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Related: MoltenVK is now compliant with Vulkan 1.2. https://www.phoronix.com/news/MoltenVK-1.2-Vulkan-Apple https://www.phoronix.com/news/MoltenVK-1.2-Vulkan-A
by skohan 4y ago
Related: MoltenVK is now compliant with Vulkan 1.2.
https://www.phoronix.com/news/MoltenVK-1.2-Vulkan-Apple https://www.phoronix.com/news/MoltenVK-1.2-Vulkan-Apple
- SXX 4y agoDoes it now have all features that DXVK need to function? There are no details on their repository: https://github.com/KhronosGroup/MoltenVK/issues/203 https://github.com/KhronosGroup/MoltenVK/issues/203
- Rhedox 4y agoNo. The current development version of DXVK requires support for Vulkan 1.3 There are missing features for older versions too: - bufferRobustness2 - geometry shaders - transform feedback - tessellation is super but very slow and problematic Geometry shaders and transform feedback are terrible features that most GPU vendors would like to get rid of because they don't map well to modern hardware. But games do use them and everyone who isn't Apple has to maintain backwards compatibility. So it's unlikely that those will ever get supported in Metal. You could probably emulate them with varying levels of compatibility/conformance which might be good enough for a lot of games.
- skohan 4y agoCouldn't you theoretically have a version of DXVK which would just not support geometry shaders, or emulate them (maybe with a performance penalty) in a compute shader? It might not support every game, but proton isn't 100% either on Linux.
- Rhedox 4y agoCrossover ships a version of DXVK without geometry shaders and transform feedback. That unfortunately breaks games using UE4 and Unity. And causes issues with distorted and invisible enemies in Witcher 3. And missing effects in Overwatch. You get the idea, those feature are unfortunately pretty common.
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