LatencyFleX
Vulkan-Docs
LatencyFleX | Vulkan-Docs | |
---|---|---|
42 | 161 | |
768 | 2,669 | |
- | 0.5% | |
2.6 | 8.4 | |
about 2 months ago | 8 days ago | |
C++ | JavaScript | |
Apache License 2.0 | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
LatencyFleX
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I created a LatencyFleX Installer
Installing LatencyFleX on multiple different games and Proton versions was cumbersome to me. I created an install script to do that for you. Tested on Arch Linux, should work on any distribution, provided LatencyFleX is installed on the system beforehand.
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How do I use / install Latencyflex with Fedora?
Find liblatencyflex_layer.so, latencyflex_layer.dll, latencyflex_wine.dll from extracted https://github.com/ishitatsuyuki/LatencyFleX files
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[TweakTown] AMD sponsored games with FSR don't feature NVIDIA DLSS support, and that's a little strange
No and it has a vendor agnostic alternative that works better: \ https://github.com/ishitatsuyuki/LatencyFleX
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New RTX 4070 May Come With Salvaged RTX 4080 Dies
Strangely, a reflex alternative is available on Linux for AMD cards (third party, open) https://github.com/ishitatsuyuki/LatencyFleX Nvidia and AMD could both implement that as a standard, but NVidia is not keen on standards, and AMD is oblivious.
- LatencyFleX: An Alternative to Nvidia Reflex
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Alleged Launch Dates for Nvidia RTX 4060 Ti and RTX 4050 Leak
If you're on linux there's LatencyFleX: https://github.com/ishitatsuyuki/LatencyFleX
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AMD Could Tease DLSS 3-rivaling FSR 3.0 at GDC 2023
https://github.com/ishitatsuyuki/LatencyFleX here you go
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Has Nvidia Fixed DLSS 3 Issues? - 2023 Revisit in 9 Games
And this depends on what actually reflex is and doing - Nvidia love to take a standard api and giving it a brand name and strut around like they invented something new. For example, https://github.com/ishitatsuyuki/LatencyFleX seems to suggest they get similar advantages "just" using the submission timing interfaces already available in the standard graphics APIs, I wouldn't be surprised if reflex is "just" an implementation of that, possibly with an API designed to be a bit easier to integrate in game engines than the gamedev doing it themselves.
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[Pop!_OS] Weird Behaviors After Recent Apex Legends Update / Vulkan Shader Eternity
As long as you have the most recent driver version and are on Proton Experimental, you shouldn't really have to do anything. You are on a VERY old Proton-GE build, which does not include DXVK 2.0, so that's probably why you're having issues. Maybe look into LatencyFlex, but again, with these bans going around, use at your own risk.
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Not able to decide between Pop os and Cachyos
Use LatencyFlex instead. However it might be a bit tricky to get it working. I've not yet had success using it in Overwatch 2.
Vulkan-Docs
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GPU synchronization in Godot 4.3 is getting a major upgrade
Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).
I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).
There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...
- Vulkan 1.3.273 spec update
- [Roadmap Feedback] Function Pointers with some limitations
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New Vulkan Documentation Website
Apple -> MoltenVK is an emulation layer and doesn't give you as much control as using Metal directly.
Nintendo and Sony prefer their own APIs, NVN and LibGNM, and AIUI Vulkan is a second-class API on those platforms which does not offer as much power, it is widely understood studios use NVN and LibGNM to get access to the real hardware on those platforms.
Windows/AMD/NVidia/Intel -> HW manufacturers tend to prototype and release new features with D3D first and then 'backport' them to Vulkan after a while. DirectX 12 for example had mesh shaders for over 2 years before Vulkan got a vendor neutral extension for them[0]
Android and Linux are the only platform where Vulkan is a first-class citizen.
You could maybe argue Nvidia treats Vulkan as a first-class citizen because they tend to have vendor-specific Vulkan extensions for the latest features available before anyone else. But otherwise, no, Vulkan is not a first-class API anywhere except Linux and Android.
Graphics API wars are alive and well.
[0] https://github.com/KhronosGroup/Vulkan-Docs/issues/1423
- Vulkan 1.3.267 spec update
- Vulkan 1.3.266 spec update
- Vulkan 1.3.262 spec update
- Vulkan 1.3.260 spec update
- Vulkan 1.3.257 spec update
- Vulkan 1.3.256 spec update
What are some alternatives?
gamescope - SteamOS session compositing window manager [Moved to: https://github.com/ValveSoftware/gamescope]
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
gamemode - Optimise Linux system performance on demand
vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.
linux-cachyos - Archlinux Kernel based on different schedulers and some other performance improvements.
webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.
gamescope - SteamOS session compositing window manager
Vulkan-Headers - Vulkan header files and API registry
nvidia-all - Nvidia driver latest to 396 series AIO installer
WASI - WebAssembly System Interface
libstrangle - Frame rate limiter for Linux/OpenGL
Vulkan - Examples and demos for the new Vulkan API