Originally posted by skeevy420
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Valve's Proton Offers Branch With VKD3D For Direct3D 12 Over Vulkan
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https://github.com/imaami/Proton/rel...i-4.13-4-vkd3d
A third party build with VKD3D support is available.
It probably causes regressions for certain games because DXVK’s quirks support is partially disabled by this. The code to implement some of the quirks that is in DXVK’s dxgi.dll while VKD3D support replaces it with Wine’s dxgi.dll.
https://github.com/doitsujin/dxvk/bl...config.cpp#L14
It is worse than that suggests because the nvapihack is enabled by default on Nvidia hardware. The ones listed there are just the games that do not tolerate it.Last edited by ryao; 24 August 2019, 05:52 AM.
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Originally posted by ryao View Posthttps://github.com/doitsujin/dxvk/bl...config.cpp#L14
It is worse than that suggests because the nvapihack is enabled by default on Nvidia hardware. The ones listed there are just the games that do not tolerate it.
I have been fiddling with a nvapi implementation of nvapi that tries to read "real" values from native linux using NVML and nvidia-settings api. Still loads of functions not available, and reading temperatures, clock-speeds+++ carries quite a overhead so it is more of a proof-of-concept thing.
I have however made a "lite" version that tries to read only the neccessary things including using some DXVK functions to provide nvidia specific tweaks like NvAPI_D3D11_SetDepthBoundsTest .
Feel free to do some testing if you like. The "lite" branch is probably the most useful if aimed at getting better fps when gaming, but using the full version and running GPU CAPS VIEWER is a fun experiment
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