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Proton and shader stutter

Most complaints that a Windows game feels off come down to the translation layer and shader compilation. GlouOS handles both for you.

Proton-GE, ready to go

GlouOS bundles Proton-GE, the community Proton build with extra fixes, and makes it easy to grab new versions. A consistent Proton runtime is also used for non-Steam and standalone .exe launches, so games behave the same wherever you start them.

Shaders compiled ahead of time

The biggest cause of first-run stutter is shaders compiling while you play. GlouOS turns Steam shader pre-caching on by default, so shaders are ready before you hit play. The DXVK and VKD3D shader caches live on fast storage and persist across reboots and updates, so you only pay that cost once.

On AMD, GlouOS also enables the Vulkan graphics pipeline library (RADV_PERFTEST=gpl). It lets RADV assemble pipelines from cached, pre-built pieces rather than stalling to compile each one whole, which cuts the shader hitches that slip past pre-caching even further.

Caches are never wiped

GlouOS does not clear your shader caches on update. Wiping them would bring the first-run stutter straight back.

Fast Wine threading

Translated games rely on quick thread synchronisation, which the GlouOS kernel accelerates with fsync and NTsync. This is one of the larger smoothness wins for heavily threaded games.

DirectX 12, ray tracing and DLSS

VKD3D-Proton keeps DirectX 12 titles and ray tracing translating correctly, and NVIDIA users get DLSS and Reflex exposed under Proton. Optional post-processing is available for tinkering on top.