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- GE-Proton 9-3 and 9-4 released with a new option to help with modded games
- MineClone2, inspired by Minecraft, gets renamed to VoxeLibre
- Bazzite v2.5 has fixes for Lenovo Legion Go and ASUS ROG Ally, plus smoother installs
- Half-Life remake Black Mesa has a big upgrade with DXVK 2.3.1, optimizations and bug fixes
- OpenTTD 14.0 brings a scalable font, a new ship pathfinder, social platform integration
- > See more over 30 days here
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Stardew Valley 1.6.4 brings even more new free content
- Purple Library Guy -
Team Fortress 2 64bit support released, plus Vulkan for…
- WorMzy -
Stardew Valley 1.6.4 brings even more new free content
- Linux_Rocks -
World of Goo 2 delayed until August 2nd
- Lembritt -
Former Nouveau driver lead joins NVIDIA and sent a mass…
- whizse - > See more comments
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Who would have thought this thing matures this quickly!
Seems to be faster than regular WINE as well:
https://imgur.com/a/Byrph#EPQC3Kf
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Can't wait to try Witcher 3 on it.
EDIT:
These days it seems they'll use DX11 even for 2D games (I'm looking at you "The Mummy: Demastered" ). Hilarious, I used to play such games on the Amiga 600.
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On the other hand, it does use fairly complex compute shaders with atomic operations etc., even some niche features like Append/Consume buffers which don't have a direct equivalent in Vulkan or OpenGL. And the most annoying part: It has a whole bunch of really, really nasty bugs and does a few unexpected things as well, such as this issue which is still present in Wine and required a workaround in DXVK. And there seem to be more such cases which still cause minor visual discrepancies in both DXVK and WineD3D, but I'd consider it playable with both.
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Interesting, and thanks for working on this! How do you estimate this effort, is it huge, or not as massive as what Wine developers are doing to implement it on top of OpenGL?
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That doesn't mean I'm not impressed. It's still awesome for a young project like this :)
I'm gonna try Shadow Warrior 2 again after applying this fix.
In general though, the answer is it depends. Most API features are rather straight-forward to implement, some don't have an equivalent in Vulkan but in OpenGL (such as Transform Feedback) and will require some hacks. But the reverse is true as well, especially considering that D3D11 and Vulkan are thread-aware whereas OpenGL still requires everything to be serialized into one thread.
Mesa 17.3.3 seems to be broken and requires
export RADV_DEBUG=nohiz
That's not to say that any of these games would work, although apparently Skyrim SE did already work at some point - thing is, there is absolutely no way of debugging this unless people actually manage to provide apitraces, but apitrace itself seems to cause a lot more trouble than I had imagined.
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We'll see. I'm gonna get myself a Github account, dig through some manpages and come back with these apitraces – maybe in February when I've got some more spare time.
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Random question : What is used to display fps on-screen on the screenshots ? (https://github.com/doitsujin/dxvk/wiki