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- KDE Plasma 6.3 will have much better fractional scaling
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https://github.com/vesim987/dxvk/releases
DXVK runs now on nvidia propietary drivers
This is some examples from CᴀᴛᴛᴀRᴀᴩᴩᴀ®
View video on youtube.com
View video on youtube.com
System Specs Used in Tests
CPU: Intel Core i5 4690K 4.7GHz
RAM: 16GB 2400MHz DDR3
Graphics Card: MSI GTX 1060 GAMING X 6G
Motherboard : GIGABYTE Z97M-DS3H
^_^
I don't know what exactly their plans are, but if they do actually add D3D10/11 support, DXVK will lose its purpose and will probably be dropped. They would have to start from scratch if they want to do it in pure C89 though.
With an insanely dirty hack though. I hope I can find the issue that's causing the driver crashes.
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Why would they require limiting it to C89? It's apparently a separate project from regular Wine repo, so they can have different code standards there. And on a side note, why would they limit Wine to C89? That must be annoying.
I can try contacting Józef Kucia about plans for the project.
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But in general really exiting progress on this!
I am wondering if this also open doors for better VR support through WINE (also see my topic here: https://www.gamingonlinux.com/forum/topic/3032 ) as SteamVR under Linux only supports Vulkan, while I imagine most current Windows VR games are still DX11?
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VR won't get any better in general until this project will be complete and open implementations for it will surface: https://www.khronos.org/openxr
Investing a lot of effort in VR before that is probably a waste of time.
OpenXR is a necessary initiative, but there's a lot that can and must be done to prepare Linux for VR in general.
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I mean from higher level libraries perspective. Effort that goes into hardware drivers, display servers and etc. surely can be already done now, if general idea of what VR will require is already well understood.
But to support VR in Wine for instance, OpenXR should probably surface first.
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edit: nevermind, I used the official dxvk instead of that fixed one. The fixed one still crashes when it's finished loading though
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Why exactly do you require mingw for building by the way?
Also, in the requirements you list wine-staging. Does it mean it should be installed before building, or you need the source?
I got this during the build:
FileNotFoundError: [Errno 2] No such file or directory: 'wine': 'wine'
And what can be done now, since Wine staging isn't developed anymore?
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I was under the impression that it is being developed in a sense. The project continues at least here https://github.com/wine-staging/wine-staging
It might not strictly be the same staging as before, but the purpose is the same?
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https://dl.winehq.org/wine-builds/ubuntu/dists/artful/main/binary-amd64/Packages
You can still use the instructions from:
https://wine-staging.com/installation.html
Or if you using arch you can use the aur and edit it appropriately to compile.
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I saw that fork, but I don't know how it relates to the previous project or how relevant it is in the context of dxvk. From what I understood, Vulkan patches in the old Wine staging were a hack anyway, and had no chances of upstreaming.
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Would assume, all the old patches would either have needed to be modified or removed to compile against each new wine build. If nothing else it still has most if not all the old patches from 2.21 staging and some more dx11 patches.
Looking at the patches folder in git still seems to have all its old stuff, pretty much.
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Staging is listed as a requirement because it used to be the only branch with Vulkan support. wine-vulkan works just as well, but getting it to work is a bit more involved.
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I mean, how is Wine itself getting away with doing it all with simply gcc?
Looks like upstream Wine is getting Vulkan after all. So things should get easier.
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LA Noire. Quite impressive considering that staging doesn't even get past the intro in DX11 mode.
(Game is locked at 30 fps, so that's not a problem with Wine or dxvk!)
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Dirt 2 demo. This is a DX11 game that works well with Wine, so it was fun to see how dxvk compared. Turns out that it is a little bit faster, around 35fps compared to 27 in staging 2.21 (3.2 is slower).
(Can not for the life of me get dxvk working on anything but 32bit stuff, but that's probably a problem on my end!)
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May give it a go over the weekend.