Robin Kertels
Robin Kertels
The stuttering might just be shader compilation.
The way to make this work would be: - Switch MoltenVK to untracked + unretained mode - Manually handle barriers, either in the non-prefill mode that encodes on submission combined...
Doing it on the CPU is a waste of time. That would be too slow to be usable anyway.
It's not viable. You'd have to write a Vulkan to OpenGL translation layer, which is impossible, especially with Apples ancient OpenGL 4.1 and then somehow dynamically switch to that based...
@AntarticCoder @rcaridade145 The `contents` function will just give you a CPU pointer to the data of a `shared` buffer. That's not useful here unless you want to copy all the...
@oscarbg It doesn't. A bunch of games don't work because of the limited sparse support.
D9VK was merged into DXVK years ago, so you should open your issue there. On top of that, we don't support running DXVK on Android. Last time I checked, Halo...
Please make an apitrace of the game.
> Strangely while making the trace with apitrace 11.1, the issue isn't present. Don't know if that's normal or not, but yeah, here's the trace file compressed to a 7-zip...
The problem here is that there's something wrong with how DXVK handles fixed function projected texture coordinates. The game sets `TEX1` as the only tex coord FVF bit. So we...