egui VS Proton

Compare egui vs Proton and see what are their differences.

egui

egui: an easy-to-use immediate mode GUI in pure Rust (by mwcampbell)

Proton

Compatibility tool for Steam Play based on Wine and additional components (by ValveSoftware)
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egui Proton
3 1,448
1 22,711
- 1.0%
0.0 9.5
29 days ago 3 days ago
Rust C++
Apache License 2.0 GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

egui

Posts with mentions or reviews of egui. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-10-18.
  • Why Rust?
    15 projects | news.ycombinator.com | 18 Oct 2022
    Anyone who's interested in the AccessKit integration can play with my work-in-progress branch: https://github.com/mwcampbell/egui/tree/accesskit

    It's currently Windows-only, and I'm working on the big missing feature, which is text editing support.

  • UIs are not pure functions of the model
    5 projects | news.ycombinator.com | 4 Jul 2022
    > A core premise of Cocoa, and MVC in general, is that UIs are a projection of data into a different form of data, specifically bits on a screen.

    This is a tangent, but the implicit assumption that the UI is visual is just begging for a response from an accessibility perspective, so here goes.

    Accessibility is very much an afterthought in native GUIs, not only in Cocoa, but also in Windows with the UI Automation API, and AFAIK with other native accessibility APIs as well. With these APIs, the assistive technology (e.g. screen reader) pulls information from the application (usually via the GUI toolkit), through repeated calls to methods defined by the accessibility API. Often the AT has to do several such calls in a row (and those often translate to multiple IPC round trips, making things slow). And the UI might change between such calls; there's no guaranteed way to get a consistent snapshot of the whole thing, as there is with a visual frame. On the application/toolkit side, these methods may return different responses from one call to the next, and the application or toolkit has to fire the right events when things change.

    The web improves on this, in that accessibility information is conveyed through HTML tags and attributes. And yes, this is included in the output of a React component's render function. So while in practice, implementing accessibility may still be an afterthought, it's not an architectural afterthought as it is in native platforms.

    One of my goals in AccessKit [1] is to work around this shortcoming of native accessibility APIs, particularly for developers of cross-platform non-web GUI toolkits. In AccessKit, the toolkit pushes a full or incremental accessibility tree update to the AccessKit platform adapter, which maintains the full tree in memory and uses that to implement the platform accessibility API. This even works for immediate-mode GUIs, as one can see in my proof-of-concept integration with the Rust egui toolkit [2].

    [1]: https://github.com/AccessKit/accesskit

    [2]: https://github.com/mwcampbell/egui/tree/accesskit

  • Raygui – A simple and easy-to-use immediate-mode GUI library
    6 projects | news.ycombinator.com | 26 Mar 2022
    I can also report some modest progress on my own work on accessibility of immediate-mode GUIs. I have a branch of the Rust egui library [1] that has basic accessibility on Windows using my AccessKit project [2]. I do have a long way to go to make this fully usable and ready to submit upstream, especially when taking non-Windows platforms into account.

    [1]: https://github.com/mwcampbell/egui/tree/accesskit

    [2]: https://github.com/AccessKit/accesskit

Proton

Posts with mentions or reviews of Proton. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-22.
  • A New Era for Mixed Reality
    4 projects | news.ycombinator.com | 22 Apr 2024
    The "Metaverse" is a complete joke, and among gamers, Valve has a way better reputation than Meta. Why would they want to dilute that brand?

    They already have their own platform (Steam), OS (SteamOS), VR headset (Index), their own Windows translation layer (Proton, https://github.com/ValveSoftware/Proton), their own partnership with cloud gaming (Steam Cloud Play using GeForce Now , https://partner.steamgames.com/doc/features/cloudgaming), etc.

    IMO: As someone with thousands of games on Steam, there's no way in hell I'd want that linked to Facebook. I think they eventually removed the requirement to have a FB account to use a Quest, but they still require a Meta account. Yuck.

    This reeks of Facebook recognizing the Metaverse as the failure that it was and opening it up because it's no longer relevant...

  • Kerbal Space Program 2 is not playable on Linux with Proton
    1 project | news.ycombinator.com | 8 Feb 2024
  • Proton, a fast and lightweight alternative to Apache Flink
    7 projects | news.ycombinator.com | 30 Jan 2024
    Or Valve's Proton[0], a tool for playing Windows games on Linux.

    https://github.com/ValveSoftware/Proton

  • Proton 8.0-5 (Valve/ValveSoftware/Steam/SteamPlay/Wine/WineHQ/Linux/VideoGame)
    1 project | news.ycombinator.com | 23 Jan 2024
  • Red Dead Redemption not working
    1 project | /r/linux_gaming | 11 Dec 2023
  • Cyberpunk Issues
    1 project | /r/linux_gaming | 11 Dec 2023
  • Updated my citybuilder Trappist, switched to Vulkan, is anyone still dependent on OpenGL?
    1 project | /r/linux_gaming | 10 Dec 2023
  • NTFS messes up
    1 project | /r/pop_os | 10 Dec 2023
    Did you mount it with the correct flags?
  • How do I use multiple hard drives on Kubuntu for steam?
    2 projects | /r/Kubuntu | 10 Dec 2023
    there is a hack to try and use your existing windows game install from an NTFS drive, but i don't recommend it as steam will try to save file names that are not allowed on NTFS...plus ext4 is faster.
  • Game crashes within 10 seconds of launching unless I reinstall from scratch
    2 projects | /r/satisfactory | 9 Dec 2023
    From a quick search, here's what I found. It looks like you're encountering some common issues that can occur with games running on Linux through Proton, especially with the recent updates to games like Satisfactory that might affect compatibility. The log entries you're seeing related to D3DCompile2 failing to compile shader and the issues with Ternary operator and LinearToSrgbBranching not being defined, suggest that there's a problem with shader compilation. This can often be related to the version of Proton or the graphics drivers you are using. Some users have reported that the game does launch with the -vulkan option but with graphical glitches and lower performance, which indicates that the Vulkan renderer is working but possibly not optimally on your setup. From the discussions in the community, users have suggested ensuring that the latest drivers for your graphics card are installed and, if using an Intel GPU, that the Mesa drivers are up to date since Intel XeSS references were found in the logs. If you're using NVIDIA graphics, make sure you have the latest drivers and possibly set the PROTON_ENABLE_NVAPI=1 %command% to enable DLSS if you're under Vulkan. If you're using an Optimus laptop with both Intel and NVIDIA GPUs, make sure your Optimus setup is correctly configured. Some users have found success by specifying DXVK_FILTER_DEVICE_NAMES=GeForce to force the game to use the NVIDIA GPU. It's also worth noting that if you're encountering issues with DirectX 11, you might want to try forcing the game to use DirectX 10 if possible or look into DXVK configurations that could resolve compatibility issues. Lastly, if none of these solutions work, you could try running a trace with apitrace to gather more detailed logs that might point to the specific issue. If you're still stuck, it would be a good idea to report the issue to the Proton GitHub page or seek further assistance in the game's community forums where others might have encountered and solved similar issues. For more information and to find others who might have resolved similar issues, check out the community discussions on GitHub​​, Steam Community​​, and the DXVK GitHub page​​.