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- KDE Plasma 6.3 will have much better fractional scaling
- New Linux kernel patch submitted to improve Lenovo Legion series support including Lenovo Legion Go
- The upcoming Lenovo Legion Go S may come with a SteamOS Linux version
- The Steam Deck Stars Bundle on Steam has some top Deck Verified games for cheap
- Horror scavenging game KLETKA is like Lethal Company but an elevator wants to eat you
- > See more over 30 days here
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Who would have thought this thing matures this quickly!
Seems to be faster than regular WINE as well:
https://imgur.com/a/Byrph#EPQC3Kf
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Can't wait to try Witcher 3 on it.
EDIT:
These days it seems they'll use DX11 even for 2D games (I'm looking at you "The Mummy: Demastered" ). Hilarious, I used to play such games on the Amiga 600.
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On the other hand, it does use fairly complex compute shaders with atomic operations etc., even some niche features like Append/Consume buffers which don't have a direct equivalent in Vulkan or OpenGL. And the most annoying part: It has a whole bunch of really, really nasty bugs and does a few unexpected things as well, such as this issue which is still present in Wine and required a workaround in DXVK. And there seem to be more such cases which still cause minor visual discrepancies in both DXVK and WineD3D, but I'd consider it playable with both.
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Interesting, and thanks for working on this! How do you estimate this effort, is it huge, or not as massive as what Wine developers are doing to implement it on top of OpenGL?
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That doesn't mean I'm not impressed. It's still awesome for a young project like this :)
I'm gonna try Shadow Warrior 2 again after applying this fix.
In general though, the answer is it depends. Most API features are rather straight-forward to implement, some don't have an equivalent in Vulkan but in OpenGL (such as Transform Feedback) and will require some hacks. But the reverse is true as well, especially considering that D3D11 and Vulkan are thread-aware whereas OpenGL still requires everything to be serialized into one thread.
Mesa 17.3.3 seems to be broken and requires
export RADV_DEBUG=nohiz
That's not to say that any of these games would work, although apparently Skyrim SE did already work at some point - thing is, there is absolutely no way of debugging this unless people actually manage to provide apitraces, but apitrace itself seems to cause a lot more trouble than I had imagined.
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We'll see. I'm gonna get myself a Github account, dig through some manpages and come back with these apitraces – maybe in February when I've got some more spare time.
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Random question : What is used to display fps on-screen on the screenshots ? (https://github.com/doitsujin/dxvk/wiki
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Can you please ping The Witcher 3 in Wine thread, when you'll think DXVK will be at the stage good for testing TW3 in it already? I'd be glad to run tests and report issues. Tesselation would be one major milestone for it I suppose.
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Don't you think that once there is a vulkan based converter that the gallium state tracker is no longer necessary?
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I've downloaded the precompiled version (i'm not into compiling), but there are only 2 folders in the archive (x32 and x64), with 2 dlls in every folder (d3d11.dll and dxgi.dll).
How can i implement them to any wine prefix??
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Do you know what is the purpose of vkd3d project? From the description it sounds it's focused on D3D12 only, but in this dxvk issue there was some discussion that makes it sound like it's for all versions of D3D. So does it mean there will be duplication of effort?