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For me C:\Windows\winevulkan.json worked. And HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Khronos\Vulkan\Drivers is the correct one. I also compiled wine-vulkan with the same scripts you gave me for the wine staging. I just added the step to run autoconfig as in AUR PKGBUILD.
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Yep, I used same scripts. Something is off though, possibly because I'm building inside a VM which has no vulkan installed.
Which Vulkan SDK did you install inside your prefix?
Anyway, the whole thing is a hack, and they probably didn't account for various use cases. Vulkan patches are progressing in Wine master, so hopefully it won't take long.
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checking for -lvulkan... not found
I suppose it requires vulkan dev package?
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For the reference, when building wine-vulkan, make sure you have libvulkan-dev installed. Trying TW3 with dxvk now.
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info: AMD RADV POLARIS10 (LLVM 6.0.0):
info: Driver: 18.0.99
info: Vulkan: 1.1.0
warn: DxgiAdapter: DXGI_FORMAT_D24_UNORM_S8_UINT -> VK_FORMAT_D32_SFLOAT_S8_UINT
info: D3D11CreateDevice: Probing D3D_FEATURE_LEVEL_11_0
info: D3D11CreateDevice: Using feature level D3D_FEATURE_LEVEL_11_0
warn: Vulkan extension VK_KHR_maintenance2 not supported
info: Enabled device extensions:
info: VK_AMD_rasterization_order
info: VK_KHR_maintenance1
info: VK_KHR_shader_draw_parameters
info: VK_KHR_swapchain
0009:err:d3dcompiler:compile_shader HLSL shader parsing failed.
Failed to compile vertex shader
VK_KHR_maintenance2 is supported by my radv for the reference.
It also has a lot of errors like:
0009:fixme:vulkan:wine_vkGetInstanceProcAddr Unsupported device or instance function: '"vkEnumeratePhysicalDeviceGroups"'
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RADV does, but wine-vulkan doesn't (yet). Unlike the old wine-staging code, wine-vulkan is actually smart enough to filter out any extension that it can't deal with, and sadly it has to deal with every single one of them explicitly due to differences in struct memory layouts between Windows and Linux.
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![](https://i.imgur.com/TNZwazy.jpg)
Unlike OpenGL backend though, there are way more microstutters (I guess less of live shader caching is going on).
The water effects are messed up still. But very impressive progress overall.
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![](https://i.imgur.com/s4Z8WGI.jpg)
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![](https://i.imgur.com/7uNFT6f.jpg)
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"Hello spikes my old friend."
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![![
The Rotfiends seem to require stream output to render properly, which sadly is going to be a massive pain to implement because Vulkan doesn't support anything of the sort natively.
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Current Wine master is a far cry from old buffer pool hack. GPU is very underutilized, and I'm getting 15-20 fps tops. So dxvk is an improvement, but I thought its design should allow to saturate the GPU to 100%, so I expect it shouldn't be worse than old 40 fps result on radeonsi. Unfortunately without something like GALLIUM_HUD for Vulkan, it's not easy to measure GPU utilization.
I might look into implementing that actually, if Mesa developers have no plans to do it in the near future.
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What is your processor frequency? Do you mean that stronger CPU helps here? I'm using Ryzen 7 1700X which should be quite decent.
My resolution is a bit higher (1920x1200) and I set all settings to max, except hairworks are off.
If it runs into a hard CPU limit, that would indeed be embarassing, but when approaching GPU limits, DXVK will always be slower, one reason is that RADV simply hasn't caught up yet, and another is that OpenGL drivers have an easier time placing efficient execution/memory barriers than DXVK. That's the tradeoff.
I'm getting like 20-30% GPU utilization in Novigrad, Beauclair etc. when using wined3d, so yeah, definitely CPU bound. Even DXVK is still CPU bound on this machine, getting between 70% and 80% GPU load most of the time. Constant 60 FPS on Windows.
CPU runs at 3.7 GHz with heavily overclocked IMC, but it's no match for anything modern, your Ryzen is probably at least twice as fast.