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Latest Comments by YoRHa-2B
Direct3D 9-10-11 to Vulkan translation layer DXVK 1.8.1 is out now
1 March 2021 at 11:48 pm UTC Likes: 18

I haven't debugged the Mafia II issue so no idea what's going wrong there, but D3D9 games tend to make a lot of assumptions about driver behaviour based on the reported GPU/vendor/feature set, which might have been correct on 2010 drivers from said vendor, but don't necessarily hold true on DXVK or sometimes even current hardware/Windows drivers.

There are games (cough Sims 2) that are literally broken on GPUs less than 15 years old, and that is on Windows, and contain broken code paths that can be triggered if you report specific features as supported when the game doesn't expect it, etc. Others will literally just crash on start if they can't find a DLL starting with "ati" or "nvd", because apparently there's no way that vendors will ever rename their driver DLLs. The sheer amount of bullshit you have to work around to make D3D9 games happy is ludicrous.

And it doesn't get any better once you start looking at dumb shit games do that shouldn't work but somehow does anyway, like unlocking a resource (i.e. telling the driver that the game no longer needs CPU access to the resource) and then proceeding to do all sorts of CPU access anyway, writing to a read-only resource, etc. If anyone ever wondered why we're still having so many bugs and performance issues with D3D9, here you are.

Valve puts up Proton 5.13-4 to get Cyberpunk 2077 working on Linux for AMD GPUs
10 December 2020 at 1:47 pm UTC Likes: 16

The Stadia port was done by QLOC fwiw, not by CDPR themselves.

I wonder how the hell they even made this broken mess of a game work on there. The only reason it doesn't work on Nvidia with vkd3d-proton right now is because it's so buggy that we need a Vulkan extension that works around these bugs by chance, since it more closely resembles native D3D12 behaviour than our previous implementation without that extension. It's that bad.

OpenGL on top of Vulkan with 'Zink' continues maturing with 'near-native performance'
7 November 2020 at 2:49 pm UTC Likes: 1

Quoting: torbidoCan I run native OpenGL games as Vulkan games through Zink, and use vkBasalt with them?
Zink doesn't use Vulkan swap chains for presentation, which all these layers (Mangohud, vkBasalt, ...) rely on, so no, that's not going to work.

Direct3D 12 to Vulkan layer vkd3d-proton has a 2.0 release
7 November 2020 at 11:45 am UTC Likes: 4

Quoting: TheRiddickCurious, does RTX features work in these games like Metro? or is that beyond vkd3d?
Vulkan doesn't even have a proper raytracing extension yet, so, no. We're not going to support the Nvidia one.

Direct3D 12 to Vulkan layer vkd3d-proton has a 2.0 release
7 November 2020 at 1:31 am UTC Likes: 9

Quoting: ShmerlHow is performance of vkd3d-proton in comparison with native Windows?
Depends, but generally much worse than it should be and the main issue is GPU-bound performance. It's kind of fine on AMD, but D3D11 is still usually the better pick when a game supports both APIs.

On Nvidia though? Complete dogshit. Horizon Zero Dawn runs significantly slower on a 1080 Ti than it does on my RX 480 with the default "original" settings at 1080p, when that card should be more than twice as fast instead. Don't ask why, no idea, if we had any idea then we'd fix it. Not to mention that their drivers have been routinely broken with pretty much everything we've implemented in the last couple of months.

Direct3D 12 to Vulkan layer vkd3d-proton has a 2.0 release
6 November 2020 at 8:18 pm UTC Likes: 1

Quoting: stankalovichI should've been more specific, the DX12 for Hitman 2. I will try run it tonight.
Yes, that's what I'm talking about. You need DXVK's DXGI for that.

Direct3D 12 to Vulkan layer vkd3d-proton has a 2.0 release
6 November 2020 at 7:56 pm UTC Likes: 1

Quoting: stankalovichDoes this fix Hitman 2?
Hitman 2 already works if you force it to use DXVK's DXGI implementation (WINEDLLOVERRIDES=dxgi=n).

Not sure if it renders properly these days, it used to have issues on RADV but we never really looked into that.

Direct3D 12 to Vulkan layer vkd3d-proton has a 2.0 release
6 November 2020 at 6:14 pm UTC Likes: 5

It has a bunch of bug fixes compared to the Proton build, may perform slightly better in some cases, and has some cursed workarounds for Nvidia driver/hardware limitations to improve stability. Control was working fine before though.

Direct3D 12 to Vulkan layer vkd3d-proton has a 2.0 release
6 November 2020 at 5:38 pm UTC Likes: 21

Quoting: scaineIs this something we the average user should attempt to get running? Or is it more of a behind-the-scenes report on what's probably going to be baked into the next version of Proton (or ProtonGE)?
Kind of both to be honest. You're free to experiment with it (we did publish binaries) - if you want to use it with Proton, just copy the 64-bit DLL to .steam/steam/steamapps/common/Proton 5.13/dist/lib64/wine/vkd3d-proton - but projects like Lutris may choose to adapt this.

We mostly wanted to get a solid release out of the door since development is still somewhat hectic, and the master branch should not be considered the pinnacle of stability.

NVIDIA open sourced part of NVAPI SDK to aid 'Windows emulation environments'
14 July 2020 at 11:14 am UTC Likes: 1

Quoting: jensMy impression is that this is going to be quite difficult. On the one side AMD unfortunately messed up the versioning of their AGS SDK and on the other side the NVAPI SDK is way to big to get an alternative implementation into a state that works for all games that do use NVAPI. My guess is that it will ever work for only a small selection of games like aforementioned UE4 games. Dunno if Proton will ever get a kind of profile for games where NVAPI (or AGS) is enabled based on the title.
Proton already has that for AGS since Wolfenstein II requires it (it uses its own dummy implementation).

I think you're right though. Games make wonky/incorrect assumptions all the time about feature support etc, and documentation for these libraries is by no means great, so it's going to be hard to make something that universally works, but as mentioned in the article, it's worth a try.