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Latest Comments by DadSchoorse
Direct3D to Vulkan layer DXVK version 1.10.2 is up with lots of fixes
13 Jul 2022 at 5:51 pm UTC Likes: 5

Quoting: mr-victory
For the best experience with support for VK_EXT_graphics_pipeline_library and related extensions, the latest Vulkan developer driver, currently version 515.49.06, is recommended.
VK_EXT_graphics_pipeline_library is included with this release, and it has huge effects on shader compilation stutters. In a good way.
https://www.gamingonlinux.com/forum/topic/5349/
No, it's not in this release. This release is tagged from the 1.10.x branch, not master. The next release will use VK_EXT_graphics_pipeline_library.

Proton Experimental bumps minimum driver version, more playable on Linux and Steam Deck
13 May 2022 at 12:04 pm UTC Likes: 6

Quoting: whizse
Quoting: damarrinThat version bump is brutal, these are really recent drivers.
Yup. And not really recommended:

"Mesa 22.0.0 is a new development release. People who are concerned with stability and reliability should stick with a previous release or wait for Mesa 22.0.1."
https://docs.mesa3d.org/relnotes/22.0.0.html [External Link]
22.0.3 is the latest version, nobody is saying you should use 22.0.0.

Steam Play Proton 5.13-1 Linux compatibility layer up and ready for testing
15 Oct 2020 at 10:05 pm UTC Likes: 3

Quoting: bisbyxHopefully this contains the esync/fsync changes necessary for GloriousEggroll to move past 5.9? Or is that still a core wine issue.
No, it contains a fully rebased esync and fsync patchset by zf, without the revert hacks that GE and TKG used.

Steam Beta adds Vulkan shader processing
26 May 2020 at 10:59 am UTC Likes: 7

Quoting: rkfgFortunately, this format is standardized at the spec level so you can use the same shader cache on any GPU, be it AMD, NVIDIA or Intel and you won't need to rebuild it each time you update the driver (remember that pain with OpenGL?). It's not a problem for correctly ported games as the port developer (like Feral) can create a native SPIR-V cache ahead of time so the game just loads the shader it needs directly. That's why Shadow of the Tomb Raider runs so smooth natively and stutters like hell on DXVK.
You are misunderstanding what SPIR-V is. It's not something that the gpu can execute, it still needs to be combined with more pipeline state information and then optimized and compiled to the specific gpu's machine code. This is very expensive to do and causes the stuttering with DXVK. And that's where fossilize comes into play. It collects all pipeline state and all shaders that are needed to create the pipelines (basically gpu programs) and then Steam distributes them so that you can compile them for your specific driver and gpu outside of the game. That way the driver can cache the pipelines and doesn't need to compile them from scratch while you're playing.
As for why Feral ports don't stutter like DXVK, D3D11 doesn't give enough information on how a shader will be used before actually using it, that's why DXVK can only compile the pipeline when the game draws something with it. Feral know how shaders will be used since they have access to the game, so that's a big advantage.

Quoting: CatKiller
Quoting: rkfgThis is a very interesting tech! I wonder how they implemented it. The D3D shaders are stored in the game resources which can be in whatever proprietary format the developers choose so they can't be automatically extracted and transpiled to SPIR-V (the Vulkan binary shader format).
Actually, Microsoft open-sourced a compiler to turn HLSL (the DirectX shader language) shaders into SPIR-V, which has been integrated into the Vulkan ecosystem [External Link].
That's close to useless for Proton since games don't give the driver HLSL, they have bytecode in form of DXBC or the newer DXIL. Also translating shaders to SPIR-V is quite fast and not the bottleneck in DXVK afaik, the problem is the missing state information so that pipelines can only be compiled at draw time without a state cache hit.

vkBasalt, the Vulkan post-processing layer has another new release with new effects
2 Dec 2019 at 7:35 pm UTC Likes: 3

Quoting: dannielloSorry for stupid question, but compiling and installing something directly from source code is not how I used to use Linux. Could someone explain where vkBasalt is installing their files and how it is working in the system?

Instruction is extremely not informative about it... `make install` and that's it? So it is somehow integrating with the whole system or maybe with GPU driver without notice?

How to remove it or at least disable autostart?
You do not have to compile from source, there are builds on the release page [External Link]. To install it, open a terminal in the unpacked release directory. Then you use make install That installs all the files in ~/.local/share/vkBasalt and registers it as a vulkan layer in ~/.local/share/vulkan . To then use vkBasalt see the Readme [External Link]. vkBasalt never starts without the environment variable being set. To uninstall it you would need to delete the ~/.local/share/vkBasalt folder, ~/.local/share/vulkan/implicit_layer.d/vkBasalt32.json and ~/.local/share/vulkan/implicit_layer.d/vkBasalt64.json .

vkBasalt, an open source Vulkan post processing layer for Contrast Adaptive Sharpening
22 Oct 2019 at 3:37 pm UTC Likes: 2

There is a new version on GitHub that lets you change the sharpening strength.

vkBasalt, an open source Vulkan post processing layer for Contrast Adaptive Sharpening
22 Oct 2019 at 8:19 am UTC Likes: 1

Quoting: PatolaAnyone had any luck compiling it under Ubuntu 18.04 with the libvulkan-dev from graphics-drivers PPA? It asks for vk_layer_dispatch_table.h which is not there.
You need to have the Vulkan sdk installed to compile vkBasalt, for Ubuntu 18.04 there is a PPA by Lunarg. But you do not need to compile vkBasalt yourself, there are precompiled Binaries