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Mesa 25.1 will default to Zink+NVK instead of the old Nouveau OpenGL driver for NVIDIA on Linux

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Last updated: 11 Mar 2025 at 4:04 pm UTC

Time for a bit of modernisation. With the upcoming Mesa 25.1 release, Collabora developer Faith Ekstrand announced a big change for NVIDIA GPU users. If you're not using the proprietary NVIDIA driver, that is.

The old Nouveau OpenGL driver will no longer by used by default, and instead they're going to be switching it out of the box to use Zink + NVK. A merge request for Mesa to do the change for "turing and above", that being the likes of the GeForce RTX 20xx series and GeForce GTX 16xx series and newer, was opened back in May 2024 with it just about to be pulled in now.

Confused? As a reminder — Zink is an OpenGL implementation on top of Vulkan. While NVK is a Vulkan driver for NVIDIA GPUs. Ekstrand mentioned how Zink has "matured a lot" and they're "fairly confident that Zink+NVK will be an improvement over Nouveau GL across the board".

Mesa 25.1 is due a fourth release candidate on May 7th, or the 25.1 final release if it's deemed ready. So not that long to wait on this.

Read more in the Collabora news post.

Article taken from GamingOnLinux.com.
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11 comments Subscribe

grigi 13 hours ago
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Awesome news. Zink is really paying off for a single complex OpenGL state tracker instead of many complex OpenGL state trackers each with different bugs.
BotchFrivarg 13 hours ago
Does make sense, always kinda expected that one day HW specific opengl drivers would be gone (of course not sure when that day will be, might be decades in the future, might be tomorrow) to be replaced with layers like zink. Also makes sense to try this first with nouveau AFAICT that driver always had problems (of course in large part due to no or at best very limited support from nvidia), and I believe the vulkan counterpart (NVK) is in much better shape (no thanks to nvidia, as far as I know), so all in all nvidia being the first to go zink + vulkan (NVK in this case) is probably the best option to have high quality opensource drivers for nvidia cards.
Leprotto 13 hours ago
Doesn't Zink still lack va-api support?


Last edited by Leprotto on 11 Mar 2025 at 4:45 pm UTC
Caldathras 12 hours ago
I understand that Kepler support in NVK is going to be a while. Is there a timeline for the Maxwell chipset?
Shmerl 12 hours ago
Zink still lack va-api support

I think someone should create VA-API over Vulkan video for that.

Looks like there is some work on it:

https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31517


Last edited by Shmerl on 11 Mar 2025 at 5:55 pm UTC
Pyrate 10 hours ago
Is there a logical possibility for Mesa/Nova/NVK etc to support the software stuff like DLSS etc ? Not asking wen's, just curious to know if it's even something that can be done.
Shmerl 10 hours ago
struct native_req_assets *native_req_assets_get(struct native_info *native_info);

Since DLSS is some proprietary Nvidia blob, the question goes other way around. Is there a possibility for DLSS to support nova+nvk? I wouldn't count on it.

Not familiar with how DLSS accesses the GPU though. If it's using some standard Vulkan path - it might work. If it's not, Nvidia will have to contribute whatever is missing. Or someone else who cares to reverse engineer it.


Last edited by Shmerl on 11 Mar 2025 at 7:53 pm UTC
LoudTechie 9 hours ago
@Pyrate I disagree with @Shmerl with that the only way to get supported is downstream support.
Wine is a shining example how with enough effort lack of downstream support can be circumvented.
I do agree that the chance is low.
One would either need to trick the verification system NVIDIA uses to detect their own drivers and reverse engineer the apis or implement their own version through a minefield of patents, reverse engineering, AI copyright problems, etc.
Which one is easier depends on whether you're talking to a lawyer or an engineer.
Marlock 8 hours ago
so, this is a bit off-topic, but the above comment on DLSS got me thinking...

to choose the perfect pixel to render when translating polygons to pixels a gpu can use supersampling (which sort of extracts more neighbouring pixels from the polygon then melds them into one)

then there's anti-aliasing which helps get rid of jagged edges by sort of displaying several pixels into one or making each pixel semi-affected by its neighbours

and probably a bunch of old-ish techniques that let the GPU think in higher-res then compress the resulting visual to lower-res in a smoother fashion


now there's upscaling techniques like DLSS and FSR that let the GPU think in smooth lower-res and expand the output to a not-quite-as-smooth higher-res


are we, in real world scenarios, partially downscaling then partially scaling things back up instead of doing it all in one scale?

is all this extra logic worth it or are there cases where eg: 4k without the contradictory bells and wistles is faster and looks better than 1080p with everything maxed?

is anyone keeping track of all the ups and downs and how well they go along? game engines, probably, right? driver logic?


Last edited by Marlock on 11 Mar 2025 at 9:13 pm UTC
Marlock 8 hours ago
back on topic:
in a world with infinite competent human resources, it's likely that Zync would never make sense

in the real world it seems like it's living up to some of its big ticket goals and peoples expectations, eg:

ensure (wherever vulkan exists) a catch-all complete and compliant OpenGL implementation where specific implementations are quirky, broken, slow or missing

make a single effort count tenfold

surpass some suboptimal implementations despite its overhead

heck, even make some magic happen, like providing and using shared context so hibrid approaches like Vukan+OpenGL (done and used in X-Plane + plugins) and OpenGL+OpenCL (in the works iirc) become possible


kudos for the vision and for the deliveries!


Last edited by Marlock on 11 Mar 2025 at 9:24 pm UTC
sonic2kk 4 hours ago
Awesome to see! Zink is handy to use even on AMD for some older native titles (BioShock Infinite ran much better with it back when I tested).

I'll be interested to see some games like Minecraft benchmarked with Zink on Nvidia GPUs.
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