Tag Archives: Vulkan

NVIDIA 418.52.03 Linux Vulkan Driver Adds Two New Extensions


It’s been a while since NVIDIA last issued a new Windows/Linux Vulkan beta driver update but that changed today with gamers and developers on Linux today having access to the 418.52.03 driver build.

New to the NVIDIA Linux 418.52.03 beta driver is support for VK_EXT_pipeline_creation_feedback and VK_KHR_surface_protected_capabilities.

VK_EXT_pipeline_creation_feedback provides a means of feedback to applications / game engines about the pipeline creation to provide a feedback loop for handling of pipeline caches.

VK_KHR_surface_protected_capabilities allows a means of querying whether swap chains can be created with the VK_SWAPCHAIN_CREATE_PROTECTED_BIT_KHR flag set. Vulkan previously added these flags for allowing protected memory and protected resources, but those options may not work in all configurations (e.g. only certain display managers or environments), but this extension will indicate whether it can be supported in the given configuration.

That’s it as far as the official changes go with this NVIDIA Vulkan beta build on the Linux side. Those wanting to try out this beta driver can fetch it from developer.nvidia.com.

Wine Lands Initial Vulkan Adapter Support For Direct3D


As the first step towards the plans to have a Vulkan back-end to WineD3D itself for Wine mapping older versions of Direct3D to Vulkan, an initial Vulkan adapter implementation was merged today.

CodeWeavers is pursuing a Vulkan back-end for WineD3D akin to DXVK but one that could work with older versions of Direct3D and also continuing to maintain the mature Direct3D-to-OpenGL back-end that has been the default implementation. Pursuing this modern Vulkan back-end for WineD3D could yield better performance and also potentially work on macOS in the future via MoltenVK.

Merged today by CodeWeavers’ Henri Verbeet is just the initial Vulkan adapter implementation for enumerating the device in WineD3D rather than the OpenGL renderer, but not actually doing anything real for end-users yet.

It will be interesting to see how far this WineD3D Vulkan code advances over the months ahead and if it will be usable come Wine 5.0 in early 2020.

Wine 4.5 Released With Support For Vulkan 1.1, More Media Foundation APIs


Wine 4.5 is out today as the latest bi-weekly development release of this program for running Windows games/applications on Linux and other non-native platforms.

Notable to Wine 4.5 is support for Vulkan 1.1 now that its various enablement patches have landed. Previously this Vulkan 1.1 support was carried by the Valve Steam Play / Proton patches.

Wine 4.5 also presents better support for kernel objects in device drivers, more Media Foundation APIs have been implemented, support for SVG elements within MSHTML, and various bug fixes.

A total of 30 known bug fixes are in this latest release affecting SIMATIC WinCC, League of Legends, Solidworks 2016, Star Citizen, and other Windows software.

More details on today’s release via WineHQ.org.

DiRT 4 Now Available For Linux, Racing Game Powered By Vulkan


As expected, Feral Interactive has officially released the DiRT 4 racing game for macOS and Linux this morning.

DiRT 4 is the latest racing game in the DiRT franchise brought to Linux by Feral Interactive. As with other recent Feral ports, DiRT 4 under Linux depends on the Vulkan API for graphics. Due to this, Feral recommends at least a GeForce GTX 680 or Radeon R9 285. Mesa 18.3.4+ or NVIDIA’s 418.43+ Linux drivers are required.

More details on this Feral game port via FeralInteractive.com. Unfortunately, DiRT 4 lacks automated benchmark capabilities.

The Rust Vulkan “Gfx-rs” Portability Layer Can Now Run vkQuake3


The Rust-written gfx-rs portability initiative that has similar goals to MoltenVK for allowing the Vulkan API to be supported/translated on non-native platforms can now run the Vulkan-ized Quake game.

Gfx-rs is of interest to Mozilla and other parties for helping Vulkan see well-rounded platform support on platforms like macOS where it means having to translate calls to use Apple’s Metal API. The goals are similar to MoltenVK except it’s implemented in the Rust programming language and serving more as a graphics abstraction library rather than just focusing on macOS/iOS support.

With today’s update there are new patches needed to get vkQuake3 running on gfx-rs, the open-source Quake game ported from OpenGL to Vulkan. In this case, vkQuake3 is now running on Apple’s Metal API. There is also better support for the Diligent Engine with this release.