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The Witcher 3 in Wine
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hilpara 9 Mar 2018
Is that correct? HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432NodeKhronos\Vulkan\Drivers
Looks like it should be HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Khronos\Vulkan\Drivers

Also, using "C:\Windows\winevulkan.json" doesn't work with regedit. You need to use "C:\\Windows\\winevulkan.json"

Anyway, I built wine-vulkan as above, but no dice.

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.
Shmerl 9 Mar 2018
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.

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.
Shmerl 9 Mar 2018
Ah. I see some problem in the configure step:

checking for -lvulkan... not found

I suppose it requires vulkan dev package?
Shmerl 9 Mar 2018
Yep, this time it worked!

For the reference, when building wine-vulkan, make sure you have libvulkan-dev installed. Trying TW3 with dxvk now.
Shmerl 9 Mar 2018
Ah, no. That wasn't the reason. Somehow running setup_dxvk.sh messes up the prefix. Before running it, vulkaninfo.exe works. Afterwards - not anymore.
Shmerl 9 Mar 2018
Something must have messed up with my startup scripts. I reconfigured the prefix to use wine-vulkan, and now the result for d3d11-triangle.exe is like this:

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"'
whizse 9 Mar 2018
Do you have the necessary dlls? d3dcompiler_47.dll (and at least on my system I need cryptsp.dll too)
Shmerl 9 Mar 2018
Ah, I see it's only needed for those demos. TW3 is starting now without it! Thanks for the hint.
YoRHa-2B 9 Mar 2018
You need the DLLs for the triangle sample. DXVK itself works without those DLLs.

VK_KHR_maintenance2 is supported by my radv for the reference.
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.
Shmerl 9 Mar 2018
Performance is similar to Wine with old buffer pool hack (i.e. GPU must be fully loaded):

![](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.
Shmerl 9 Mar 2018
I'm going to try that freeze case with dxvk / radv now.
Shmerl 9 Mar 2018
Actually, with old buffer pool hack I was getting close to 40 fps on average (1920x1200, RX 480). With dxvk I'm getting around 30 fps. So there is room for improving performance still.
Shmerl 9 Mar 2018
Rotfiends look like this:

![](https://i.imgur.com/s4Z8WGI.jpg)
Shmerl 9 Mar 2018
The vegetation looks good during the rain at night, which is an improvement over OpenGL! (see bug #43816.

![](https://i.imgur.com/7uNFT6f.jpg)
Faattori 9 Mar 2018
Rotfiends look like this:

"Hello spikes my old friend."
Shmerl 9 Mar 2018
No freezes with rotfiends, but they aren't rendering properly either yet.
YoRHa-2B 9 Mar 2018
Well, if you're GPU-bound, RadeonSI will probably deliver better results, but when running the game on a Phenom II... well, yeah:
![![

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.
Shmerl 9 Mar 2018
Well, if you're GPU-bound, RadeonSI will probably deliver better results

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.
Shmerl 9 Mar 2018
Well, if you're GPU-bound, RadeonSI will probably deliver better results, but when running the game on a Phenom II... well, yeah:

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.
YoRHa-2B 9 Mar 2018
Unfortunately without something like GALLIUM_HUD for Vulkan, it's not easy to measure GPU utilization.
Try radeontop.

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.

What is your processor frequency? Do you mean that stronger CPU helps here?
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.
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