[PSA][Linux] Hunt: Showdown EAC kicks (0x4000a / 0x7111) — Confirmed workaround
There's a known regression in Proton Experimental causing Easy Anti-Cheat to flag hunt.exe as an untrusted system file, resulting in players being kicked from matches.
Affected version: Proton Experimental (experimental-11.0-20261014)
Workaround: Switch Hunt: Showdown 1896 to Proton 11.0-2 (Stable) or GE-Proton (latest / 11-11) under Steam → Properties → Compatibility.
Proton 11.0-2 tested and confirmed working. GE-Proton also reported working by other players. No reinstall or Proton prefix reset required.
Installing GE-Proton (latest)
GE-Proton isn't included in Steam by default. For native Steam on Linux (x86_64), run:
(
set -e
url=$(curl -fsSL -o /dev/null -w '%{url_effective}' \
https://github.com/GloriousEggroll/proton-ge-custom/releases/latest)
version="${url##*/}"
base="https://github.com/GloriousEggroll/proton-ge-custom/releases/download/$version"
cd "$(mktemp -d)"
curl -fLO "$base/${version}-x86_64.tar.gz"
curl -fLO "$base/${version}-x86_64.sha512sum"
sha512sum -c "${version}-x86_64.sha512sum"
mkdir -p "$HOME/.steam/steam/compatibilitytools.d"
tar -xf "${version}-x86_64.tar.gz" \
-C "$HOME/.steam/steam/compatibilitytools.d/"
)
Important: Fully exit Steam using Steam → Exit (top-left menu), not just by closing its window. Restart Steam, then select the installed GE-Proton version under Hunt → Properties → Compatibility.
The command downloads the latest GE-Proton release whenever you run it. Updates are not automatic.
Flatpak Steam users: Official installation instructions.
---
The underlying VKD3D-Proton bug has already been identified and fixed upstream, but the fix may not yet be available in Proton Experimental.
Bug report: vkd3d-proton#3348
Hope this saves someone some troubleshooting. Good hunting!
44 points · 6 comments
@Sk7_Here @PCMR_LATAM theres no release yet as im still working through the campaign to iron out bugs, but the current code is here: GloriousEggroll/squarehole360
the non-graphics parts are using a modified version of rexglue-sdk while the graphics backend is a custom backend made from heavily modified version of the one used in the Sonic Unleashed recomp
1 like · 78 views
@TerryHB_ @ItsJojoTho Decomp/Recomp:
GloriousEggroll/squarehole360
squarehole360 is a native PC port of Gears of War 3 for Linux and Windows, built from your own Xbox 360 copy of the game. The game's PowerPC code is converted ahead of time into native x86-64 code, so no emulator runs while you play. On top of that sits a Vulkan renderer written for this game, plus modern PC features:
- FSR 3.1, DLSS and XeSS upscaling, with frame generation
- HDR and VRR on Wayland
- An in-game settings menu
- System Link and internet multiplayer through a lobby server you can host yourself
Compared with Xenia
Xenia is a general Xbox 360 emulator. It runs any game by:
- Translating the CPU code while the game runs (JIT)
- Reading the low-level command packets the game sends to the console's GPU (PM4) and emulating that GPU in Vulkan or D3D12, including its 10 MB EDRAM
- Translating shaders while the game runs
We differ in four ways:
- CPU: the game is recompiled once ahead of time, with no JIT.
- Rendering: we capture the game's Direct3D calls instead of GPU packets, and render them with real Vulkan render targets that use the GPU's own depth and blending hardware. That is closer to how DXVK works than to an emulator.
- Shaders: translated ahead of time and cached, so new effects don't cause stutter.
- Scope: built for one game, so it can rely on Gears 3's behaviour instead of handling every game.
We still use Xenia's work through rexglue-sdk:
- The kernel and system emulation, memory, audio, input and windowing
- Its Vulkan command processor, which now only owns the GPU device and render thread and hands occlusion-query results back to the game; it no longer draws
- A few routines copied from Xenia: texture untiling, EDRAM address math and FSI precision math
Compared with XenonRecomp
XenonRecomp (hedge-dev, the tool behind Unleashed Recompiled) is a static recompiler: it converts the CPU code, and each port supplies its own runtime and renderer. Here is how it relates to our project:
- The recompiler: rexglue-sdk was inspired by XenonRecomp, and its README credits it as the basis for much of rexglue's code analysis and instruction translation.
- The shader translator: we use XenosRecomp, the shader translator from the same team, with a small adapter for Gears 3's stripped shaders.
- The runtime: unlike a bare XenonRecomp port, we run on rexglue's runtime, which comes from Xenia, rather than one written from scratch.
- The renderer: rather than replacing the game's graphics layer outright, we let the game's own Direct3D library keep running and capture its calls. It still builds the GPU command buffers, which we ignore. Stage 4 of docs/direct-renderer-plan.md would replace the game's draw functions so it stops building them.
In short: XenonRecomp's style of static recompilation, Xenia's runtime underneath, and a renderer of our own with modern PC features on top.
Eventual goal is to make it a framework for porting other games (starting with the gears series). Short term goals are to move away from the remaining xenia emulated bits (as noted the major work was dropping their gpu renderer for our own). The base of our renderer was derived from the Sonic Unleashed recomp
1 like · 74 views
Warning to Linux/Steamdeck Maplers
There are a group of us that recently got a perma-ban for "hacking or unauthorized use of third-party programs"
I hopped off my desktop and went to couch game on steamdeck while watching TNF and about 1 minute into starting Round 1 KPQ I was disconnected and met with this message.
No botting, no hacking, no RMT of any kind. My main is level 41 and my alt is 23..I play a normal-ish 4-6 hours a day when not afking/store.
Have tickets opened and am reaching out to Community Managers on discord to try and get some movement but also I wanted to let anyone else know...since reddit is where I got the idea to game on steamdeck.
Only change required on Steamdeck is to use GE Proton 11.0-3 as the compatibility tool.
github.com/gloriouseggroll/proton-ge-custom/relea…
Update as of 10PM EST 10/24/2026:
A handful of people have reported getting unbanned, both windows and linux users who were receiving the same message. Unfortunately I havent yet. They said they were unbanned and their ticket still hadnt been responded too. So theyre probably just flooded with tickets
Update as of 10AM EST 10/25/2026:
My ban/ticket still have no response. As of now people are reporting NEW bans for SteamDeck/Linux users. Play at your own risk
54 points · 78 comments
[Mass Effect Legendary Edition] How can I run the 1st game on my openSUSE Tumbleweed?
Hello.
I installed a repack of MELE from FitGirl on my Linux laptop. The installations went fine without any errors (both the game files and provided DirectX) through Proton GE 11-10 (GloriousEggroll/proton-ge-custom), but I can't launch neither the game nor the provided launcher (the launcher itself works fine, but it doesn't launch the selected game).
Has anyone encountered this issue? Can I somehow fix it?
1 point · 5 comments
@rjawiygvozd give v0.1.1 a try:
github.com/GloriousEggroll/OpenUT2k4/releases/tag…
This should fix a lot of playability problems that were present in v0.1.0, please open bug/issue reports and provide examples of things that are incorrect.
6 views
GE-Proton11-10 Released · GloriousEggroll/proton-ge-custom
Component Updates
- Wine: Valve bleeding-edge 2026-10-16. This brings upstream syscall emulation through Syscall User Dispatch and native-syscall handling for EAC (EOS) launchers. Also included: Xalia now shuts down cleanly, fewer spurious X11 mouse movement events, a Witcher 3 controller rescan fix, and a ddraw fix for paletted primary surfaces.
- Wine: PROTON_LIMIT_ADDRESS_SPACE and its address-space limits for Reverse: 1999 and Blue Protocol: Star Resonance were removed upstream.
- DXVK: v3.1.1-134. Includes D3D9 texture, StretchRect and device-reset fixes, D3D8 CopyRects rework, a workaround for an EA anti-cheat code-signing crash, shader cache fixes, and zero-initialized shader scratch memory for Call of Duty: Ghosts.
- D7VK: rebased onto DXVK v3.1.1.
- VKD3D-Proton: fixes synchronization around queued transfer operations.
- FEX: FEX-2610-30.
Controllers
- The automatic PlayStation controller XInput fallback no longer rescans every HID device each time a game polls an empty controller slot. Since GE-Proton11-8 this caused large slowdowns, even with no controller connected:
- Path of Exile ran at ~50 FPS instead of 200+ (#862).
- Le Mans Ultimate slow-motion physics with a Moza wheel (#777).
- Story of Seasons: Friends of Mineral Town lost FPS with PROTON_PREFER_SDL (#850).
- Setting PROTON_SONY_AUTO_XINPUT=0 confirmed this was the cause in #862; the fix itself has not been confirmed in-game yet.
- Sackboy: A Big Adventure and Rune Factory 4 Special now default to PROTON_SONY_AUTO_XINPUT=0. This fixes the DualSense being assigned to player two in Sackboy and scrambled DS4 input in Rune Factory (#843). The variable was confirmed by two users.
- Bluetooth DualShock 4 and DualSense rumble now works through the XInput fallback, and input no longer stops after the first rumble (#853, thanks @ilyasbounoua). Native hidraw games on Bluetooth keep the extended controller reports (gyro and touchpad).
- PROTON_SONY_HIDRAW_XINPUT, PROTON_SONY_AUTO_XINPUT, PROTON_DUALSENSE_HAPTICS_PREFER_NON_EVENT and PROTON_DEATH_STRANDING_CONTROLLER_EFFECTS now reach the HID bus driver; previously the driver ignored them.
Wayland and Windowing
- GNOME: fixed games and launchers closing when a window that owns a popup is destroyed (mutter: "destroyed popup not top most popup"). This affected AION 2 and Battle.net auto-login with PROTON_ENABLE_WAYLAND=1 (#834). Not yet confirmed on GNOME.
Video Playback
- MonoGame games no longer stall or crash when a song is played again, for example Picross for a Cause (#839, thanks @Petru101).
Rendering and HDR
- KDE Plasma: HDR detection now uses KWin's per-monitor HDR state. HDR monitors are detected even when SDR brightness is set to the HDR reference level. Other compositors keep the existing detection (#838).
Other Changes
- Arknights: Endfield: added the ACE anti-cheat driver fixes from dwproton (#847):
- DriverEntry is called with a kernel-mode return address.
- ntoskrnl fixes: MmCopyMemory, ServiceKeyName, MDL section views and PsGetContextThread.
- A stub lsass.exe (SamSs) service is added and started.
- This matches dwproton. The remaining ACE bugcheck 0x65636154 is still unresolved there too.
- Star Citizen: loads the game's bundled AMD AGS library again, as GE-Proton11-6 did. This should avoid the EAC "Untrusted system file" violation and error 30033 (#858). Not yet confirmed in-game.
- Faster shared SRW lock releases. Lock-heavy games spend less time in ntdll; Microsoft Flight Simulator 2024 went from 24.5% to 19.1% (#844, thanks @smatkovi).
- Build: clang/libc++ and llvm-libc build fixes (#835, thanks @FireBurn).
139 points · 7 comments
still some bugs to work out but so far so good:
github.com/GloriousEggroll/OpenUT2k4/releases/tag…
Right now linux only until i get win+mac builds going. the code is there, just havent compiled yet. t.co
52 likes · 3 reposts · 1,001 views
How to play StarCraft or SC II on Linux
Install GE-Proton11-9, umu-launcher and gamescope. Then run the following command:
WINEPREFIX=/home/user/.local/share/Steam/steamapps/compatdata/2337950952/pfx PROTONPATH="/home/user/.local/share/Steam/compatibilitytools.d/GE-Proton11-9/" PROTON_ENABLE_WAYLAND=1 UMU_NO_RUNTIME=1 UMU_RUNTIME_UPDATE=0 gamescope -h 1080 -H 1080 -r 120 -f -- umu-run "Z:\home\user\games\StarCraft II\StarCraft II.exe"
Before running the command, you will need to change WINEPREFIX to point to your Wine prefix. If you don't know what that is, change it to point to a new folder in your home directory. Once you set WINEPREFIX, use the same one each time you launch Battle.net, for example "WINEPREFIX=/home/user/games/bnet" would create and use a Wine prefix at /home/user/games/bnet.
Change PROTONPATH to point to wherever you extracted GE-Proton11-9. If you use the path provided (after changing "user" to your username), GE-Proton11-9 will also be available to use in Steam.
Change umu-run "Z:\home\user..." to point to where you have StarCraft II installed. If you haven't installed StarCraft II yet, point it to Battle.net.exe instead.
If you aren't using Wayland, remove "PROTON_ENABLE_WAYLAND=1". If you don't know what Wayland is, try launching the game with "PROTON_ENABLE_WAYLAND=1", and if the game doesn't start, remove it.
This example is for a screen with 1920x1080 resolution at 120Hz. Read the gamescope documentation for info on how to configure it for other resolutions and refresh rates. (Run "gamescope --help" to view documentation.)
7 points · 25 comments
Mentions
[PSA][Linux] Hunt: Showdown EAC kicks (0x4000a / 0x7111) — Confirmed workaround There's a known regression in Proton Experimental causing Easy Anti-Cheat to flag hunt.exe as an untrusted system file, resulting in players being kicked from matches. Affected version: Proton Experimental (experimental-11.0-20261014) Workaround: Switch Hunt: Showdown 1896 to Proton 11.0-2 (Stable) or GE-Proton (latest / 11-11) under Steam → Properties → Compatibility. Proton 11.0-2 tested and confirmed working. GE-Proton also reported working by other players. No reinstall or Proton prefix reset required. Installing GE-Proton (latest) GE-Proton isn't included in Steam by default. For native Steam on Linux (x86_64), run: ( set -e url=$(curl -fsSL -o /dev/null -w '%{url_effective}' \ https://github.com/GloriousEggroll/proton-ge-custom/releases/latest) version="${url##*/}" base="https://github.com/GloriousEggroll/proton-ge-custom/releases/download/$version" cd "$(mktemp -d)" curl -fLO "$base/${version}-x86_64.tar.gz" curl -fLO "$base/${version}-x86_64.sha512sum" sha512sum -c "${version}-x86_64.sha512sum" mkdir -p "$HOME/.steam/steam/compatibilitytools.d" tar -xf "${version}-x86_64.tar.gz" \ -C "$HOME/.steam/steam/compatibilitytools.d/" ) Important: Fully exit Steam using Steam → Exit (top-left menu), not just by closing its window. Restart Steam, then select the installed GE-Proton version under Hunt → Properties → Compatibility. The command downloads the latest GE-Proton release whenever you run it. Updates are not automatic. Flatpak Steam users: Official installation instructions. --- The underlying VKD3D-Proton bug has already been identified and fixed upstream, but the fix may not yet be available in Proton Experimental. Bug report: vkd3d-proton#3348 Hope this saves someone some troubleshooting. Good hunting!
@Sk7_Here @PCMR_LATAM theres no release yet as im still working through the campaign to iron out bugs, but the current code is here: GloriousEggroll/squarehole360 the non-graphics parts are using a modified version of rexglue-sdk while the graphics backend is a custom backend made from heavily modified version of the one used in the Sonic Unleashed recomp
@TerryHB_ @ItsJojoTho Decomp/Recomp: GloriousEggroll/squarehole360 squarehole360 is a native PC port of Gears of War 3 for Linux and Windows, built from your own Xbox 360 copy of the game. The game's PowerPC code is converted ahead of time into native x86-64 code, so no emulator runs while you play. On top of that sits a Vulkan renderer written for this game, plus modern PC features: - FSR 3.1, DLSS and XeSS upscaling, with frame generation - HDR and VRR on Wayland - An in-game settings menu - System Link and internet multiplayer through a lobby server you can host yourself Compared with Xenia Xenia is a general Xbox 360 emulator. It runs any game by: - Translating the CPU code while the game runs (JIT) - Reading the low-level command packets the game sends to the console's GPU (PM4) and emulating that GPU in Vulkan or D3D12, including its 10 MB EDRAM - Translating shaders while the game runs We differ in four ways: - CPU: the game is recompiled once ahead of time, with no JIT. - Rendering: we capture the game's Direct3D calls instead of GPU packets, and render them with real Vulkan render targets that use the GPU's own depth and blending hardware. That is closer to how DXVK works than to an emulator. - Shaders: translated ahead of time and cached, so new effects don't cause stutter. - Scope: built for one game, so it can rely on Gears 3's behaviour instead of handling every game. We still use Xenia's work through rexglue-sdk: - The kernel and system emulation, memory, audio, input and windowing - Its Vulkan command processor, which now only owns the GPU device and render thread and hands occlusion-query results back to the game; it no longer draws - A few routines copied from Xenia: texture untiling, EDRAM address math and FSI precision math Compared with XenonRecomp XenonRecomp (hedge-dev, the tool behind Unleashed Recompiled) is a static recompiler: it converts the CPU code, and each port supplies its own runtime and renderer. Here is how it relates to our project: - The recompiler: rexglue-sdk was inspired by XenonRecomp, and its README credits it as the basis for much of rexglue's code analysis and instruction translation. - The shader translator: we use XenosRecomp, the shader translator from the same team, with a small adapter for Gears 3's stripped shaders. - The runtime: unlike a bare XenonRecomp port, we run on rexglue's runtime, which comes from Xenia, rather than one written from scratch. - The renderer: rather than replacing the game's graphics layer outright, we let the game's own Direct3D library keep running and capture its calls. It still builds the GPU command buffers, which we ignore. Stage 4 of docs/direct-renderer-plan.md would replace the game's draw functions so it stops building them. In short: XenonRecomp's style of static recompilation, Xenia's runtime underneath, and a renderer of our own with modern PC features on top. Eventual goal is to make it a framework for porting other games (starting with the gears series). Short term goals are to move away from the remaining xenia emulated bits (as noted the major work was dropping their gpu renderer for our own). The base of our renderer was derived from the Sonic Unleashed recomp
Warning to Linux/Steamdeck Maplers There are a group of us that recently got a perma-ban for "hacking or unauthorized use of third-party programs" I hopped off my desktop and went to couch game on steamdeck while watching TNF and about 1 minute into starting Round 1 KPQ I was disconnected and met with this message. No botting, no hacking, no RMT of any kind. My main is level 41 and my alt is 23..I play a normal-ish 4-6 hours a day when not afking/store. Have tickets opened and am reaching out to Community Managers on discord to try and get some movement but also I wanted to let anyone else know...since reddit is where I got the idea to game on steamdeck. Only change required on Steamdeck is to use GE Proton 11.0-3 as the compatibility tool. github.com/gloriouseggroll/proton-ge-custom/relea… Update as of 10PM EST 10/24/2026: A handful of people have reported getting unbanned, both windows and linux users who were receiving the same message. Unfortunately I havent yet. They said they were unbanned and their ticket still hadnt been responded too. So theyre probably just flooded with tickets Update as of 10AM EST 10/25/2026: My ban/ticket still have no response. As of now people are reporting NEW bans for SteamDeck/Linux users. Play at your own risk
[Mass Effect Legendary Edition] How can I run the 1st game on my openSUSE Tumbleweed? Hello. I installed a repack of MELE from FitGirl on my Linux laptop. The installations went fine without any errors (both the game files and provided DirectX) through Proton GE 11-10 (GloriousEggroll/proton-ge-custom), but I can't launch neither the game nor the provided launcher (the launcher itself works fine, but it doesn't launch the selected game). Has anyone encountered this issue? Can I somehow fix it?
@rjawiygvozd give v0.1.1 a try: github.com/GloriousEggroll/OpenUT2k4/releases/tag… This should fix a lot of playability problems that were present in v0.1.0, please open bug/issue reports and provide examples of things that are incorrect.
GE-Proton11-10 Released · GloriousEggroll/proton-ge-custom Component Updates - Wine: Valve bleeding-edge 2026-10-16. This brings upstream syscall emulation through Syscall User Dispatch and native-syscall handling for EAC (EOS) launchers. Also included: Xalia now shuts down cleanly, fewer spurious X11 mouse movement events, a Witcher 3 controller rescan fix, and a ddraw fix for paletted primary surfaces. - Wine: PROTON_LIMIT_ADDRESS_SPACE and its address-space limits for Reverse: 1999 and Blue Protocol: Star Resonance were removed upstream. - DXVK: v3.1.1-134. Includes D3D9 texture, StretchRect and device-reset fixes, D3D8 CopyRects rework, a workaround for an EA anti-cheat code-signing crash, shader cache fixes, and zero-initialized shader scratch memory for Call of Duty: Ghosts. - D7VK: rebased onto DXVK v3.1.1. - VKD3D-Proton: fixes synchronization around queued transfer operations. - FEX: FEX-2610-30. Controllers - The automatic PlayStation controller XInput fallback no longer rescans every HID device each time a game polls an empty controller slot. Since GE-Proton11-8 this caused large slowdowns, even with no controller connected: - Path of Exile ran at ~50 FPS instead of 200+ (#862). - Le Mans Ultimate slow-motion physics with a Moza wheel (#777). - Story of Seasons: Friends of Mineral Town lost FPS with PROTON_PREFER_SDL (#850). - Setting PROTON_SONY_AUTO_XINPUT=0 confirmed this was the cause in #862; the fix itself has not been confirmed in-game yet. - Sackboy: A Big Adventure and Rune Factory 4 Special now default to PROTON_SONY_AUTO_XINPUT=0. This fixes the DualSense being assigned to player two in Sackboy and scrambled DS4 input in Rune Factory (#843). The variable was confirmed by two users. - Bluetooth DualShock 4 and DualSense rumble now works through the XInput fallback, and input no longer stops after the first rumble (#853, thanks @ilyasbounoua). Native hidraw games on Bluetooth keep the extended controller reports (gyro and touchpad). - PROTON_SONY_HIDRAW_XINPUT, PROTON_SONY_AUTO_XINPUT, PROTON_DUALSENSE_HAPTICS_PREFER_NON_EVENT and PROTON_DEATH_STRANDING_CONTROLLER_EFFECTS now reach the HID bus driver; previously the driver ignored them. Wayland and Windowing - GNOME: fixed games and launchers closing when a window that owns a popup is destroyed (mutter: "destroyed popup not top most popup"). This affected AION 2 and Battle.net auto-login with PROTON_ENABLE_WAYLAND=1 (#834). Not yet confirmed on GNOME. Video Playback - MonoGame games no longer stall or crash when a song is played again, for example Picross for a Cause (#839, thanks @Petru101). Rendering and HDR - KDE Plasma: HDR detection now uses KWin's per-monitor HDR state. HDR monitors are detected even when SDR brightness is set to the HDR reference level. Other compositors keep the existing detection (#838). Other Changes - Arknights: Endfield: added the ACE anti-cheat driver fixes from dwproton (#847): - DriverEntry is called with a kernel-mode return address. - ntoskrnl fixes: MmCopyMemory, ServiceKeyName, MDL section views and PsGetContextThread. - A stub lsass.exe (SamSs) service is added and started. - This matches dwproton. The remaining ACE bugcheck 0x65636154 is still unresolved there too. - Star Citizen: loads the game's bundled AMD AGS library again, as GE-Proton11-6 did. This should avoid the EAC "Untrusted system file" violation and error 30033 (#858). Not yet confirmed in-game. - Faster shared SRW lock releases. Lock-heavy games spend less time in ntdll; Microsoft Flight Simulator 2024 went from 24.5% to 19.1% (#844, thanks @smatkovi). - Build: clang/libc++ and llvm-libc build fixes (#835, thanks @FireBurn).
still some bugs to work out but so far so good: github.com/GloriousEggroll/OpenUT2k4/releases/tag… Right now linux only until i get win+mac builds going. the code is there, just havent compiled yet. t.co
How to play StarCraft or SC II on Linux Install GE-Proton11-9, umu-launcher and gamescope. Then run the following command: WINEPREFIX=/home/user/.local/share/Steam/steamapps/compatdata/2337950952/pfx PROTONPATH="/home/user/.local/share/Steam/compatibilitytools.d/GE-Proton11-9/" PROTON_ENABLE_WAYLAND=1 UMU_NO_RUNTIME=1 UMU_RUNTIME_UPDATE=0 gamescope -h 1080 -H 1080 -r 120 -f -- umu-run "Z:\home\user\games\StarCraft II\StarCraft II.exe" Before running the command, you will need to change WINEPREFIX to point to your Wine prefix. If you don't know what that is, change it to point to a new folder in your home directory. Once you set WINEPREFIX, use the same one each time you launch Battle.net, for example "WINEPREFIX=/home/user/games/bnet" would create and use a Wine prefix at /home/user/games/bnet. Change PROTONPATH to point to wherever you extracted GE-Proton11-9. If you use the path provided (after changing "user" to your username), GE-Proton11-9 will also be available to use in Steam. Change umu-run "Z:\home\user..." to point to where you have StarCraft II installed. If you haven't installed StarCraft II yet, point it to Battle.net.exe instead. If you aren't using Wayland, remove "PROTON_ENABLE_WAYLAND=1". If you don't know what Wayland is, try launching the game with "PROTON_ENABLE_WAYLAND=1", and if the game doesn't start, remove it. This example is for a screen with 1920x1080 resolution at 120Hz. Read the gamescope documentation for info on how to configure it for other resolutions and refresh rates. (Run "gamescope --help" to view documentation.)