VulkanMod icon indicating copy to clipboard operation
VulkanMod copied to clipboard

Zink compatibility to work around mods making opengl calls? [feature request]

Open Sukid opened this issue 2 years ago • 5 comments

There's a game called X-plane which is/is going to be able to use Zink(ogl -> vulkan) alongside its native Vulkan backend just to work around errors with plugins that only support opengl, so being able to interface with Zink in a native Vulkan backend is definitely possible. Zinkrun doesn't interfere at all with Vulkanmod, but I tested it with xaero's minimap and the OGL calls still made the game crash even with zink present. So I assume the game has to actually enable access to the zink interfaces?

Zink does work on Windows as well, although I'm not sure how to get it on Windows right now other than compiling. This would just make for a very nice workaround when running VulkanMod alongside other mods

Sukid avatar Apr 30 '23 03:04 Sukid

Sounds nice. :) On 1.19.4 you have ton of mods that are way better in performance than VulkanMod.

andreasdc avatar May 06 '23 23:05 andreasdc

Too good to be true

andreasdc avatar Dec 22 '23 14:12 andreasdc

Sounds nice. :) On 1.19.4 you have ton of mods that are way better in performance than VulkanMod.

assuming ur refering to opengl-based rendering engines like sudium and canvas does still wont work as they replace the same part of code (rendering engine) and probly would cause a conflict even with zink(mixin conflict i think)

Cuteistfox avatar Jan 19 '24 16:01 Cuteistfox