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Category: Main Games 1st Person Shooter Quake Champions Steam F2P retail

Quake Champions

Free-to-play release.

Application Details:

Version: Steam F2P retail
License: Retail
URL: http://quake.com
Votes: 4
Latest Rating: Gold
Latest Wine Version Tested: 3.18-staging

Maintainers: About Maintainership

Link Steam install guide Link Steam store page

Test Results

Old test results
The test results you have selected are very old and may not represent the current state of Wine.
Selected Test Results

What works

  • Menus
  • Network
  • Sounds
  • Assets
  • Rendering in Ultra (GTX 1070 with proprietary drivers)

What does not

  • Changing graphics / resolution won't affect performance
  • Assets are slow to load and pop in and out (DX11 samplers conversion issue)
  • Animations playback is often delayed due to async loading of assets
  • Some shaders don't work (37 samplers not being converted to the max of GLSL being 32 mostly).

Workarounds

What was not tested

Multiplayer with other people. Though it should work since connecting to servers and playing on them works.

Hardware tested

Graphics:

  • GPU: Nvidia
  • Driver: proprietary

Additional Comments

I made a post about it here : http://steamcommunity.com/sharedfiles/filedetails/?id=1118163179 Errors (mostly D3D11 HLSL conversions): err:winediag:SECUR32_initNTLMSP ntlm_auth was not found or is outdated. Make sure that ntlm_auth >= 3.0.25 is in your path. Usually, you can find it in the winbind package of your distribution. err:ole:CoInitializeEx Attempt to change threading model of this apartment from apartment threaded to multi-threaded fixme:d3d:wined3d_shader_resource_view_cs_init Shader resource view not supported, resource format WINED3DFMT_R16_TYPELESS, view format WINED3DFMT_R16_UNORM. fixme:d3d11:shdr_handler Unhandled chunk "RDEF". fixme:d3d11:shdr_handler Unhandled chunk "STAT". fixme:d3d:context_bind_shader_resources Shader 0x44cefab0 needs 37 samplers, but only 32 are supported. fixme:d3d11:d3d11_immediate_context_RSSetState Ignoring DepthBiasClamp 0.000500. fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #11: fixme:d3d_shader:print_glsl_info_log Vertex info fixme:d3d_shader:print_glsl_info_log ----------- fixme:d3d_shader:print_glsl_info_log 0(21) : warning C7050: "R0.yzw" might be used before being initialized fixme:d3d_shader:print_glsl_info_log fixme:d3d_shader:print_glsl_info_log Fragment info fixme:d3d_shader:print_glsl_info_log ------------- fixme:d3d_shader:print_glsl_info_log 0(30) : warning C7050: "ps_in[1].yzw" might be used before being initialized fixme:d3d_shader:print_glsl_info_log 0(25) : warning C7050: "R0.yzw" might be used before being initialized fixme:d3d11:d3d11_device_CheckFormatSupport iface 0x8cc12d0, format 98, format_support 0x2432e460 partial-stub! fixme:d3d_shader:shader_glsl_handle_instruction Backend can't handle opcode dcl_input_ps. fixme:d3d_shader:shader_glsl_handle_instruction Backend can't handle opcode dcl_input_ps_siv. fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #109: fixme:d3d_shader:print_glsl_info_log Vertex info fixme:d3d_shader:print_glsl_info_log ----------- fixme:d3d_shader:print_glsl_info_log 0(22) : warning C7050: "R1.w" might be used before being initialized fixme:d3d_shader:print_glsl_info_log fixme:d3d_shader:print_glsl_info_log Fragment info fixme:d3d_shader:print_glsl_info_log ------------- fixme:d3d_shader:print_glsl_info_log 0(25) : warning C7050: "R0.zw" might be used before being initialized

selected in Test Results table below
Operating systemTest dateWine versionInstalls?Runs?Used
Workaround?
RatingSubmitter
ShowKDE neonSep 21 20183.18-stagingYes Yes YesGoldBumbaGET 
ShowKDE neonJun 19 20183.10-stagingYes Yes YesBronzeBumbaGET 
CurrentUbuntu 17.04 "Zesty" amd64 (+ variants like Kubuntu)Aug 23 20172.14-stagingYes Yes NoGarbageBumbaGET 

Known Bugs

Bug # Description Status Resolution Other apps affected

Show all bugs

HowTo / Notes

Easy setup for Quake Champions on Linux

Comments

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by Zeioth on Monday May 7th 2018, 18:37
All menus work fine, but game crashes before the match start. With, or without DXVK.
RE:
by BumbaGET on Tuesday May 15th 2018, 8:10
I had it crashing a lot of times after the "podium screen". When assets were heavily loading. It's apparently due to deferred shader loading/compiling. DXVK 0.51 fixes it but i have no time to test it right now. Please give it a go if you can mate. It might fully work :-)
RE:
by Zeioth on Tuesday May 15th 2018, 9:07
I can confirm, DXVK + low settings + Dedicated shader cache has minimized the number of crashes.
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