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DXVK Lead Developer Philip Rebohle Has Begun Contributing More To Wine's VKD3D

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  • DXVK Lead Developer Philip Rebohle Has Begun Contributing More To Wine's VKD3D

    Phoronix: DXVK Lead Developer Philip Rebohle Has Begun Contributing More To Wine's VKD3D

    With DXVK in remarkably good standing for translating Direct3D 10/11 to Vulkan for use by Steam Play (Proton) and Wine, Philip Rebohle who started that project is now contributing more to Wine's VKD3D initiative for mapping Direct3D 12 on Vulkan...

    http://www.phoronix.com/scan.php?pag...More-For-VKD3D

  • #2
    With DXVK in remarkably good standing for translating Direct3D 10/11 to Vulkan for use by Steam Play (Proton) and Wine, Philip Rebohle who started that project is now contributing more to Wine's VKD3D initiative for mapping Direct3D 12 on Vulkan.

    As DXVK is working out damn well these days for D3D10/D3D11 games and potentially due to whatever funding engagement he has with Valve, Philip Rebohle is now focusing some attention on VKD3D for doing the same to this Direct3D 12 over Vulkan layer.
    You're basically repeating yourself.

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    • #3
      And with "native Linux port" I'd associate something that doesn't use an abstraction layer. But games ported by Feral do which makes them not fully native (and performant). Googled and found this to back it up: https://www.reddit.com/r/linux_gamin...ves_indirectx/

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      • #4
        Originally posted by ms178 View Post
        And with "native Linux port" I'd associate something that doesn't use an abstraction layer. But games ported by Feral do which makes them not fully native (and performant). Googled and found this to back it up: https://www.reddit.com/r/linux_gamin...ves_indirectx/
        They use a tool to convert large parts of the source and then compile it as native, likely after optimisation by a human developer. You're splitting hairs pretty hard there buddy

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        • #5
          Originally posted by ms178 View Post
          And with "native Linux port" I'd associate something that doesn't use an abstraction layer. But games ported by Feral do which makes them not fully native (and performant). Googled and found this to back it up: https://www.reddit.com/r/linux_gamin...ves_indirectx/
          Meh. I sort of agree with the last part of the first reply in that thread:
          For myself, I don't really care how a game is ported so long as it runs acceptably for me. Native is obviously objectively better because the increased performance allows more people to run the game and makes our platform more attractive. But subjectively I don't care whether it's native or a Wine wrapper or anything in-between, so long as it works.
          This is how I feel about it. I don't really care what the game does, so long as it works.

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          • #6
            Originally posted by gutigone View Post
            You're basically repeating yourself.
            That's because Michael pays himself $6 per word

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            • #7
              Its like that saying -- the best Camera is the one you have on you when you need to take a picture.

              Well, the correct way be it HLSL or Compiled GLSL Reference is whatever way is completed before Spring 2020.

              Of course the adage could be adapted -- the best car in the world when stranded is the one you have, the best water in the world is what you have while you're in a desert, or whatever.

              Sometimes the confucius concept of "practical" is a good thing. Practical usually equates to Progress.

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              • #8
                Originally posted by Grim85 View Post
                likely after optimisation by a human developer.
                I guess I'm old fashioned, what other kinds of developers are out there lately?

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                • #9
                  Originally posted by cl333r View Post
                  I guess I'm old fashioned, what other kinds of developers are out there lately?
                  Well, there's obviously the lizard people.

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                  • #10
                    Maybe one day people will convert all this knowledge into a native mesa tracker with less conversion needed.

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