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Latest Comments by YoRHa-2B
DXVK 1.5 released with D9VK merged in for D3D9 support, plus a statement on DXVK's future
17 Dec 2019 at 2:55 am UTC Likes: 7

Quoting: ziabiceHow hard is to create some automatic tests for DX11 + DXVK? Without some good tests is nearly impossible to refactor things
Wine has a whole bunch of tests for D3D11. Thing is, it is impossible to catch all possible use cases and the... let's just say creative ways some games use the API. It is also not really possible to accurately test whether thread synchronization works correctly in all cases etc., and undefined behaviour sometimes works on some hardware but not on others. Writing tests alone just doesn't cut it.

Quoting: tamodoloI wonder. How much close to windows performance DXVK will be capable to achieve? Now it's somewhat 80% of windows performance. I find that awesome but at the same time not enough.
Depends very much on your hardware and software setup.

On my AMD setup, DXVK is consistently faster than Windows driver in CPU-bound scenarios (because their driver is ludicrously slow in some cases) and usually only marginally slower when GPU-bound (depends on which Vulkan driver you use, though, and some games still lose quite a bit of perf simply due to being dumb). I recently made a video [External Link] running the FFXIV benchmark; in some scenes, native D3D11 is slightly faster, in others, DXVK is slightly faster. It's rare to see games lose more than 10-15% compared to Windows.

On Nvidia, D3D11 tends to work a lot better in CPU-bound scenarios (as it should, since we're doing quite a bit of extra work that a native driver doesn't need to care about), and at the same time, their Vulkan driver also seems to have some drawbacks. There are some weird performance issues that are not specific to DXVK, i.e. some workloads just perform worse with Vulkan than with D3D11 no matter how hard you optimize the Vulkan path. Older architectures such as Kepler are especially bad and only reach ~50% of native performance.

D3D9 is slow on Windows, even with an Nvidia GPU. D9VK can beat that in many cases, but not all.

On Linux you also need to work around performance issues caused by power management and the scheduler, I run a custom kernel with PDS for that reason and put the CPU into performance mode when playing. There's also wine overhead to take into account, you'll want to use Fsync to minimize thread synchronization bottlenecks, which also requires a custom kernel.

TL;DR don't expect any massive improvements anymore. Getting a decent experience on Linux takes some effort and slightly stronger hardware, that's just the cost of running games on an unsupported platform through a compatibility layer.

DXVK 1.5 released with D9VK merged in for D3D9 support, plus a statement on DXVK's future
16 Dec 2019 at 4:35 pm UTC Likes: 29

Quoting: KuJoAt least if this comment is still valid on GitHub from December 10th. His statements he made to GOL now actually sound a little different.
I think people are just blowing what I said on Github (admittedly in frustration) WAY out of proportion.

Liam asked me to give the statement quoted in the article above today, just refer to that (and everyone, please stop annoying him via email about the whole thing).

DXVK 1.5 released with D9VK merged in for D3D9 support, plus a statement on DXVK's future
16 Dec 2019 at 2:47 pm UTC Likes: 8

Quoting: somebody1121What i find interesting is the Crysis 3 bug fix, anyone knows if the game uses AMD ags
I don't think it does in any meaningful way, it's just that for some bizarre reason, the game takes a different code path that is significantly slower than the Nvidia path in terms of CPU performance.

And it's really bad. We're talking about going from ~23 FPS to ~30 FPS in some scenes, and that is on a Ryzen 2700X (which admittedly isn't very good for gaming, but not all that bad either).

D3D10/11 to Vulkan translation layer DXVK 1.4.6 released
4 Dec 2019 at 12:10 pm UTC

Quoting: massatt212Need for speed heat doesnt work on this version
but works on 1.4.5
Wow, so much info.

Anyway, please check if it works with this [External Link] commit applied. The github builds are already updated.

DXVK 1.4.5 released bringing further performance improvements for D3D11 and D3D10 to Vulkan
21 Nov 2019 at 3:49 am UTC

Quoting: KimyrielleOrigin (halfway) runs with the newest Lutris WINE build again. Until EA breaks it again with another random update, I suppose. Not sure if Jedi could be bought and downloaded directly from Origin? I can't try it though, I haven't bought the game, and will not unless it's confirmed running fine in WINE and/or Proton.
It works as a standalone client, but with Jedi, it's basically Steam that launches a minimal instance of Origin which then automatically launches the game. This doesn't work out of the box, and needs work (which Eggroll's build has included).

DXVK 1.4.5 released bringing further performance improvements for D3D11 and D3D10 to Vulkan
20 Nov 2019 at 1:51 pm UTC Likes: 4

As far as I understand, the main reason why Jedi is a pain in the arse is - surprise - Origin.

D9VK developer is working on allowing DXVK to help Linux ports for Direct3D to Vulkan
15 Nov 2019 at 8:47 am UTC Likes: 16

Quoting: Sir_DiealotI guess this is way less useful than it at first sounds.
I've received several mails in the past from people who had been interested in this since porting a renderer to a different API is significantly more work than e.g. porting input handling, so there's some merit to that.

Of course the core issues won't go away, namely that DXGI is built around win32 APIs which makes the SDL integration a massive hack.

Google reveal Stadia will only have 12 games available at launch, more later in the year
11 Nov 2019 at 8:10 pm UTC Likes: 25

Quoting: DonkeyWith the lack of content presented so far it looks more and more like this project will fail. I hope it will not since it could add so many positive technical things to the gaming industry.
I disagree. I mean yes, it has some genuine advantages for multiplayer games since cheating should be impossible and there's going to no unreliable client<>server or client<>client sync (but in exchange you get input lag), and people don't have to pay the high entry fee for a console or gaming PC, but that's about where the advantages for the consumer end.

And Google, in their infinite wisdom, decided to not launch Stadia in any of the regions where the latter would actually matter.

Beyond that, it's really just a DRM fiesta. It might be a publisher's wet dream come true, but it sure as hell ain't one for me.

Google reveal Stadia will only have 12 games available at launch, more later in the year
11 Nov 2019 at 7:46 pm UTC Likes: 8

Quoting: eldakingMore interesting: what games on that list do not have working Linux ports yet?
The only games on that list that do have a Linux version are the Tomb Raider games.

The only game that ships a Vulkan renderer on Windows is Red Dead Redemption 2.

Gylt even appears to be a Stadia-exclusive.

Shadow of the Tomb Raider Definitive Edition released with Linux support
6 Nov 2019 at 12:28 pm UTC

Quoting: The_Aquabatyes the fog and smoke flickers for me.
Are you also using the Github branch? mesa-master seems to work, but it's still missing some performance work.

Anyway, ACO devs are informed.