MoltenVK
dxvk-async
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MoltenVK | dxvk-async | |
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103 | 130 | |
4,489 | 715 | |
1.6% | - | |
9.0 | 0.0 | |
2 days ago | over 1 year ago | |
Objective-C++ | ||
Apache License 2.0 | - |
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.
MoltenVK
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Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
https://github.com/KhronosGroup/MoltenVK
Translating between rendering APIs is not really the problem. The GPU design is more different than the API is.
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Meta Releases Intermediate Graphics Library
Khronos maintains MoltenVk though, which is "official" as it gets: https://github.com/KhronosGroup/MoltenVK
...technically, Vulkan on Windows is also only supported via 3rd-parties (the GPU vendors), Microsoft doesn't support Vulkan either ;)
- Apple releases a Game Porting Tool, based on open-source platform Wine, which can translate DirectX 12 into Metal 3, a potentially massive step for Mac gaming
- Apple’s Game Porting Toolkit is Wine
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Overwatch 2 works on mac m1 FINALLY!
Recent MoltenVK from Release for Vulkan SDK 1.3.243, I have built this library, you can download it here
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KSP 2 on Mac OS and performance optimizations
For the brave ones who are willing to get their hands a little dirty, I discovered some ways to both improve performance and get rid of the graphical issue with the ocean on Kerbin. To do so, you need to build the latest MoltenVK and grab the latest DXVK release and update the proper files in your Crossover installation. In addition, you need to copy the dxvk.conf file and place it in the same directory as KSP2_x64.exe. Set enableRefactoring, ignoreGraphicsBarriers, and enableAsync to True in this config file. My experience from these tweaks was a 20-25% increase in FPS.
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On Replacing My MacBook Air M1 with a ThinkPad T480
It's not made by Apple, but MoltenVK is free, open source and works great on M1/M2 hardware. It's used by many commercial game ports to Mac/iOS devices.
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Apple holds press event showing off its ‘latest advances in gaming’
Yeah that's true. I think there is a MoltenVK thread on potentially using this as well (https://github.com/KhronosGroup/MoltenVK/discussions/1616). I think it's possible to emulate geometry shaders with mesh shaders (which are more flexible anyway), but it's not trivial as the two pipelines aren't completely the same so it would require a bit of work.
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Presenting CrossOver 22.1 — The hallmark of this holiday | CodeWeavers Blog
Don't think there's a proper fix just yet judging from this issue, which links to an open issue for needing geometry shaders (described as not-a-priority).
dxvk-async
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Windows 11 stuttering
Right now im using this https://github.com/Sporif/dxvk-async with dxvk.enableAsync=true, it works but i got transparent assets 1-2s before it load completely, is that normal?
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Intel Arc A770 - Tomb Raider 2013 (driver 4502) (it's not good)
I also tested out Unity on my system and got the same results as you to which DXVK gplasync or the older DXVK-Async "band-aid" fixed it. Really, that's the only thing that does address issues with DX11
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Missing floor textures in GTA 4
DXVK Async: This is a file that converts the game from DirectX9 to Vulkan, this helps alleviate issues with stuttering and massive frame drops. This version has async which renders shaders faster so it has less stuttering than regular DXVK.
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Why is the remake running so bad despite having better than the recommended components?
Try downloading this - https://github.com/Sporif/dxvk-async
- I Hate Nvidia... and now I Hate Newest AAA Games too.
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DXVK 2.1 vs DXVK ASync
Sporif/dxvk-async (github.com)
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Is there a guide somewhere on how to use DXVK with CoH on Windows?
The plan is to use dxvk & dxvk-async on top of that.
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Stuck with an Intel laptop and the game doesn't work? Try DXVK
About 10 minutes later all the tracks that were previously causing a crash worked (almost) without flaw. The only issue I noticed was that some signs using external images (loaded from a url) show up as blank. Performance is largely fine (I can hit 60fps no problem, but frametimes seem to be a little uneven resulting in occasional hitches. I suspect this could be fixed with dxvk-async https://github.com/Sporif/dxvk-async but I have not experimented with that). I used this for the rest of my trip and didn't have a single problem.
DXVK Async is actually starting to break, and is going to be replaced with the GraphicsPipelineLibrary on Linux. Don't know how compatible that is with Windows.
- Proton-GE dxvk async Steam deck
What are some alternatives?
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
Proton - Compatibility tool for Steam Play based on Wine and additional components
dxvk-cache-pool - Client/server for sharing DXVK pipeline caches
vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.
Borderless-Gaming - Play your favorite games in a borderless window; no more time consuming alt-tabs.
FF13Fix - Performance and bug fixes for the PC versions of FF13 and FF13-2
reshade - A generic post-processing injector for games and video software.
d912pxy - DirectX9 to DirectX12 API proxy for Guild Wars 2
docs
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
d9vk - A Direct3D9 to Vulkan layer using the DXVK backend. [Upstreamed to DXVK]
MoltenVK - MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on iOS and macOS.