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DXVK v0.30 Released For Offering Better Direct3D 11 Over Vulkan Experience

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  • DXVK v0.30 Released For Offering Better Direct3D 11 Over Vulkan Experience

    Phoronix: DXVK v0.30 Released For Offering Better Direct3D 11 Over Vulkan Experience

    A new release is available of DXVK, the Vulkan-based implementation of Direct3D 11 intended to offer a faster experience for running 3D games/applications under Wine...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    Can anyone clarify all the d3d9/11/12 over Vulkan projects like who's developing them and also their progress?

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    • #3
      Originally posted by chimpy View Post
      Can anyone clarify all the d3d9/11/12 over Vulkan projects like who's developing them and also their progress?
      VKD3D= Codeweavers, not currently usable as they are targeting accuracy and compatibility first. When the ICD vulkan code makes it into an official release, maybe we'll see something.
      DXVK= Philip Rebohle "doitsuijin", continually improving support, but not up to par yet with wine's dx11 support. It is however, faster for games which use the functions dxvk supports.
      VK9= Christopher Shaefer "disks86" not currently usable, recently refactored to new base with the goal of working like wined3d on windows- better accuracy of the implementation than building against wine.

      Currently they are not interoperable, as DXGI would need to be modified to support all of them concurrently (programs can use DX11 and make DX10 & 9 calls.)
      Last edited by Snaipersky; 01 March 2018, 10:42 PM. Reason: Clarified wine vulkan support

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      • #4
        Originally posted by Snaipersky View Post

        VKD3D= Codeweavers, not currently usable as they are targeting accuracy and compatibility first. When this vulkan code makes it into an official release, maybe we'll see something.
        DXVK= Philip Rebohle "doitsuijin", continually improving support, but not up to par yet with wine's dx11 support. It is however, faster for games which use the functions dxvk supports.
        VK9= Christopher Shaefer "disks86" not currently usable, recently refactored to new base with the goal of working like wined3d on windows- better accuracy of the implementation than building against wine.

        Currently they are not interoperable, as DXGI would need to be modified to support all of them concurrently (programs can use DX11 and make DX10 & 9 calls.)
        With VKD3D there is a bias to the shader compiler development at the moment. This is because of GL_ARB_gl_spirv in opengl 4.6 that will mean that the VKD3D shader complier (HLSL to spir-v) will be usable in wined3d dx 10 and dx11 for sure and possible reusable sections for DX 8 and 9 as well.

        Something people have not got. VKD3D wine will have to-do to support DX12. But nothing says that the parts out of VKD3D will only target DX12. The shader complier is already targeting DX10 and DX11 support usage in wined3d. These planned multi usages does save on maintenance over the long term.

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        • #5
          Originally posted by oiaohm View Post

          With VKD3D there is a bias to the shader compiler development at the moment. This is because of GL_ARB_gl_spirv in opengl 4.6 that will mean that the VKD3D shader complier (HLSL to spir-v) will be usable in wined3d dx 10 and dx11 for sure and possible reusable sections for DX 8 and 9 as well.

          Something people have not got. VKD3D wine will have to-do to support DX12. But nothing says that the parts out of VKD3D will only target DX12. The shader complier is already targeting DX10 and DX11 support usage in wined3d. These planned multi usages does save on maintenance over the long term.
          Thanks, that's exactly the info I was looking for. I've read about the projects here and there, but haven't kept up to date on them.

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          • #6
            Michel, could you test TR2013 native linux port vs. Wine+DXVK? And maybe some Unigines?

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            • #7
              I made an AUR package for the released version of DXVK.
              It should be easy to install, it has no cross-compiler requirements or anything:

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              • #8
                Originally posted by faldzip View Post
                Michel, could you test TR2013 native linux port vs. Wine+DXVK?
                Someone would probably need to create a PTS thing for that, but one thing to keep in mind is that DXVK is still very picky about the drivers. Turns out that one very recent change in RADV-git broke Tomb Raider for some reason, 17.3.6 doesn't render it correctly due to a bug that got fixed in -git, Nvidia... may or may not crash while compiling shaders, and AMDVLK is generally not recommended anyway.

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                • #9
                  well, AMDVLK wasn't working properly until their last update, now it works well.

                  Now, if only I could get it to work with wine-vulkan...

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