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  • #31
    Originally posted by pal666 View Post
    it's already happened - dxvk is written in c++ and it already overtook wine directx11. were you living under a rock?
    Maybe, just maybe it is because DX11 is so much easier to map to Vulkan then to OpenGL 3.x, the version Wine and CodeWeavers were targeting to also support OSX.
    Do your two seconds of research. Then you don't look that incompetent.

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    • #32
      This is fine, and I bet the day I can afford a new laptop it won't have Intel with its terrible GPU and I can make use of it.

      Still scratching my head on where all the nice and easy to use DX9 options went tho. They banished for me after an update and I have to rely on passing parameters for the executables.

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      • #33
        Originally posted by Alexmitter View Post
        Maybe, just maybe it is because DX11 is so much easier to map to Vulkan then to OpenGL 3.x, the version Wine and CodeWeavers were targeting to also support OSX.
        osx supports opengl 4.6 which is much closer to dx11 than vulkan.
        Do your two seconds of research. Then you don't look that incompetent.

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        • #34
          Originally posted by pal666 View Post
          osx supports opengl 4.6 which is much closer to dx11 than vulkan.
          Do your two seconds of research. Then you don't look that incompetent.
          Again, two seconds of research could have got you the knowledge that apple hasn't updated its OpenGL stack since 2010, it is stuck on 3.3. And deprecated by the way.

          Source: Apples own specification pdf: https://developer.apple.com/opengl/O...ies-Tables.pdf


          Please, stop. Its painful to watch this.

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          • #35
            Originally posted by pal666 View Post
            osx supports opengl 4.6 which is much closer to dx11 than vulkan.
            Do your two seconds of research. Then you don't look that incompetent.
            osx support only opengl 4.1 and then they dropped in favor of Metal API
            source :
            Applications in macOS can use OpenCL and OpenGL to take full advantage of the modern graphics processor (GPU) in your Mac. Learn about the OpenGL and OpenCL versions that your Mac supports.

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            • #36
              Originally posted by pal666 View Post
              osx supports opengl 4.6 which is much closer to dx11 than vulkan.
              Do your two seconds of research. Then you don't look that incompetent.
              lol man you should think before talk

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              • #37
                Originally posted by Alexmitter View Post
                Again, two seconds of research could have got you the knowledge
                i've got that 4.6 number with two seconds of research, your prediction is wrong
                Originally posted by Alexmitter View Post
                that apple hasn't updated its OpenGL stack since 2010, it is stuck on 3.3.
                i knew that. now you have to show that vulkan is closer to dx11 than opengl 3.3. then repeat this exercise with opengl 4.1, which is supported by apple
                Originally posted by Alexmitter View Post
                And deprecated by the way.
                you mean, wine is pursuing dead end? good to know. please, don't stop
                Last edited by pal666; 20 July 2020, 07:05 AM.

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                • #38
                  Wine already doesn't work on the current macOS, they're are rewriting it to run 32bit software (e.g. games) on 64bit-only macOS Catalina (by transforming pointers and emitting the rest of the code as native 32bit instructions - macOS Catalina has no 32bit libs, but it allows to send 32bit instructions to the CPU).

                  OpenGL is one macOS version behind the 32bit support - deprecated in the current macOS version and missing in some next versions (with 32bit it was removed in the next version after the warning, so it can be fast for OpenGL, too). As mentioned above, OpenGL on macOS is really ancient. Fortunatelly there's MoltenGL wrapper OpenGL-->Metal, which implements newer OpenGL and even runs faster than the native. That means commercial apps can simply solve it this way.

                  I don't expect Valve will buy it and release as free like they did with MoltenVK. Games use Direct3D, newer OpenGL or Vulkan. Ports to macOS map Direct3D to Metal, not the old OpenGL, e.g. because that old OpenGL doesn't contain compute shaders, which are used in modern games (they would have to manually call OpenCL and complicatelly move data back and forth between OpenGL and OpenCL).

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                  • #39
                    Originally posted by pal666 View Post
                    I can't believe I'm literally debating with person who thinks wine managed their directx11 support better than dxvk
                    no directx11 support vs dxvk. fact versus appeal to authority. btw, i have more than 27 years of coding(but not in one project). and i already gave you an example of even older and larger gcc project successfully switching to c++
                    we know for a fact that dxvk is managed better, because it produced better result
                    it's already happened - dxvk is written in c++ and it already overtook wine directx11. were you living under a rock?
                    nobody called c an oop language. i said there's plenty of object oriented code written in c, and c++ is not an oop language. and both of those are facts. you can write object oriented code even in assembly(that's what oop code looks like after translation, after all), it just wouldn't be very convenient. and yes, in c++ it would be more convenient than in c, but c++ is just more convenient in general
                    why do you try to argue on subjects you are incompetent with?
                    Cool story mate. At what point of time do you shut up and realise that wine does a lot more than run games.

                    Your entire argument is centred around a single use case. Who gives a crap if you introduce regressions eh, as long as a few games work faster it's ok..

                    And your ego has literally grown so big you honestly believe you're better than the person managing the project. Either go fork wine, or shut up. Prove you know what you're talking about.

                    Or please tell us at least the projects you've managed. Because frankly, it's getting tiring listening to someone act like they're a celebrity in the development community. Really looking forward to your linuxconf talk too mate about how you plan to fix wine single handedly and how you can fix all their projects too.



                    Comment


                    • #40
                      Originally posted by Auzy View Post
                      Your entire argument is centred around a single use case. Who gives a crap if you introduce regressions eh, as long as a few games work faster it's ok..
                      Dude, I've been on this forum for quite some time. And I got to tell you pal666 is either a troll or a manchild; either way ignoring the person is best course of action or you end up talking to a wall.

                      When AMD went and submit their first code to the kernel it got rejected 3-5 times before it could get the green-light. It was either pal666 or the KDE blind-fanboy that defended the argument of it should be green-lighted regardless. (The irony I am making is that all trolls blurs into a blob so names are hard to remember).

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