Latest Comments by YoRHa-2B
DXVK 0.72 is out, bringing more configuration options and game fixes
15 Sep 2018 at 8:25 am UTC Likes: 3
If Feral ever port this, they should really use the D3D12 renderer as a starting point, it's so much faster than D3D11 in this game. And I'd agree that it should happen sooner rather than later, although it's probably not really their fault that there's no Linux port announced yet.
15 Sep 2018 at 8:25 am UTC Likes: 3
Quoting: Comandante ÑoñardoLet's see the performance of the game running with Proton...~86% of Windows D3D11 on my system, with some stutter here and there (but I've seen worse). Certainly playable.
If Feral ever port this, they should really use the D3D12 renderer as a starting point, it's so much faster than D3D11 in this game. And I'd agree that it should happen sooner rather than later, although it's probably not really their fault that there's no Linux port announced yet.
An interview with the developer of DXVK, part of what makes Valve's Steam Play tick
12 Sep 2018 at 10:32 am UTC
12 Sep 2018 at 10:32 am UTC
Quoting: lucifertdarkIf we knew what the criteria for adding a game to the White listPretty simple actually, and I'm pretty sure they mentioned it when they launched Proton: The experience has to be ~the same as on Windows, ignoring some performance hit.
An interview with the developer of DXVK, part of what makes Valve's Steam Play tick
12 Sep 2018 at 9:43 am UTC
12 Sep 2018 at 9:43 am UTC
@rustybroomhandle I have no part in the whitelisting process.
An interview with the developer of DXVK, part of what makes Valve's Steam Play tick
12 Sep 2018 at 8:35 am UTC Likes: 5
12 Sep 2018 at 8:35 am UTC Likes: 5
Quoting: tuubiThe official recommendation is to disable nvapi and nvapi64 for the prefix in winecfg, and that should be enough.Unfortunately this isn't enough in all cases. Unreal Engine 4 has some super-stupid code in some of its rendering functions that tries to load nvapi if it hasn't already, and it will do it over and over again. This really killed performance in Dragon Quest 11, and it's going to kill performance in future UE4 games. I'm actually considering reporting all Nvidia cards as AMD cards by default as a workaround.
An interview with the developer of DXVK, part of what makes Valve's Steam Play tick
11 Sep 2018 at 5:45 pm UTC Likes: 9
11 Sep 2018 at 5:45 pm UTC Likes: 9
Quoting: EndeavourAccuracyUnless I'm mistaken, Beat Saber uses DirectX and OpenVR (for Vive), which means DXVK is part of what allows me to play the game on Linux with Proton. I'm quite happy with Valve's request and your work.Yep, Beat Saber uses the DXVK+OpenVR combo. It was the game for me to work with, and it was a pain to get it to work because of how VR initialization works. In case of Vulkan, you need to enable certain device and instance extensions, which basically requires initialization to happen in a specific order, but D3D11 doesn't have *any* restrictions on that, so a lot of trickery was required to get it to work.
A multi-vendor extension for transform feedback in Vulkan is being worked on to help DXVK and others
8 Sep 2018 at 3:26 pm UTC Likes: 17
8 Sep 2018 at 3:26 pm UTC Likes: 17
Quoting: jensWhat I mean is, was it Valve that approached you first and had asked you to start DXVK? Or the other way around, did you started with DXVK for another reason and was it Valve that got interested in you/DXVK?The latter, they first contacted me after that [External Link] happened. DXVK was ~four months old at that point.
A multi-vendor extension for transform feedback in Vulkan is being worked on to help DXVK and others
8 Sep 2018 at 12:13 pm UTC Likes: 14
8 Sep 2018 at 12:13 pm UTC Likes: 14
Quoting: GuestPerhaps we should thank the developers first?He's not entirely wrong though, if this was a simple hobby project, nobody would fix their drivers for it and Khronos wouldn't even know it exists.
Life is Strange: Before the Storm finally arrives for Linux on September 13th, NVIDIA and AMD supported
6 Sep 2018 at 2:54 pm UTC Likes: 3
Of course I don't know why Feral opted out of supporting Vulkan for this particular game, but they will probably deliver a good port regardless. This doesn't look like the kind of game that absolutely needs Vulkan to shine - I mean, people have been playing it on wined3d before.
6 Sep 2018 at 2:54 pm UTC Likes: 3
Quoting: aejsmithNot every game requires stream output.This one does. Although it should be reasonably simple to come up with a solution specifically for Unity Engine, as it basically only requires derping some data from a vertex shader into a buffer.
Of course I don't know why Feral opted out of supporting Vulkan for this particular game, but they will probably deliver a good port regardless. This doesn't look like the kind of game that absolutely needs Vulkan to shine - I mean, people have been playing it on wined3d before.
DXVK 0.71 is out for Vulkan-based D3D11 and D3D10 in Wine, minor reduction in CPU overhead and more
3 Sep 2018 at 2:16 pm UTC Likes: 2
3 Sep 2018 at 2:16 pm UTC Likes: 2
And then some game pops up which relies on those edge cases and everything blows up.
That kind of trickery works great on a per-game basis when you know in advance that it'll work, but putting large amounts of work into a solution that covers pretty much only one single use case and has no chance of ever working correctly just isn't a risk I'm willing to take.
Yes, that one use case - unconditionally writing transformed vertex data back to a buffer using a geometry shader, without any sort of instancing, tessellation etc. going on - just happens to be what Unity Engine does, but not even having the option to implement conditional writes etc. is bad.
FWIW, D3D12 still supports this feature, so dxvk is not the only thing in the world that benefits from having an extension available. And looking at radeonsi, there is at least some native hardware-level support for that feature.
That kind of trickery works great on a per-game basis when you know in advance that it'll work, but putting large amounts of work into a solution that covers pretty much only one single use case and has no chance of ever working correctly just isn't a risk I'm willing to take.
Yes, that one use case - unconditionally writing transformed vertex data back to a buffer using a geometry shader, without any sort of instancing, tessellation etc. going on - just happens to be what Unity Engine does, but not even having the option to implement conditional writes etc. is bad.
FWIW, D3D12 still supports this feature, so dxvk is not the only thing in the world that benefits from having an extension available. And looking at radeonsi, there is at least some native hardware-level support for that feature.
Valve officially confirm a new version of 'Steam Play' which includes a modified version of Wine
31 Aug 2018 at 5:28 pm UTC Likes: 1
31 Aug 2018 at 5:28 pm UTC Likes: 1
Quoting: MohandevirOk got no hairworks, but personnally, I don't care. Such false "open source with limited access proprietary stuff" should not exist imo, anyway.Hairworks doesn't work because it needs Stream Output. It's using standard Dx11 features.
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