Originally posted by AdamOne
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Vulkan Getting Another Extension To Help With DXVK/Direct3D Performance
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Originally posted by AdamOne View Post
Why do you resist good news? It says its supposed to help performance for VK over D3D, wtf, cant ppl be happy these days?
I was wondering the same question myself. Not all of us know everything about everything.
Anyhoo...it seems like every two or three days Michael is reporting on something new regarding DXVK. Damn that project is moving along fast and making all of our gaming sessions so much better.
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Originally posted by edoantonioco View Post
its interesting that they work on linux only features
And of course, most GPU designers would rather just write Vulkan drivers and let third party libraries wrap around and expose OpenGL or DirectX APIs on all platforms.
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Originally posted by edoantonioco View Post
its interesting that they work on linux only features
Other platforms have their own solutions on graphics api's.
Apple have Metal , MS has D3D. They are advising usage of them.
Khronos Group aims to be most preffered graphics api in all platforms available.
DXVK project is the most widely used and cutting edge layer that always shows needs of Vulkan in order to emulate those other api's.
Khronos already has their Portability Initiative in order to provide Vulkan usage everywhere, even in MS Store which only accepts D3D as an api.
So DXVK really shows what is the need in order to get this Portability Initiative works properly , efficiently.
TL DR ; i think those extensions are also beneficial to Vulkan Group's goals.
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Originally posted by eydee View PostYou can dream of higher performance than the original. M$ Directx implementation may not be perfect, and it's very old, not designed for modern hardware.
Microsoft's Direct3D 11 implementation is very old? You sure about it? You worked for Microsoft and know the internal implementation and when it was last changed?
Nevermind the fact that the bulk of it is implemented directly by the GPU drivers, which are written by... you guessed it, the GPU vendor, not Microsoft.
Oh and before you bitch about the interface being old, guess what? DXVK implements that interface as that's its whole point.
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Originally posted by Weasel View PostAnother clueless person not knowing the difference between interface and implementation, I see.
Microsoft's Direct3D 11 implementation is very old? You sure about it? You worked for Microsoft and know the internal implementation and when it was last changed?
Nevermind the fact that the bulk of it is implemented directly by the GPU drivers, which are written by... you guessed it, the GPU vendor, not Microsoft.
Oh and before you bitch about the interface being old, guess what? DXVK implements that interface as that's its whole point.
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Originally posted by ElectricPrism View PostThis situation reminds me of X vs Wayland except different.
Wayland has maintained rigidity and refused to expand the protocol to include features and functions necessary for a complete desktop. So instead every Wayland compositor implements these features differently.
Vulkan on the other hand sees the advantage of focusing on perfection but being practical and adapting so the maximum # of gamer could benefit.
I wish more projects could focus on what's practical instead of what's ideal.
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Originally posted by Weasel View PostAnother clueless person not knowing the difference between interface and implementation, I see.
Microsoft's Direct3D 11 implementation is very old? You sure about it? You worked for Microsoft and know the internal implementation and when it was last changed?
Nevermind the fact that the bulk of it is implemented directly by the GPU drivers, which are written by... you guessed it, the GPU vendor, not Microsoft.
Oh and before you bitch about the interface being old, guess what? DXVK implements that interface as that's its whole point.
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