vkd3d-proton
Vulkan-Docs
vkd3d-proton | Vulkan-Docs | |
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329 | 161 | |
1,682 | 2,664 | |
- | 0.3% | |
9.7 | 8.4 | |
2 days ago | 1 day ago | |
C | JavaScript | |
GNU Lesser General Public License v3.0 only | 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.
vkd3d-proton
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AMD x PCMR - Avatar: Frontiers of Pandora Worldwide Giveaway - Win a Limited Edition AMD Avatar Kit that includes the Limited-Edition AMD Radeon RX 7900 XTX GPU and Ryzen 7 7800X3D CPU (Only 500 of each ever made!). There are 23 kits up for grabs!
Exchange my 750W PSU for a stronger one as 7900 XTX is a hungry beast, then some upscaling/AI work on (Arch BTW) Linux, testing Cyberpunk 2077 with RT once this fix is in Proton-GE. For the CPU I would obviously have to get a new mobo, and new RAM and then I would test how fast the Dwarf Fortress world generator is/slow, Cities Skylines I/II, RimWorld, Paradox Interactive games, and so on.
- Linux with proton outperforming windows
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Steam on hyprland is running on the onboard graphics instead of discrete GPU
For DX12 games you must set the env var VKD3D_FILTER_DEVICE_NAME. But currently it might not work for some games.
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Alan Wake 2 Is an Unexpected Visual Marvel Even on Older GPUs
If anyone is playing on Linux with an AMD GPU and has texture issues (missing FBI text on the characters' jackets is the give away), it can be fixed with applying a patch to mesa-git: https://github.com/HansKristian-Work/vkd3d-proton/issues/175.... It should hopefully be implemented soon. I think it's only limited to RDNA2.
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Cyberpunk 2077 + GPTK (1.0.4) - "The Heist" blackscreen during whole mission BUG
Similar issue but different platform - CP77: Black scenery in Konpeki Plaza and No-Tell Motel · Issue #632 · HansKristian-Work/vkd3d-proton · GitHub
- vkd3d-proton Release Version 2.10
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Major programming faults discovered in Starfield's code by VKD3D dev - performance issues are *not* the result of non-upgraded hardware
Vkd3d (the dx12->vulkan translation layer) developer has put up a change log for a new version that is about to be (released here) and also a pull request with more information about what he discovered about all the awful things that starfield is doing to GPU drivers (here).
- Add special game perf workaround for Starfield and other DGC junkies
- Starfield Linux: i found a fix for a minority of mesa radv users, who experience freezes and crashes!
- [FIX] How to fix crash after selecting new or continue for Linux/Steam Deck
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?
dxvk - Lutris' DXVK repository for providing custom DXVK versions
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
lutris - Lutris desktop client
webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.
dxvk-async
Vulkan-Headers - Vulkan header files and API registry
photoshopCClinux - Photoshop CC v19 installer for Gnu/Linux
WASI - WebAssembly System Interface
HeroicGamesLauncher - A games launcher for GOG, Amazon and Epic Games for Linux, Windows and macOS.
Vulkan - Examples and demos for the new Vulkan API
EldenRingStutterFix - D3D12 modification that might fix stuttering in Elden Ring
vulkan-gp