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It's interesting to read that an entire video streaming rework was done with AI, but likely won't be upstreamed because of the upstream policy on AI gen code. I wonder if that will ever be re-done using the plan GE outlined in the release notes.
Might be useful to provide some context on why this fork is interesting or relevant
This guy works for red hat and his code is already constantly merged to upstream. His version is simply more bleeding edge. Also he's already somewhat famous in Linux gaming circles.
I had the same question. Why is this needed? Valve already ships a Proton 11.0 (Beta) version in the Steam client.
It has fixes and features not in the official proton, but most importantly, proprietary codecs.
Proton-GE includes media libraries that valve can't include, which fixes video playback in many older games. Valve has found a different way to bypass this issue, by sharing video content through their shader distribution system, but that may not work for all titles.

Proton-GE also supports more experimental features long before they get added to regular proton, and includes various hotfixes for games that won't work under normal proton.

Usually the recommendation I make to people playing on linux is to try with regular proton or proton experimental first, but if that doesn't work then try the newest proton-GE instead.

For those curious, Proton is included with Steam, but GE's Proton includes many tweaks, improvements, and yes, rebasing on the latest upstream versions of many packages. For many games running in Linux GE Proton tends to be better than Valve's default Proton. GE Proton also includes features earlier than Valve, like FSR3 -> FSR4 upgrading, etc.

CachyOS makes also makes a Proton that's similar but different from GE's. There's also Valve's Proton betas, Proton Experimental (which is often updated within days of major releases).

ProtonDB.com is a great resource for finding out which "Proton" works best for a given game.

The "program produces this trace, reproduce it after changing xyz" loop is imo -- a kind of programming primitive for the current agent capabilities ... I've found technique like that really effective as well.

It's interesting because there's a part of me that sometimes thinks "hey look this pattern is pretty effective -- I wonder if this a nascent abstraction on the path toward reasoning about how to use these tools in effective ways" -- while another part of me thinks "six months from now, you won't ever have to do this or if this is a useful technique the agent will just apply it on its own when relevant" ...

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The Linux gaming world doesn't need more fragmentation of options and configurations. The work behind it is undeniable and worth appreciating, Proton GE staying ahead of Proton is commendable, but please, get on the same page with Valve and follow a single development path.
If anyone is confused on what this is, like I was, it might be helpful to know that GloriousEggroll is the GE in Proton-GE.

I use Proton-GE a fair bit when running steam games on Linux, usually when something in the normal proton release isn't working

pretty good. the only thing i would love is a autohdr kinda thing