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VKD3D 1.5 Lands In Wine For Updated Direct3D 12 Over Vulkan

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  • VKD3D 1.5 Lands In Wine For Updated Direct3D 12 Over Vulkan

    Phoronix: VKD3D 1.5 Lands In Wine For Updated Direct3D 12 Over Vulkan

    VKD3D 1.5 was recently tagged as the newest version of this Direct3D 12 over Vulkan implementation used by Wine and originally an upstream to Valve's VKD3D-Proton. VKD3D 1.5 has been integrated into Wine Git ahead of next week's Wine 7.19 release...

    https://www.phoronix.com/news/VKD3D-1.5-Released

  • #2
    Is vkd3d-proton a hard fork of vkd3d, or do they still take some stuff from upstream?

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    • #3
      Why does this even exist? vkd3d-proton is so far ahead it's not even funny.

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      • #4
        Originally posted by user1 View Post
        Is vkd3d-proton a hard fork of vkd3d, or do they still take some stuff from upstream?
        as far as I can tell, vkd3d will occasionally pick things up from proton, and Hans has a few commits in vkd3d, but they are mostly entirely seperate outside of a few crossovers.

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        • #5
          Originally posted by brent View Post
          Why does this even exist? vkd3d-proton is so far ahead it's not even funny.
          They serve different use cases, proton doesn't care about obscure Windows applications that require exotic functionality/integration with other Win APIs and that can get in the way of gaming performance.

          Wine cares about those applications.

          Both are open source and code is moved back and forth between them every now and then. They don't exist on separate vacuums.

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          • #6
            Originally posted by brent View Post
            Why does this even exist? vkd3d-proton is so far ahead it's not even funny.
            Because it's developed for CodeWeaver's CrossOver product, which is mainly bought by macOS users.

            And since VKD3D-Proton rightfully doesn't care about Apple's own Metal API, CodeWeavers is forced to develop their own solution, a.k.a. plain VKD3D.

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            • #7
              Originally posted by Linuxxx View Post

              Because it's developed for CodeWeaver's CrossOver product, which is mainly bought by macOS users.

              And since VKD3D-Proton rightfully doesn't care about Apple's own Metal API, CodeWeavers is forced to develop their own solution, a.k.a. plain VKD3D.
              It still doesn't make much sense. If we assume that CodeWeavers mostly cares about macOS support, a direct Metal to D3D12 wrapper would be easier to develop and deploy and it would have lower overhead as well.

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              • #8
                Originally posted by brent View Post

                It still doesn't make much sense. If we assume that CodeWeavers mostly cares about macOS support, a direct Metal to D3D12 wrapper would be easier to develop and deploy and it would have lower overhead as well.
                Looks like the few remaining Linux customers still justify the effort of only writing a D3D12-to-Vulkan wrapper and then using MoltenVK to translate Vulkan-to-Metal on macOS.

                Plus it's Apple users we are talking about here:
                They are simply used to miserable gaming performance!

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                • #9
                  Originally posted by JPFSanders View Post
                  They serve different use cases, proton doesn't care about obscure Windows applications that require exotic functionality/integration with other Win APIs and that can get in the way of gaming performance.
                  Your claim makes no sense because the question wasn't about Win32 support in Proton but the Proton fork of vkd3d, so a technology aimed at games.

                  Given the backwards facing rhetoric of upstream Wine developers – somewhat recent (2020?) statements such as saying there is no need to support Wayland because X11 is better anyway for supporting systray – I have the strong suspicion that working with Wine developers are just a chore to work with.

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                  • #10
                    Originally posted by Awesomeness View Post
                    Your claim makes no sense because the question wasn't about Win32 support in Proton but the Proton fork of vkd3d, so a technology aimed at games.

                    Given the backwards facing rhetoric of upstream Wine developers – somewhat recent (2020?) statements such as saying there is no need to support Wayland because X11 is better anyway for supporting systray – I have the strong suspicion that working with Wine developers are just a chore to work with.
                    well considering that we have yet to have a somewhat decent cross platform dock or even a good virtual keyboard that works across compositors, I would have to agree with them, everything uses some kind of compositor specific crap, wlr-layers, or whatever KDE or gnome have. Wayland is a fucking mess lol, I would agree with their stance on this one

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