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DXVK [GitHub] continues to astound me in both the speed of development and just how much it can do. This Vulkan-based layer to provide D3D11 in Wine has matured with another new release.

Version 0.65 is now out, bringing with it the previously covered per-game configuration doing away with environment variables. The aim is to have better configuration for various game out of the box, to give everyone a better experience.

It also brings these fixes:

  • Fixed violation of the Vulkan specification when using indirect draws with non-zero firstInstance
  • Fixed incorrect COM reference counting behaviour for resource views (#302)
  • Improved validation to prevent games from creating invalid resource views
  • Dragon Age Inquisition: Fixed deadlock when starting the game in fullscreen mode (#293)
  • Monster Hunter World: Fixed invalid shader causing crashes on RADV
  • Yakuza 0: Work around various crashes caused by the game's broken reference counting behaviour (#533)
Article taken from GamingOnLinux.com.
Tags: Vulkan, Wine
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Snowdrake Aug 12, 2018
Quoting: GuestI play World of Warcraft with DXVK and Lutris and it's really awesome the FPS i get its night and day thx to the maker of DXVK, really appreciated.
It's also worth mentioning that that (in world of warcraft) wine-staging results in many graphical glitches, while DXVK is bug free.
Whitewolfe80 Aug 12, 2018
With Lutris having the tick to install dxvk its getting very easy to run games with almost native levels of performance which is awesome but worrying. No need to go into it as its been said time and time again. Game companies/deverlopers can read is all am saying.
Shmerl Aug 12, 2018
What's worrying in better performance? You can't stop progress.
g000h Aug 12, 2018
Quoting: ShmerlWhat's worrying in better performance? You can't stop progress.

Well, to speak the obvious, it is that the better we have Windows games run under WINE, then the less motivated will be game developers to release native ports. As it usually takes more effort for a native port on another platform - testing it, making the code cross-platform, supporting another OS.

However, as mentioned numerous times, there is good reason to release a game on Linux natively - It encourages Linux gamers to buy that game. Also, making a game run cross-platform tends to make that game more robust and bug-free overall.
Whitewolfe80 Aug 12, 2018
Quoting: ShmerlWhat's worrying in better performance? You can't stop progress.

Oh i actually have to explain it. If i am a game dev and I have some linux users asking for a port now currently the options are one do it in house which means hiring staff two have feral do it which obivously incurs costs. Or 3 do nothing and wait for linux users to buy windows copies and play it through wine meaning i have to do fuck all and i still get 100 percent profit. Which one would you choose if its anything other than option 3 your lying or have never worked in large corporation.


Last edited by Whitewolfe80 on 12 August 2018 at 4:18 pm UTC
g000h Aug 12, 2018
Quoting: Whitewolfe80
Quoting: ShmerlWhat's worrying in better performance? You can't stop progress.

Oh i actually have to explain it. If i am a game dev and I have some linux users asking for a port now currently the options are one do it in house which means hiring staff two have feral do it which obivously incurs costs. Or 3 do nothing and wait for linux users to buy windows copies and play it through wine meaning i have to do fuck all and i still get 100 percent profit. Which one would you choose if its anything other than option 3 your lying or have never worked in large corporation.

Same as my reply, but you are just placing replacing my mention of "effort" with "incurring cost". I guess it is another leap in mental agility to associate effort with cost, and so you've made it even clearer.
Shmerl Aug 12, 2018
Quoting: g000hWell, to speak the obvious, it is that the better we have Windows games run under WINE, then the less motivated will be game developers to release native ports.

I don't find this argument compelling. Those developers who don't make native releases are already using various wrappers, so if Wine is an option for that, I don't see a problem. Even better if they'll use FOSS tools for their releases.

On the other hand, those who are making native releases through common engines like Unity or Unreal and etc. will continue doing it. There is a relatively small group of those who are making native releases using custom engines (Nightdive, THQ Nordic and some others), and I don't think Wine has any effect on them.

Quoting: Whitewolfe80Oh i actually have to explain it. If i am a game dev and I have some linux users asking for a port now currently the options are one do it in house which means hiring staff two have feral do it which obivously incurs costs. Or 3 do nothing and wait for linux users to buy windows copies and play it through wine meaning i have to do fuck all and i still get 100 percent profit. Which one would you choose if its anything other than option 3 your lying or have never worked in large corporation.

If some developers don't want to support their users, finding excuses is simply hiding that. The problem is that they don't want to support them. Wine or not has nothing to do with it. There are many developers who support their users because they see it as a proper way to release games.


Last edited by Shmerl on 12 August 2018 at 4:48 pm UTC
Avehicle7887 Aug 12, 2018
I don't believe Wine/DXVK has an effect with a devs' support, some companies refuse outright to support our platform and the ones that do still provide native games despite the Win version running perfectly in Wine.

For one I'm grateful these 2 amazing project exist, unfortunately it's not always possible for a game to come to Linux and it's nice to know there's still a way to play them.


Last edited by Avehicle7887 on 12 August 2018 at 7:17 pm UTC
g000h Aug 12, 2018
Quoting: Avehicle7887I don't believe Wine/DXVK has an effect with a devs' support, some companies refuse outright to support our platform and the ones that do still provide native games despite the Win version running perfectly in Wine.

For one I'm grateful these 2 amazing project exist, unfortunately it's not always possible for a game to come to Linux and it's nice to know there's still a way to play them.

There are some non-obvious effects. Devs are very much affected by analytics data. A game bought for playing on Windows (i.e. WINE) because the Linux port is delayed (for instance), produces stats that it was a Windows purchase. As such, the overall game stats might indicate lower Linux market share than it ought to achieve. If the game achieves 5% Linux market share, then it might be cost effective to release to Linux on the next game release. However, if the game achieves 1% Linux market share, then future games might be deemed not worth porting.

I agree about the other factors you're mentioning, namely:
- Thanks to WINE to give Linux gamers the possibility to play games only released to Windows (and never coming to Linux)
- Yes, there are game studios which will only release to Windows (or to Playstation, or to Switch) but my point was about studios that are likely to release to Linux, not ones that will never do so (under current market conditions).
Shmerl Aug 12, 2018
Quoting: g000hA game bought for playing on Windows (i.e. WINE) because the Linux port is delayed (for instance), produces stats that it was a Windows purchase.

We know for example, that GOG collect statistics based on user agent, so GOG would know that the game was purchased and downloaded by Linux users. We don't know however what stats are shared by GOG with developers. However if they don't share these stats, developers wouldn't know anything anyway, besides the fact that the game was bought. You'd need to ask actual developers to know what info is available for them.


Last edited by Shmerl on 12 August 2018 at 7:52 pm UTC
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