We received feedback from authors of API translation layers (such as vkd3d-proton) that it would be impractical to layer DXR on top of the provisional API Vulkan Ray Tracing acceleration structure. This resulted in changes to a sized acceleration structure creation and using allocation of acceleration structure storage on a VkBuffer instead of dedicated acceleration structure object storage. One impact of these changes is that the VkAccelerationStructureKHR and VkAccelerationStructureNV handles are no longer aliases and cannot be used interchangeably. Similarly any structures or functions which take them as parameters are also no longer aliased.
The Stadia port was done by QLOC fwiw, not by CDPR themselves.
I wonder how the hell they even made this broken mess of a game work on there. The only reason it doesn't work on Nvidia with vkd3d-proton right now is because it's so buggy that we need a Vulkan extension that works around these bugs by chance, since it more closely resembles native D3D12 behaviour than our previous implementation without that extension. It's that bad.
New games added to "expected to work" list:
- Cyberpunk 2077 (**)
(**) Currently only runs correctly on AMD hardware with RADV and VK_VALVE_mutable_descriptor_type.
As of writing, this requires the latest Mesa Git build.
The game has some fatal bugs where it relies on undefined behavior with descriptor management
which this extension works around by accident.
The game will start and run on NVIDIA, but just like what happens without the extension on AMD,
the GPU will randomly hang, making the game effectively unplayable.
A game update to fix this bug would likely make the game playable on NVIDIA as well.
What's the problem with using their own forum for such questions? Or you are simply saying it's not effective?
And why is that exactly? I admit, communication is a weak spot for CDPR lately. They mostly avoid it, especially in public. But why should it always be that bad? There is room for improvement. Anyway, this thread isn't specifically focused on communication problems (there is one just for that).
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The point of this thread is not in yelling at devs and flaming such things, but in normal dialog and discussion.
FCK DRM IniativeWe strongly believe that if you buy a game, it should be yours, and you can play it the way it’s convenient for you, and not how others want you to use it.
They should be very upfront about where to address them.
Excellent I'd say for days after launch. But we need Vulkan. I think CDPR Red are among the developers that Microsoft watches carefully in case they decide to incorporate Vulkan into RedEngine. If they do, then as you say, they send a D3D swat team to clean things up. I want to believe that next game will have Vulkan, now that raytracing for it has matured, but I don't know. With Cyberpunk they put in so much work into the engine. All the tooling they have made are probably for D3D only. So what are the odds of them making their tools work with Vulkan for next game?Pretty good result for vkd3d.