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DXVK Is Aiming To Get Direct3D 11 Over Vulkan In Wine

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  • #31
    Originally posted by starshipeleven View Post
    There are debug tools for that too.
    Not when the end user is running the application. Part of the idea behind Vulkan was that they'd free up a whole bunch of machine resources making all of the debug tools and layers optional so that only developers need to load those into memory. Remember seeing more than one developer briefing where the person presenting says that with Vulkan you need to debug your Vulkan applications more thoroughly before you ship them.

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    • #32
      Originally posted by L_A_G View Post
      Not when the end user is running the application.
      They can, even if the application doesn't provide such an option by itself. Just install the SDK and set an environment variable.

      Of course, projects like this should make it as easy as possible for the end user to gather as much information as possible.

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      • #33
        Originally posted by VikingGe View Post
        They can, even if the application doesn't provide such an option by itself. Just install the SDK and set an environment variable.

        Of course, projects like this should make it as easy as possible for the end user to gather as much information as possible.
        Sure they can, the same way they can use various debugger tools on current applications to get even more data on what's going on in the game. The issue is that the vast majority of people will not start debugging software and messing around with developer tools. The most they'll do is agree to send the developer some crash logs if those aren't collected and sent to the developers automatically without their consent anyway (I think steam ).

        But really, this conversation is going nowhere and the point still stands; APIs like Vulkan demand more pre-release debugging as the significantly diminished production of useful crash data like logs makes post-release debugging way less effective.

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        • #34
          Originally posted by VikingGe View Post

          Yes and no. Hardly anyone uses pure D3D10, but it might actually be possible to implement 10 on top of 11 (as it is mostly a subset) or even to implement both D3D10 and D3D11 COM interfaces in the same classes. But right now there are no such plans.
          Forgive my ignorance, but since D3D11 is a superset of D3D10, shouldn't a D3D11 driver be able to run D3D10 applications as is?

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          • #35
            LinAGKar a driver still has to implement the D3D10 COM interfaces. D3D11 is a superset in functionality, but it doesn't build upon D3D10 interfaces.
            Last edited by VikingGe; 15 December 2017, 07:41 AM.

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