FSR working on CoI on Linux ?

jerome · 9 days ago

Hi all,

I've been trying to get FSR upscaling working cleanly for CoI on Linux (Arch/Hyprland via Omarchy, RX 9070 XT, output at 3840x2160 on a 4K TV) and wanted to check if anyone has cracked this, or if a dev could weigh in.

Setup: Running through Steam + gamescope as the compositor, GE-Proton.

What I've tried:

  1. Gamescope's own FSR (-w 2560 -h 1440 -W 3840 -H 2160 -F fsr): works technically, but the whole composited frame — game world and UI/text — gets upscaled together as one flat image. Result: 3D scenery looks fine, but menus/text/icons get visibly blurry and artifact-y. This seems to be an inherent limitation of compositor-level FSR 1.0 on a UI-heavy management game like this one, rather than a bug.
  2. Wine-level FSR (WINE_FULLSCREEN_FSR + WINE_FULLSCREEN_FSR_CUSTOM_MODE, which is supposed to let DXVK upscale independently of the compositor): this never activates under gamescope. Checked via DXVK_LOG_LEVEL=info — DXVK reports extFullScreenExclusive: 0 and uses the [Gamescope WSI] swapchain path instead of the standard presenter, so the exclusive-fullscreen transition that triggers the Wine FSR hack never happens. Confirmed via logs, not a guess.
  3. Running without gamescope (to let DXVK do a real exclusive fullscreen switch): the game fails to launch — logs show xalia.exe initializing a Vulkan device, then the whole process tree just gets torn down before Captain of Industry.exe itself ever starts. No crash dump, no Wine exception logged.

Question: Is there a known way to get FSR (or any upscaler) working on CoI on Linux without this UI-artifact tradeoff — e.g. does the engine have any native/in-game upscaling option on the roadmap, or has anyone found a launch config that avoids the gamescope-vs-Wine-FSR conflict? Happy to share full logs if useful.

Thanks!

Jérôme

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