Why dx11 and not 12? No one should care about win7 in 2025.
Think about the customer base: the sorts of users who want a high-performance text editor are exactly the kind of people who will run Windows 7 until it's pried from their cold, dead fingers, and who will flood the support forums with complaints if you limit support to operating systems released in the last 15 years. Because of their target market, Zed probably has implicit support requirements which wouldn't apply t…
Zed for Windows: What's Taking So Long?
11–20 of 83 posts
Re: Zed for Windows: What's Taking So Long?
#12As a Windows dev... > but we got reports from users that Zed didn't run on their machines due to the Vulkan dependency This single sentence is abstracting a lot of detail. Vulkan runs on Windows, and quite well. Looking at the bug reports, especially the last one[1]... > Rejected for device extension "VK_KHR_dynamic_rendering" not supported Aha, ambitious devs >:) The dynamic rendering extension is pretty new, releas…
You're right that we may be able to get rid of our WGSL implementation, and instead use the HLSL one via SPIR-V. But also, at some point we plan to port Zed to run in a web browser, and will likely build on WebGPU, where WGSL is the native shading language. Honestly, we don't change our graphics primitives that frequently, so the cost of having the three implementations going forward isn't that terrible. We definitely would not use MoltenVK on macOS, vs just using Metal directly.
Good point that we should publish a symbol server.
Re: Zed for Windows: What's Taking So Long?
#13Re: Zed for Windows: What's Taking So Long?
#14As a Windows dev... > but we got reports from users that Zed didn't run on their machines due to the Vulkan dependency This single sentence is abstracting a lot of detail. Vulkan runs on Windows, and quite well. Looking at the bug reports, especially the last one[1]... > Rejected for device extension "VK_KHR_dynamic_rendering" not supported Aha, ambitious devs >:) The dynamic rendering extension is pretty new, releas…
Yeah, I maintain a Vulkan backend, and this immediately triggered my internal "what?" alarm. Modern Direct3D is almost indistinguishable from Vulkan, on the other hand. So it shouldn't be difficult for them to add. I also agree with your HLSL comment. It sounds like these guys don’t have much prior graphics or game development experience.
Re: Zed for Windows: What's Taking So Long?
#15This is why you don’t make your own cross platform toolkit.
So with that, this presents a HUGE opportunity for someone to build something akin to Zed, but not with the baggage that their technical strategy brings.
Re: Zed for Windows: What's Taking So Long?
#16Why dx11 and not 12? No one should care about win7 in 2025.
Re: Zed for Windows: What's Taking So Long?
#17[flagged]
Re: Zed for Windows: What's Taking So Long?
#18Entirely unrelated, but the sections, toolbars, and controls in that RenderDoc app are so cleanly separated compared to modern dev tools. I wish more apps still looked like this.
If I switch no vanilla macOS, it’s basically unusable
Clean, but unusable
Re: Zed for Windows: What's Taking So Long?
#19As a Windows dev... > but we got reports from users that Zed didn't run on their machines due to the Vulkan dependency This single sentence is abstracting a lot of detail. Vulkan runs on Windows, and quite well. Looking at the bug reports, especially the last one[1]... > Rejected for device extension "VK_KHR_dynamic_rendering" not supported Aha, ambitious devs >:) The dynamic rendering extension is pretty new, releas…
The Zed spirit is definitely to prefer a platform native solution. You're right that we may be able to get rid of our WGSL implementation, and instead use the HLSL one via SPIR-V. But also, at some point we plan to port Zed to run in a web browser, and will likely build on WebGPU, where WGSL is the native shading language. Honestly, we don't change our graphics primitives that frequently, so the cost of having the th…
Re: Zed for Windows: What's Taking So Long?
#20This is why you don’t make your own cross platform toolkit.