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Wine's VKD3D 1.0 Released For Running Direct3D 12 Over Vulkan

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  • Wine's VKD3D 1.0 Released For Running Direct3D 12 Over Vulkan

    Phoronix: Wine's VKD3D 1.0 Released For Running Direct3D 12 Over Vulkan

    The Wine project has announced the release of VKD3D 1.0, the first official release of this Direct3D 12 over Vulkan layer primarily developed at CodeWeavers. VKD3D is the approach Wine is pursuing for getting Direct3D 12 games from Windows working on Wine under Linux or also under macOS when paired with MoltenVK...

    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
    I never got this Linux world news, so major features are missing (probably hardest work) and i will work with Wine maybe at start 2019.

    Why anybody should be excited?, its computer technology its just 0 / 1, its working (its done more than 99.9% of work) or its not working => its unless for enduser.

    Its like Wine for Android, you can build it, you can run it, but almost nothing is working for months and nobody cares..

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    • #3
      Originally posted by ruthan View Post
      Why anybody should be excited?, its computer technology its just 0 / 1, its working (its done more than 99.9% of work) or its not working => its unless for enduser.
      That's a bit too simplistic. With graphics rendering there are multiple acceptable levels of "works". When the D3D-over-Vulkan looks exactly the same but is slow is it 0 or 1 then? How about when it's just 10% slower than native? What about when there's just one texture rendered incorrectly, but the game itself is playable? What if some games are working and others not? Rome wasn't built in a day.

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      • #4
        So on mac it will be a layer on top of a layer lol

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        • #5
          Originally posted by edoantonioco View Post
          So on mac it will be a layer on top of a layer lol
          Even "native" linux ports are usually layers on top of layers on top of layers etc. Compiled into the game or being a separate library makes no difference really.

          What makes this specific layer interesting is that there are like 2 or 3 DX12 games that aren't UWP, so there's nothing to test it against. They'll make Ashes and Tomb Raider working, and it's done. Nothing really uses DX12, it's dead.

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          • #6
            Originally posted by eydee View Post
            What makes this specific layer interesting is that there are like 2 or 3 DX12 games that aren't UWP, so there's nothing to test it against. They'll make Ashes and Tomb Raider working, and it's done. Nothing really uses DX12, it's dead.
            Unfortunately you have to support DX12. Not for games. You can fairly much bet in places MS Office will be using DX12 like its using DX11 now. Annoying Microsoft software alone will make it that you will have to do it.

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            • #7
              Originally posted by eydee View Post

              is that there are like 2 or 3 DX12 games that aren't UWP, so there's nothing to test it against. They'll make Ashes and Tomb Raider working, and it's done. Nothing really uses DX12, it's dead.
              UWP doesn't work with wine?

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              • #8
                It will be funny when DX12 games can work under Linux with this, while Win7-8 users miss out.

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                • #9
                  Originally posted by theriddick View Post
                  It will be funny when DX12 games can work under Linux with this, while Win7-8 users miss out.
                  Actually, Windows 7/8 could also use this, just like some Windows XP users use wined3d for directx11...

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                  • #10
                    I can see a situation where, for NVIDIA users, D3D9 may require use of nouveau (for those games where Gallium Nine works better), while D3D12 requires the proprietary driver (since nouveau doesn't have Vulkan support). Ah well, that's NVIDIA for you!

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