know how well a Windows game will work on the Deck before buying it. Valve has made great progress filling in those gaps, but there's still plenty to do. If Proton doesn't have an adequate replacement for a game's message, then this can lead to anything from minor bugs to making the game unplayable. Unfortunately, this translation isn't always perfect. Instead, it only needs to translate a game's interactions with that hardware from something that only works on Windows to something that works on Linux.įor example, a Windows game might say "hey DirectX, tell the GPU to draw a circle." DirectX is only available on Windows, so Proton would translate it to something that works on Linux, like "hey Vulkan, tell the GPU to draw a circle." ![]() On the other hand, a compatibility layer like Proton has much less overhead because it doesn't need to simulate different hardware. For example, emulating a GameCube game requires simulating parts of the GameCube's hardware because it's substantially different from a typical modern computer. Check it out!Įmulators tend to have substantial overhead because they have to simulate the hardware of a machine with a different architecture. ![]() ProtonDB [is a fantastic site for seeing how well a Windows game works through Proton. TLDR: this distinction matters because a compatibility layer is much faster than an emulator. ![]() Just to help clarify, Proton is a compatibility layer rather than an emulator. ![]()
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