Philip Rebohle
Philip Rebohle
I think once we're at a point where this can be merged, I'd squash everything into one commit again, like we did for D3D9. Probably a good idea to rebase...
> Would it make sense to split off and merge the Direct3D 9 chances in this pull request separately? Ideally, yes. Any changes to common code as well.
> It's also possible to add everyone as coauthor if relevant. Yeah that. This is what we did with the [d9vk merge](https://github.com/doitsujin/dxvk/commit/54ed8f0bb0f0859e05b7b406b7e95fa71900ba40) as well, it's not that hard to make...
I think if some of the pending D8VK PRs are merged (especially the one that gets rid of the placed buffer mess) and have Ethan's native build commit, this should...
This uses ANGLE, which uses DirectComposition to present in D3D11 mode, which in turn isn't implemented in wine and would also require some sort of DXVK support. You can force...
If there's no log despite setting `DXVK_LOG_PATH` then chances are our DLLs aren't even getting loaded. Both games are known to work fine with DXVK.
have you tried using our release binaries instead? I'm seeing exactly zero dxvk messages in that log though so it seems to just fail horribly before reaching any of our...
Not sure how to provide any help here, things like asan unfortunately don't work with mingw and we obviously can't use native builds with Windows games. FWIW, building dxvk itself...
This game is not expected to work with DXVK on Windows due to its reliance on third-party libraries. Works fine on Proton. You could try changing some options like `dxgi.hideNvidiaGpu...
Something spam-creates a huge number of Vulkan devices and at some point this just fails. Don't know why this would happen (any third-party / nvidia stuff active that might interact...