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Latest Comments by YoRHa-2B
Direct3D 12 to Vulkan layer vkd3d-proton has a 2.0 release
6 Nov 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 Nov 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 Nov 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 Jul 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.

NVIDIA open sourced part of NVAPI SDK to aid 'Windows emulation environments'
13 Jul 2020 at 6:22 am UTC Likes: 10

Quoting: aufkrawallI hope this will allow to reduce the weird performance hit by DXVK in some titles. E.g. the round achievement screen in HotS runs like ~50% faster with native D3D11 on Pascal.
Not going to happen. While (some) nvapi extensions can improve performance if used correctly, expect single-digit gains at best.

Games running 50% faster on Windows isn't exactly uncommon on (especially older) Nvidia generations and is just more a result of certain aspects of Vulkan not being a great fit for the hardware, as well as D3D drivers doing black magic in the background like optimizing shaders based on application-provided parameters etc which we're not doing, and in CPU-bound cases, just overall CPU overhead which in turn is mostly caused by key aspects of the respective APIs being quite different.

AMD is more consistent because their drivers (including OpenGL fwiw, see radeonsi) end up doing more or less the same things that DXVK on top of one of their Vulkan drivers would.

And there's always a chance that your performance issues aren't related to D3D at all.

Also, this whole thing really just couldn't come at a worse point in time, I'm very busy with vkd3d at the moment, Joshua has been working on that as well, and I'm not sure if there's anyone else ready to pick it up and start working on it.

NVIDIA 450.57 is out for Linux with DLSS and NGX, Image Sharpening plus more
10 Jul 2020 at 12:51 am UTC Likes: 8

Quoting: ScienceWould DLSS work with wine+vkd3d?
No. DLSS is not built on top of D3D12, it's some proprietary garbage and someone would have to provide a shim library that behaves exactly like the Windows one from the game's point of view but communicates with the Linux driver instead.

Thing is, that's a bit hard to do with zero public documentation.

VKD3D-Proton is the new official Direct3D 12 to Vulkan layer for Proton
6 Jul 2020 at 8:37 pm UTC Likes: 18

Quoting: aufkrawallCan anybody tell whether it will be possible to completely avoid any additional shader compile stutter vs. native D3D12?
Yes, if the game isn't completely broken. A Vulkan extension to allow that came out recently, we're still waiting for proper driver support though.

Direct3D to Vulkan gets even better with DXVK 1.7
16 May 2020 at 4:56 pm UTC Likes: 24

To be clear, it does not require wine 5.8 and dev drivers to run, only for the two new extensions to be used and have any effect. On an older software stack it'll work just like previous versions (including broken rendering in Crysis' Dx9 mode and friends).

The winevulkan patches are likely going to be pulled into Proton 5.0 with the next update; at least I'm going to make Andrew aware that we want them. The driver situation is a bit unfortunate since Mesa 20.1 branched shortly before the border color extension came out, so that won't be supported in stable mesa any time soon.

Happy hour has arrived at bar GOL with the Wine 5.8 release and it's a real corker
12 May 2020 at 6:51 pm UTC Likes: 1

Quoting: Avehicle7887On another note, Philip Rebohle (DXVK) has been working heavily on VKD3D (DX12 Support) at this repo: https://github.com/HansKristian-Work/vkd3d [External Link] which in turn gets merged into https://github.com/d3d12/vkd3d [External Link]
To clarify, the second repo has nothing to do with us whatsoever. Please ignore that it exists.

Vulkan 1.2.140 spec out and NVIDIA has a new Vulkan Beta Driver up with new extension support
4 May 2020 at 7:26 pm UTC Likes: 8

Quoting: Guestbut why the dedicated extension? Not all hardware supports it for a start.
Desktop hardware supports it, all other graphics APIs support it, and it makes our lives significantly easier, since the only real alternative would be to patch shader code on the fly based on the bound samplers, making one of the most basic operations - texture sampling - unnecessarily complicated and adding a lot of extra overhead.

Not everyone is super happy to keep adding legacy features to the API, but they aren't really going away any time soon, especially since Microsoft keeps supporting pretty much everything they ever came up with in D3D12.

Edit: Might have read your comment wrong, but leaving this here for extra info anyway.