Just published a new #blog post! This one's about building and running #DirectX natively on #Linux through the amazing #DXVK translation layer, and its native version which I'd never heard of. This allows building native Linux binaries without having to go through #WINE, meaning the code is debuggable with the usual tools like gdb that otherwise don't work on WINE.
I went to see what the #DirectX Subreddit looks like, hoping to find developers. Instead, I'm mostly finding people trying to get their games to work. Bummer.
Last night, I wanted to show off my little dice rolling tool I made in Unity a few years ago. But I made it before switching to Linux, so all I had was a Windows build.
Now, apparently Unity on Windows defaults to DirectX 11. "No problem!" I thought, and installed DXVK. And then the penny dropped...
My laptop is so old, that it doesn't even support Vulkan properly. :drgn_flat_x_x:
And I never noticed this, because I only ever ran DirectX 9 games through Gallium Nine.
Well, another reason to continue the conversion to Godot...
Vulkan/DirectX beginners please use #Renderdoc. It can give you more insight on validation errors (like what's the value of a flag that is erroneous). I just fixed a bug for a fiverr client that was caused by a small code mistake but so hard to find without renderdoc's insight.
Nevermind, don't use renderdoc, I need fiverr money :^)
Apple added #DX12 support to macOS and Apple Silicon via its Game Porting Toolkit. It’s basically a 20k patch to Wine that will make it easy to play AAA Windows games on macOS without using a VM. https://github.com/apple/homebrew-apple
@film_girl This #HUD shows amazing performance for an #emulated game. I know 28fps is is not fantastic, but 28fps for emulated #D3D12 (#DirectX) is absolutely phenomenal - even at only 1080p 60hz!