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dxvk native support? #53
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I guess even building on Linux for use with Wine would be a good start, stuff like not having incorrect case in e.g include statements that Windows happily ignores, using |
The project is currently developed on Windows with Visual Studio so yeah we haven't really been paying attention to how it compiles on Linux sadly (and indeed broke that), mostly because I think it works on Linux just fine regardless when using Wine/Proton (last I checked at least, but we also don't have good coverage for testing that). Also like you mention Remix currently uses a somewhat outdated DXVK version as well (1.9.3 if I am not mistaken) so we'd have to update to a more recent DXVK most likely if the native support is there, and that is easier said than done as well (though may be done at some point as we have pulled from DXVK in the past, it is just a lot of work and has the risk of introducing many bugs). |
It would probably be preferable in general to use |
Visual Studio doesn't do linting as far as I know (other than maybe this which only checks for like a handful of things). Fixing those problems would require being able to compile it on Linux probably, but we've never tried to do that I don't think. |
hm, it seems Windows supports enabling case sensitivity for a path (https://learn.microsoft.com/en-us/windows/wsl/case-sensitivity), not sure if they added that for WSL reasons or if it already existed... there is probably no such easy way to catch the other issues though. |
I fixed a number of the obvious case sensitivity and Windows path issues here if you're curious: d3a6711 |
thanks for looking into it, I guess most users wouldn't be compiling from source at all but it's always nice to have the option |
Games like Portal use DXVK Native in their latest Linux versions. DXVK Native was fully upstreamed into main DXVK. Would it be possible to support native builds with dxvk-remix? I'm not sure if DXVK native support exists in your fork, so it may need to be rebased.
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