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vkd3d, the Direct3D 12 to Vulkan translation library releases version 1.2

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Translating Direct3D 12 to Vulkan for use with Wine makes a huge step forwards, as the Wine team have announced the release today of vkd3d 1.2.

As a refresher, this is another project like DXVK which translates Direct3D 9/10/11 to Vulkan and forms part of Steam Play's Proton compatibility layer. This vkd3d is the official one being developed by the Wine team, which was created by the late Józef Kucia who sadly died last year. Valve also have their own fork, with VKD3D-Proton.

CodeWeavers developer and Wine leader Alexandre Julliard today announced their official vkd3d 1.2 release. They listed the highlights as:

  • Availability of libvkd3d-shader as a public library.
  • Support for tessellation shaders.
  • Version 1.1 root signatures.
  • Stream output support.

The full list shows just how much work went into this release, with a lot more Direct3D 12 features features now supported including multi-sampling, reserved resources, indirect indexed draws, depth rendering without a pixel shader, depth clipping, dual-source blending and the list goes on.

New environment variables came with this release too including:

  • VKD3D_CONFIG can be used to set options that change the behaviour of libvkd3d.
  • VKD3D_TEST_BUG can be used to disable bug_if() conditions in the test suite.
  • VKD3D_TEST_FILTER can be used to control which tests are run.
  • VKD3D_VULKAN_DEVICE can be used to override the Vulkan physical device used by vkd3d.

What's also interesting in their release notes is that Windows is now a supported target platform. That can be useful for direct testing and comparisons, and like we've seen with DXVK - people do actually use that on Windows as well as it can improve performance there on certain titles.


With the news recently that Microsoft has acquired ZeniMax, who own Bethesda - so think The Elder Scrolls, Fallout, Wolfenstein, DOOM, Dishonored, Quake, Starfield and more - it's going to be quite essential that we have a good Direct3D 12 to Vulkan layer ready considering Microsoft will no doubt push for more lock-in with their own Direct3D as opposed to using Vulkan.

Article taken from GamingOnLinux.com.
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17 comments
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kokoko3k 22 Sep
Quoting: wytrabbitA project maintained by Facebook? I trust them even less than MS
Oh well, but you've several alternatives:
1) Inspect the source code and see if there are evil things inside.
2) Use the original project when it was not yet mantained by Facebook:
https://github.com/danobi/oomd
Note: but still on github, mantained by microsoft!
3) Deal with it since it will be incorporated in systemd
https://github.com/systemd/systemd/pull/15206#issuecomment-689467195
Note: see note on #2
4) Use other similar projects: https://wiki.archlinux.org/index.php/Improving_performance#Improving_system_responsiveness_under_low-memory_conditions
5) have another terminal ready to rescue the system via ssh, better if sshd is mapped and locked in unswappable ram.
6) disable swap space
7) Take it easier :-P


Last edited by kokoko3k on 22 September 2020 at 3:11 pm UTC
sigz 22 Sep
Quoting: ArtenMy first thought was when I heard about zenimax: "What that means for doom vulkan renderer?"

Doesn't mean anything. MS Acquired minecraft years ago and never enforced the java edition to change to directx. I'm pretty sure they don't care about changing any games on vulkan, or any actual engine using vulkan.
Arten 23 Sep
Quoting: sigz
Quoting: ArtenMy first thought was when I heard about zenimax: "What that means for doom vulkan renderer?"

Doesn't mean anything. MS Acquired minecraft years ago and never enforced the java edition to change to directx. I'm pretty sure they don't care about changing any games on vulkan, or any actual engine using vulkan.

I didn't mean actual doom, but future of doom. Can we expect also Vulkan in successor of Doom Eternal?


Last edited by Arten on 23 September 2020 at 7:31 am UTC
Vinouch 23 Sep
Is this flavor which is provided with lutris or is it vkd3d proton? Does these new features will be available in lutris? I wish to test these new features on windows and Linux but not sure how to start.
omer666 23 Sep
About id software and Microsoft, it is difficult to expect anything precisely. If it all goes according to Microsoft acquisition history, the studio will either disappear or its historical members will quit at some point. Either way, they can't just throw away all the code that is related to OpenGL or Vulkan in idtech, and even if they did, they would have to start it anew which is no small feat. In any case, I am not going to buy anything with the Microsoft name on it, so I guess my id software days are gone, for good. I've been playing the hell out of their games since Doom 2...


Last edited by omer666 on 23 September 2020 at 2:58 pm UTC
Arten 23 Sep
Quoting: omer666About id software and Microsoft, it is difficult to expect anything precisely. If it all goes according to Microsoft acquisition history, the studio will either disappear or its historical members will quit at some point. Either way, they can't just throw away all the code that is related to OpenGL or Vulkan in idtech, and even if they did, they would have to start it anew which is no small feat. In any case, I am not going to buy anything with the Microsoft name on it, so I guess my id software days are gone, for good. I've been playing the hell out of their games since Doom 2...

they have Dx12 support for XBoxii think. So its only remove vulkan, not a make new renderer.
Blink123123 24 Sep
Does D3dVK support UWP apps? Or just NT apps that use DirectX 12?
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