Latest Comments by Shmerl
Rise of the Tomb Raider tested on AMD RX 580
20 Apr 2018 at 4:18 am UTC
20 Apr 2018 at 4:18 am UTC
Yeah, that's not useful. I suppose they statically link their own libs in.
Rise of the Tomb Raider tested on AMD RX 580
20 Apr 2018 at 4:09 am UTC
20 Apr 2018 at 4:09 am UTC
Quoting: x_wingThe binary is stripped, there is no symbol I can get from it.Even for dynamic calls? They should be normally preserved, since they are needed at runtime. So unless Feral make it all into a huge static blob, you might be able to find something.
Rise of the Tomb Raider tested on AMD RX 580
20 Apr 2018 at 3:58 am UTC
20 Apr 2018 at 3:58 am UTC
Quoting: x_wingWell, the game was ported to PS4, so one would spect that the engine is well designed enough in order to not be so tightly embraced to a graphic API (in fact, it support two graphic APIs on Windows). As I said, wrapping not necessary means to translate low level API calls.Well, then someone misinformed me, claiming that Feral translate D3D. It's your guess against theirs. Since they don't publish their code, it's hard to truly evaluate it. And I don't use Steam and Feral staunchly refuse to release anything DRM-free, so I can't analyze the binary either. If you have the game, you can for example check symbol names, and see if anything there hints to D3D to Vulkan translation or not.
Rise of the Tomb Raider tested on AMD RX 580
20 Apr 2018 at 3:49 am UTC
As far as I know, Feral don't redesign existing Windows only engines, they just fit Vulkan behind D3D for them. Therefore it's a wrapper, and not a native approach.
20 Apr 2018 at 3:49 am UTC
Quoting: x_wingIf you want to have a multiplatform support you will need an abstraction layer that "wraps" the OS API, every software has to do that in order to get multiplatform supportIn case of proper multiplatform engine, such abstraction sits above system specific APIs. In case of wrapping, system specific API like D3D takes priority, and everything else is translated from it. I.e. it's a post factum design that needs to retrofit things, rather than proper from scratch one.
As far as I know, Feral don't redesign existing Windows only engines, they just fit Vulkan behind D3D for them. Therefore it's a wrapper, and not a native approach.
Rise of the Tomb Raider tested on AMD RX 580
20 Apr 2018 at 3:27 am UTC
Anyway, unless Feral changed their approach somehow for this game, I expect it to use same wrapper idea as before.
20 Apr 2018 at 3:27 am UTC
Quoting: x_wingWhy do you think that Feral work it's a "wrapper". If you think as a "wrapper" as DXVK is, I think you're wrong.Because that's what many claimed about Feral games in the past. They don't rewrite renderers from scratch in Linux APIs, they take renderers in D3D, and fit OpenGL / Vulkan backend for them. Exactly same idea as Wine, except they don't do it on the binary loading stage (static translation), but use access to source code to make compiler build resulting binary with translation already cooked in. And if they also have access to shaders sources, they can avoid ad-hoc translation of shaders.
Anyway, unless Feral changed their approach somehow for this game, I expect it to use same wrapper idea as before.
Quoting: x_wingIn the other hand, DXVK implements DX11 over Vulkan API, so it won't be possible to do the DX12 test.So far no one confirmed to me, that Feral are translating D3D12 in this case.
Rise of the Tomb Raider tested on AMD RX 580
20 Apr 2018 at 1:38 am UTC
20 Apr 2018 at 1:38 am UTC
Quoting: GuestI may give DXVK a go in a couple weeks just out of interest.Can you tell if the game is using D3D11 or D3D12 when translating to Vulkan? No one seems to know this.
Quoting: Guest--edit: I may also play with gallium hud soon, to see how well it's using each cpu core, and any other options I can see. Again, just out of interest.Since it's using Vulkan, you won't be able to use GALLIUM_HUD with it, and Mesa developers didn't come up with Vulkan HUD yet.
Rise of the Tomb Raider is now officially available on Linux, here’s a look at it with benchmarks
19 Apr 2018 at 11:00 pm UTC Likes: 1
19 Apr 2018 at 11:00 pm UTC Likes: 1
Can anyone analyze the binary please. Is it using D3D11 → Vulkan translation, or D3D12 → Vulkan?
Rise of the Tomb Raider tested on AMD RX 580
19 Apr 2018 at 9:50 pm UTC
19 Apr 2018 at 9:50 pm UTC
Quoting: cRaZy-bisCuiTI wonder when the time has come that the Feral Vulkan Ports will perform better than Windows native!Unlikely, unless somehow underlying Vulkan driver will have a lot better performance than native D3D. It makes more sense to compare wrappers themselves, like Feral vs dxvk/vkd3d.
Rise of the Tomb Raider tested on AMD RX 580
19 Apr 2018 at 8:32 pm UTC
19 Apr 2018 at 8:32 pm UTC
Quoting: Lolo01DX12 sucks.I didn't quite understand what Feral are using though when translating to Vulkan. D3D11 or D3D12? It makes sense to compare apples to apples, not apples to oranges.
There's not that much difference with DX11.
Rise of the Tomb Raider tested on AMD RX 580
19 Apr 2018 at 7:55 pm UTC
19 Apr 2018 at 7:55 pm UTC
Are you comparing the right thing though? I.e. are you sure it's using D3D12 → Vulkan translation? Because if it's using D3D11 one, you should have compared same one on Windows.
Can you analyze the binary, is it using D3D11 or D3D12 in translation there?
Can you analyze the binary, is it using D3D11 or D3D12 in translation there?
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