Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There are two ways of fixing it:
1 - You use the Wine Patch made by Paul Gofman that reimplements some of these shader functions, however it is outdated and a pain to use and is therefore not really a good option.
2 - Since these shader functions are only used once before being cache, if you had the cache files from a completed windows playthrough of the game, you could move them into the appropriate folder within your game's files and it would no longer need to use the shader function, bypassing the crash.
So basically until someone puts cache files online or the patch is refined and mainlined, there isn't much we can do. Here's the bug report (comtaining the deprecated patch) if you are interested: https://bugs.winehq.org/show_bug.cgi?id=47229
Again, not a complaint or a push, but just so I know if the Windows playthrough to get the cache files is still intended.
https://github.com/doitsujin/dxvk/pull/4398