Our great sponsors
-
WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
Example of them fixing a problem with elden ring caused by the original developers. https://github.com/HansKristian-Work/vkd3d-proton/commit/54fbadcc9405841cc018210ba6d1045e71f405c0
PCGamingWiki shows that the game only ever released physically on PC so those are the only options, as for patches ThirteenAG's Widescreen Fix and NFSU2 Extra Options (and of course DXVK if you run into issues like the one mentioned in my post) are all you need to make the game run well enough and loyal to its original look
Where on earth are you getting that from? That you have to tell Vulkan your app name? Show me in the API spec example where that happens? You could certainly be using helper libraries and tools which when you open a window on most any platform you have to declare a window title/name. But that is a SDL/Win32/X11/Wayland/etc thing, not a GPU api thing. VkInstanceCreateInfo which takes a VkApplicationInfo is fully optional and is merely informative. Mostly to be used by API debugging of various layers etc. IE: a game may be its own thing, but then "layers" like MangoHUD, Discord-Overlay, Steam-Overlay, etc, could exist and setting the VkApplicationInfo from those helps debugging "whose fault it is" but by no means is a requirement.
Related posts
- Google's First Tensor Processing Unit: Architecture
- Question regarding descriptor set binding invalidation/disturbing over pipeline boundaries
- New Vulkan Sample - VK_EXT_extended_dynamic_state2 Extension
- Show HN: A tutorial for building a 2D game engine with Go and OpenGL
- New Vulkan sample - VK_EXT_full_screen_exclusive