Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
1–10 of 52 posts
Re: Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
#2The driver complexity could be reduced significantly and the quirks for games could be implemented in an industry shared dx2vulkan layer.
Especially as newer games migrate to vulkan, the remaining DX games will run fine on the then much better hardware, compensating the possible overhead.
Re: Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
#3I wonder if this is useful on Windows too. The driver complexity could be reduced significantly and the quirks for games could be implemented in an industry shared dx2vulkan layer. Especially as newer games migrate to vulkan, the remaining DX games will run fine on the then much better hardware, compensating the possible overhead.
Vulkan is only supported in desktop mode using the same ICD driver mechanism used by OpenGL drivers, which is not currently supported in UWP sandbox model.
Re: Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
#4I wonder if this is useful on Windows too. The driver complexity could be reduced significantly and the quirks for games could be implemented in an industry shared dx2vulkan layer. Especially as newer games migrate to vulkan, the remaining DX games will run fine on the then much better hardware, compensating the possible overhead.
If you want to use Vulkan on Windows 10 UWP apps, yes it might be useful. Vulkan is only supported in desktop mode using the same ICD driver mechanism used by OpenGL drivers, which is not currently supported in UWP sandbox model.
Re: Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
#5Earlier quoted context omitted.
If you want to use Vulkan on Windows 10 UWP apps, yes it might be useful. Vulkan is only supported in desktop mode using the same ICD driver mechanism used by OpenGL drivers, which is not currently supported in UWP sandbox model.
Fortunately, most of us aren't interested in UWP bloat and just want to build good old desktop applications.
Desktop bridge is just a migration tool to migrate Win32 into the store, and help developers slowly migrate parts of the apps into UWP ones.
The majority of new APIs are UWP only, with userspace drivers, DirectX 12, ReFS being the notable exceptions.
Of course you can always switch to GNU/Linux for Vulkan games.
Re: Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
#6Earlier quoted context omitted.
Fortunately, most of us aren't interested in UWP bloat and just want to build good old desktop applications.
Win32 is going the way of Carbon even if it takes a couple of years more, like it or not. Desktop bridge is just a migration tool to migrate Win32 into the store, and help developers slowly migrate parts of the apps into UWP ones. The majority of new APIs are UWP only, with userspace drivers, DirectX 12, ReFS being the notable exceptions. Of course you can always switch to GNU/Linux for Vulkan games.
Microsoft APIs? Or APIs in general (which I doubt). Microsoft will try everything to push UWP into our PCs but I've been using Win10 for a couple years now and the only UWP application I (barely) use is Sticky Notes. The rest of my application ecosystem hasn't changed much.
Re: Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
#7Earlier quoted context omitted.
Win32 is going the way of Carbon even if it takes a couple of years more, like it or not. Desktop bridge is just a migration tool to migrate Win32 into the store, and help developers slowly migrate parts of the apps into UWP ones. The majority of new APIs are UWP only, with userspace drivers, DirectX 12, ReFS being the notable exceptions. Of course you can always switch to GNU/Linux for Vulkan games.
> The majority of new APIs are UWP only Microsoft APIs? Or APIs in general (which I doubt). Microsoft will try everything to push UWP into our PCs but I've been using Win10 for a couple years now and the only UWP application I (barely) use is Sticky Notes. The rest of my application ecosystem hasn't changed much.
Well, Win32 is still there, but not on Windows 10 S and on ARM Windows 10 Always Connected PCs it gets JITed while UWP runs natively.
Re: Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
#8I wonder if this is useful on Windows too. The driver complexity could be reduced significantly and the quirks for games could be implemented in an industry shared dx2vulkan layer. Especially as newer games migrate to vulkan, the remaining DX games will run fine on the then much better hardware, compensating the possible overhead.
If you want to use Vulkan on Windows 10 UWP apps, yes it might be useful. Vulkan is only supported in desktop mode using the same ICD driver mechanism used by OpenGL drivers, which is not currently supported in UWP sandbox model.
Re: Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
#9Re: Dvxk: A Vulkan-Based D3D11 Implementation for Linux with Wine
#10Earlier quoted context omitted.
> The majority of new APIs are UWP only Microsoft APIs? Or APIs in general (which I doubt). Microsoft will try everything to push UWP into our PCs but I've been using Win10 for a couple years now and the only UWP application I (barely) use is Sticky Notes. The rest of my application ecosystem hasn't changed much.
Windows 10 APIs of course. Well, Win32 is still there, but not on Windows 10 S and on ARM Windows 10 Always Connected PCs it gets JITed while UWP runs natively.