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Latest Comments by CatKiller
Valve funds open source developer to work on Zink, the OpenGL on Vulkan driver
26 November 2020 at 2:22 pm UTC

The GPU in the M1 performs at roughly the level of the 1050 Ti. Later models, or models in machines with a higher power budget, are likely to get more performance.

Apple aren't going to move away from Metal unless they come up with something else that they completely control. They control the full hardware stack, the OS, the APIs, and the tools that devs are able to use. They can change any of them at will to benefit what they want to do with the Apple ecosystem.

Metro Exodus is still planned to release for Linux and macOS
25 November 2020 at 6:17 pm UTC Likes: 7

Quoting: MohandevirWhat's sad about this title is that it went through an Epic exclusivity deal (not going to go any further than that) and then, a year later, we got it on Steam (Windows only). It's been over 9 months since the release on Steam... All in all, the game has been available for a little less than 2 years and still nothing about the Linux version... I really wanted to wait for it, but I began to think that 4A had probably given up on it. So, what was I suppose to do? Now I know that I was probably wrong (the Linux version is not out yet and there is no firm date either), but at that moment, I tought the choice was to wait for a port that may never happen or buy it and play it with Proton...

I understand the stakes, but all that stuff about Proton vs Natives is giving me headaches in cases like this...

Neither you nor vskye, nor anyone else that played it through Proton did anything wrong by doing so. It's a brilliant solution: you get to enjoy the game on Linux, they get to know that they made a Linux sale. It really is the second-best outcome, and for many games there isn't a better solution at all. My position is that, in aggregate, we'd like devs to make more money if they don't break their game in Proton, and even more money if they support Linux.

Metro Exodus is still planned to release for Linux and macOS
25 November 2020 at 5:00 pm UTC Likes: 14

Quoting: vskyeAwesome news, since I bought this game already.., anticipating a Linux release. It's rated as Platinum on ProtonDB as is btw.
I'm not going to tell other people how to spend their money.

Buying on Linux and playing through Proton counts as a Linux sale, which is good, and shows that there's a market of Linux gamers. Sales on Linux after they've released a Linux version show that it's profitable to support Linux. If they'll get the sale anyway, without providing any support, then there's less incentive for them to give that support. It's the support costs that scare devs, and they'd really like to know that they're going to get their money back.

Just something to think about.

Vulkan Ray Tracing becomes official with Vulkan 1.2.162 (updated)
24 November 2020 at 1:17 am UTC

Quoting: Purple Library GuyApple have been such tools about this stuff.
They really really don't like having their destiny under someone else's control. Which isn't that surprising, given the history of the company. But it does make them somewhat difficult to work with.

Vulkan Ray Tracing becomes official with Vulkan 1.2.162 (updated)
23 November 2020 at 11:07 pm UTC Likes: 6

Quoting: gustavoyaraujoI'm not very into this... But, does it mean We will get a better performance in games we already play on proton? Any example?

What this means is that Vulkan games that do ray tracing (of which there are currently two) can be run on AMD or Intel hardware as well as on Nvidia hardware; Nvidia have had hardware that can accelerate ray tracing for a couple of years, AMD have just released their own (and the consoles), and Intel are due to release theirs next year. The number of games that use Vulkan, and the number of games that use ray tracing, are both likely to go up over time, particularly as hardware to do it becomes more widespread.

It also means that games that use DirectX for ray tracing (which will work on Windows on AMD and Intel hardware, as well as on Nvidia hardware) now have something to be translated to so that they'll able to be made to run on Linux (through Proton). There are more than two of those. It was difficult to do before, and would have only worked for hardware from one company.

Vulkan Ray Tracing becomes official with Vulkan 1.2.162 (updated)
23 November 2020 at 7:44 pm UTC Likes: 1

Quoting: Luke_NukemWas there any comment ont he Nvidia side about Quake II RTX being updated?

The pull request for switching it over is here, if you want to keep an eye on it. Having support in mainline drivers is a necessary first step.

Vulkan Ray Tracing becomes official with Vulkan 1.2.162 (updated)
23 November 2020 at 3:41 pm UTC Likes: 5

Quoting: EhvisThanks. I hope that this is true for translation layers as well as the code itself. As I understand it, the RT work for vkd3d was never continued because of problematic differences between the two.

It was for vkd3d that they did those changes, really.

QuoteThe change in the final Vulkan Ray Tracing functionality that will have the most impact on applications is the creation and layout of acceleration structures.

We received feedback from authors of API translation layers (such as vkd3d-proton) that it would be impractical to layer DXR on top of the provisional API Vulkan Ray Tracing acceleration structure. This resulted in changes to a sized acceleration structure creation and using allocation of acceleration structure storage on a VkBuffer instead of dedicated acceleration structure object storage.

So, yeah, hopefully Nvidia's non-beta driver and Mesa's AMD and Intel bits will expose support for the finalised extension in short order, and vkd3d will start using it.

Vulkan Ray Tracing becomes official with Vulkan 1.2.162 (updated)
23 November 2020 at 3:05 pm UTC Likes: 9

Quoting: EhvisWas anything achieved in getting the DXR to Vulkan RT mapping to be easier or didn't the notes elaborate on that?
They certainly seem to think so. They have a chart (Figure 5 in their notes) comparing the two, and they say
QuoteIt is straightforward to port code between the two APIs including re-use of ray tracing shaders written in HLSL

Vulkan Ray Tracing becomes official with Vulkan 1.2.162 (updated)
23 November 2020 at 2:45 pm UTC

Quoting: Liam Dawe
Quoting: CatKillerUgh. So they just told everyone not to use it for 8 months for literally no reason. Great.
No, they sought feedback from lots of industry vendors across the board. As part of that, as noted, it was split up into multiple extensions so people could use part or all of it. Plus numerous other smaller changes asked by others.
I was reading through the notes as you were writing this, and already edited my comment.

Vulkan Ray Tracing becomes official with Vulkan 1.2.162 (updated)
23 November 2020 at 1:19 pm UTC Likes: 6

Any indication from anywhere what the hold up was? I'd imagine that AMD and Intel not having hardware to support it would have left the aims of the extension fuzzy at the beginning, but they'd have known what was going into their silicon a long time ago. Was it an oversight? Or some tricky problem that needed solving?

Still, I'm glad it's finally here, and hopefully the delay hasn't lost Vulkan critical time with developer mindshare relative to DirectX 12.

Edit:
QuoteThey've also confirmed that the overall functionality has been unchanged since the provisional release.

Ugh. So they just told everyone not to use it for 8 months for literally no reason. Great.

Edit 2:
So, reading through the notes it seems that the problem was trying to have both easy mapping from DXR to Vulkan and easy mapping of Vulkan to Metal. It turns out that they can't have both, and they've decided to ditch Metal. That makes sense for our use-case, but it sucks for Khronos, since MoltenVK was an explicit target for them. I can see why they wouldn't want to take that decision quickly.