
On the XGL front their implementation for sparse texture support is further along, there is a timestamp hash added to the Vulkan pipeline cache ID to make it more unique, some optimizations for LLPC (the LLVM Pipeline Compiler), and support for a new dimension-aware image intrinsic.
With PAL there is a potential performance optimization and other implementation work.
Instructions on building the AMDVLK open-source Radeon Vulkan Linux driver can be found here but most Linux gamers will be doing quite fine if using the more common Mesa-based RADV driver option.
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