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Include DXVK on Linux #49
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Can i ask how far has this come? |
ToGL isn't an option, and from how they interact with ToGL, using DXVK isn't an option. |
oh this is sad.. maybe force load a or this is just another thing that cant work? if we can stop |
It wouldn't work because ToGL doesn't use the normal DirectX API. |
Related issue: Facepunch/garrysmod-requests#1905 |
A little bit out of the original scope of this project, but stemming from some discussion on the Discord and in #48.
There's some notable performance gains to be had for GMod on Linux if we make it use DXVK (specifically the Native parts of it in 2.0) instead of the ancient ToGL implementation.
This would require us (probably) shipping the library with GModCEFCodecFix, modifying
hl2.sh
to add some environment variables, and launching GMod with the-vulkan
launch option.Relevant reading:
https://www.reddit.com/r/linux_gaming/comments/xfwoso/the_ultimate_garrys_mod_linux_performance_guide/
https://www.reddit.com/r/linux_gaming/comments/xzzolt/i_got_garrys_mod_native_working_using_dxvknative/
Also this is apparently not working with Nvidia GPUs currently...
https://www.reddit.com/r/linux_gaming/comments/xzzolt/i_got_garrys_mod_native_working_using_dxvknative/j4mbl7e
...But @JohnPeel reckons they can write a ToGL library replacement that forwards DirectX commands that would've gone to ToGL, to DXVK, and that should fix that.
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