echo"Exec="env dxvk_ogl_var=$dxvk_ogl_varlaunch_parameters="${PORTPROTON_CMD}"PATH_TO_GAME=\""$PORTPROTON_PATH"\" sh \"${PORT_SCRIPTS_PATH}/start\"\"${PORTPROTON_EXE}\"""\
echo"Exec="env dxvk_ogl_var=$dxvk_ogl_varlaunch_parameters=\""${PORTPROTON_CMD}"\"PATH_TO_GAME=\""$PORTPROTON_PATH"\" sh \"${PORT_SCRIPTS_PATH}/start\"\"${PORTPROTON_EXE}\"""\
export PW_NO_FSYNC=0 # Do not use futex-based in-process synchronization primitives. (Automatically disabled on systems with no FUTEX_WAIT_MULTIPLE support.
export PW_NO_ESYNC=0 # Do not use eventfd-based in-process synchronization primitives
export PW_DXVK_ASYNC=0
export PW_USE_TERMINAL=0
export PW_OLD_GL_STRING=0
export PW_NVAPI_DISABLE=0
export PW_NO_WRITE_WATCH=0 # Disable support for memory write watches in ntdll. This is a very dangerous hack and should only be applied if you have verified that the game can operate without write watches. This improves performance for some very specific games (e.g. CoreRT-based games).
export PW_NO_FSYNC=1# Do not use futex-based in-process synchronization primitives. (Automatically disabled on systems with no FUTEX_WAIT_MULTIPLE support.
export PW_NO_FSYNC=0# Do not use futex-based in-process synchronization primitives. (Automatically disabled on systems with no FUTEX_WAIT_MULTIPLE support.
export PW_NO_ESYNC=1 # Do not use eventfd-based in-process synchronization primitives
export PW_DXVK_ASYNC=1
export PW_DXVK_ASYNC=0
export PW_USE_TERMINAL=0
export PW_OLD_GL_STRING=0
export PW_NO_WINEMFPLAY=0
export PW_NVAPI_DISABLE=1
export PW_NO_WRITE_WATCH=0 # Disable support for memory write watches in ntdll. This is a very dangerous hack and should only be applied if you have verified that the game can operate without write watches. This improves performance for some very specific games (e.g. CoreRT-based games).