Robin Kertels
Robin Kertels
Changing any graphics setting fixes the issue. I usually switch to windowed and then back to fullscreen.
> Just had to run some proton fixes to fix direct x issue. @smintman What DirectX issues are you talking about? I made the game work with DXVK back in...
That does not sound like a DXVK problem at all. It sounds like the game broke in general regardless of DXVK.
In my case it's not a crash but I get a GPU hang. RTX 3090
No it can't. Metal can't even support descriptor indexing properly because on top of having to specify the descriptor type as in sampled image, storage buffer,... you also have to...
Metal does have similar functionality with [indirect command buffers](https://developer.apple.com/documentation/metal/indirect_command_encoding/encoding_indirect_command_buffers_on_the_gpu) but D3D12 uses GPU VAs to set vertex/index buffers and Metal does not support directly using VAs.
I don't think it's feasible to implement D3D12 on Metal. D3D12 is bindless, so MoltenVK would have to use Argument Buffers to implement the binding model. The bigger problem is...
Yes, all of this is still a problem with Metal 3.
> It isn't just for barriers. Those methods are a signal to Metal that it needs to keep those resources' memory paged in for the duration of the command encoder...