source-engine icon indicating copy to clipboard operation
source-engine copied to clipboard

Add DX11 to Source Engine

Open howitfeelstobem opened this issue 2 years ago • 6 comments

Would be good to see if it's possible to add DX11, because it has better perfomance, and has lots of benefits in making of shaders. I know it would take a lot of time, so good luck. It worths to try.

howitfeelstobem avatar Aug 12 '22 13:08 howitfeelstobem

Dx11 succ, do vulkan instead

EnderZip avatar Oct 04 '22 13:10 EnderZip

Not sure to add DX11. There should be a better alternative of graphical libraries for Windows. About DirectX, there have been some issues like this: #132

LegendaryGuard avatar Nov 09 '22 20:11 LegendaryGuard

Dx11 is the easiest and most compatible api with the source engine, dx11 is the only way. Vulkan is too much work, and opengl is a downgrade

EnderZip avatar Nov 10 '22 01:11 EnderZip

Vulkan is better, and is on every GPU so yeah, Vulkan > DX11

MakeSureDudeDies avatar Dec 20 '22 19:12 MakeSureDudeDies

You could just port source to dx11 then use a vulkan translation layer (dxvk)

EnderZip avatar Dec 20 '22 23:12 EnderZip

After trying to port engine for Windows ARM 32 (RT and leaked 15035 build) I agree that we need DX11 or at least DX10.

~~It seems like DX9 does not support shader runtime compilation without D3DX (D3DX is deprecated since Windows 8 and does not distributes in ARM Windows SDK)~~ Upd: Source Engine doesn't support dynamic shader compilation and actually D3DX can be replaced with DirectXMath or ToGL math functions.

~~Fortunately, D3DCompile supports DX10 or newer, but~~ DX10 backend was not finished by Valve and uses files with DX9 API.

er2off avatar May 20 '23 13:05 er2off