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Grub<p><a href="https://mastodon.uno/tags/proton10" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proton10</span></a>.0 beta è una svolta per il gaming su Linux.Il mondo dei videogiochi <a href="https://mastodon.uno/tags/linux" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>linux</span></a> sta vivendo un momento significativo con il rilascio della versione beta 10.0-1 di Proton, la tecnologia di traduzione che ha rivoluzionato la compatibilità dei titoli <a href="https://mastodon.uno/tags/directx" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>directx</span></a> nell'ecosistema Linux.Questo strumento, diventato fondamentale per l'esperienza di gioco,segna un ulteriore passo avanti nella missione di <a href="https://mastodon.uno/tags/valve" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>valve</span></a> di rendere il <a href="https://mastodon.uno/tags/gaming" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gaming</span></a> su Linux sempre più accessibile e performante.<br><a href="https://www.tomshw.it/hardware/proton-100-beta-e-una-svolta-per-il-gaming-su-linux-2025-04-30" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">tomshw.it/hardware/proton-100-</span><span class="invisible">beta-e-una-svolta-per-il-gaming-su-linux-2025-04-30</span></a></p>
HGPU group<p>InteropUnityCUDA: A Tool for Interoperability Between Unity and CUDA</p><p><a href="https://mast.hpc.social/tags/CUDA" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CUDA</span></a> <a href="https://mast.hpc.social/tags/OpenGL" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>OpenGL</span></a> <a href="https://mast.hpc.social/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a> <a href="https://mast.hpc.social/tags/Rendering" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Rendering</span></a> <a href="https://mast.hpc.social/tags/Package" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Package</span></a></p><p><a href="https://hgpu.org/?p=29879" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">hgpu.org/?p=29879</span><span class="invisible"></span></a></p>
vga256<p>found buried on a making of messiah bonus disc, available only by mail order from interplay</p><p><a href="https://dialup.cafe/tags/win95" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>win95</span></a> <a href="https://dialup.cafe/tags/directx" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>directx</span></a></p>
heise online English<p>Microsoft wants to significantly accelerate ray tracing in games with DXR 1.2</p><p>In April 2025, DXR 1.2 will be released for developers, standardizing new functions for more speed at two stages in the graphics pipeline.</p><p><a href="https://www.heise.de/en/news/Microsoft-wants-to-significantly-accelerate-ray-tracing-in-games-with-DXR-1-2-10327167.html?wt_mc=sm.red.ho.mastodon.mastodon.md_beitraege.md_beitraege&amp;utm_source=mastodon" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">heise.de/en/news/Microsoft-wan</span><span class="invisible">ts-to-significantly-accelerate-ray-tracing-in-games-with-DXR-1-2-10327167.html?wt_mc=sm.red.ho.mastodon.mastodon.md_beitraege.md_beitraege&amp;utm_source=mastodon</span></a></p><p><a href="https://social.heise.de/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a> <a href="https://social.heise.de/tags/IT" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IT</span></a> <a href="https://social.heise.de/tags/Microsoft" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Microsoft</span></a> <a href="https://social.heise.de/tags/Nvidia" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Nvidia</span></a> <a href="https://social.heise.de/tags/SDK" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>SDK</span></a> <a href="https://social.heise.de/tags/Spiele" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Spiele</span></a> <a href="https://social.heise.de/tags/news" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>news</span></a></p>
heise online<p>Microsoft will Raytracing in Spielen mit DXR 1.2 deutlich beschleunigen</p><p>Im April 2025 soll DXR 1.2 für Entwickler erscheinen, das an zwei Stufen in der Grafik-Pipeline neue Funktionen für mehr Tempo standardisiert.</p><p><a href="https://www.heise.de/news/Microsoft-will-Raytracing-in-Spielen-mit-DXR-1-2-deutlich-beschleunigen-10326974.html?wt_mc=sm.red.ho.mastodon.mastodon.md_beitraege.md_beitraege&amp;utm_source=mastodon" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">heise.de/news/Microsoft-will-R</span><span class="invisible">aytracing-in-Spielen-mit-DXR-1-2-deutlich-beschleunigen-10326974.html?wt_mc=sm.red.ho.mastodon.mastodon.md_beitraege.md_beitraege&amp;utm_source=mastodon</span></a></p><p><a href="https://social.heise.de/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a> <a href="https://social.heise.de/tags/IT" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IT</span></a> <a href="https://social.heise.de/tags/Microsoft" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Microsoft</span></a> <a href="https://social.heise.de/tags/Nvidia" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Nvidia</span></a> <a href="https://social.heise.de/tags/SDK" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>SDK</span></a> <a href="https://social.heise.de/tags/Spiele" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Spiele</span></a> <a href="https://social.heise.de/tags/news" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>news</span></a></p>
WinFuture.de<p>Mit <a href="https://mastodon.social/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a> <a href="https://mastodon.social/tags/Raytracing" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Raytracing</span></a> 1.2 führt <a href="https://mastodon.social/tags/Microsoft" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Microsoft</span></a> neue Technologien ein. Die sollen <a href="https://mastodon.social/tags/Spiele" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Spiele</span></a> auch für Besitzer älterer <a href="https://mastodon.social/tags/Grafikkarten" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Grafikkarten</span></a> deutlich hübscher machen. Von einer Verbesserung um das 2,3-fache ist die Rede. <a href="https://winfuture.de/news,149769.html?utm_source=Mastodon&amp;utm_medium=ManualStatus&amp;utm_campaign=SocialMedia" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">winfuture.de/news,149769.html?</span><span class="invisible">utm_source=Mastodon&amp;utm_medium=ManualStatus&amp;utm_campaign=SocialMedia</span></a></p>
Alvin Ashcraft<p>Announcing DirectX Raytracing 1.2, PIX, Neural Rendering and more at GDC 2025! <a href="https://devblogs.microsoft.com/directx/announcing-directx-raytracing-1-2-pix-neural-rendering-and-more-at-gdc-2025/" rel="nofollow noopener noreferrer" target="_blank">devblogs.microsoft.com/directx/anno...</a> <a class="hashtag" href="https://bsky.app/search?q=%23gdc" rel="nofollow noopener noreferrer" target="_blank">#gdc</a> <a class="hashtag" href="https://bsky.app/search?q=%23gamedev" rel="nofollow noopener noreferrer" target="_blank">#gamedev</a> <a class="hashtag" href="https://bsky.app/search?q=%23directx" rel="nofollow noopener noreferrer" target="_blank">#directx</a> <a class="hashtag" href="https://bsky.app/search?q=%23gdc2025" rel="nofollow noopener noreferrer" target="_blank">#gdc2025</a><br><br><a href="https://devblogs.microsoft.com/directx/announcing-directx-raytracing-1-2-pix-neural-rendering-and-more-at-gdc-2025/" rel="nofollow noopener noreferrer" target="_blank">Announcing DirectX Raytracing ...</a></p>
Alvin Ashcraft 🐿️<p>Announcing DirectX Raytracing 1.2, PIX, Neural Rendering and more at GDC 2025!</p><p><a href="https://devblogs.microsoft.com/directx/announcing-directx-raytracing-1-2-pix-neural-rendering-and-more-at-gdc-2025/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">devblogs.microsoft.com/directx</span><span class="invisible">/announcing-directx-raytracing-1-2-pix-neural-rendering-and-more-at-gdc-2025/</span></a></p><p><a href="https://hachyderm.io/tags/gdc" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gdc</span></a> <a href="https://hachyderm.io/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://hachyderm.io/tags/directx" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>directx</span></a> <a href="https://hachyderm.io/tags/gdc2025" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gdc2025</span></a></p>
Walk News<p><a href="https://www.walknews.com/828836/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="">walknews.com/828836/</span><span class="invisible"></span></a> NVIDIA、ニューラルレンダリングテクノロジーの強化を発表 DirectXプレビューがニューラルシェーダーをサポート – ITmedia PC USER – ITmedia PC USER <a href="https://jforo.com/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a> <a href="https://jforo.com/tags/NVIDIA" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>NVIDIA</span></a> <a href="https://jforo.com/tags/Science" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Science</span></a> <a href="https://jforo.com/tags/Science" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Science</span></a>&amp;Technology <a href="https://jforo.com/tags/Technology" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Technology</span></a> <a href="https://jforo.com/tags/%E3%83%86%E3%82%AF%E3%83%8E%E3%83%AD%E3%82%B8%E3%83%BC" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>テクノロジー</span></a> <a href="https://jforo.com/tags/%E7%A7%91%E5%AD%A6" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>科学</span></a> <a href="https://jforo.com/tags/%E7%A7%91%E5%AD%A6" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>科学</span></a>&テクノロジー</p>
Alvin Ashcraft<p>DirectX at GDC 2025. <a href="https://devblogs.microsoft.com/directx/directx-at-gdc-2025/" rel="nofollow noopener noreferrer" target="_blank">devblogs.microsoft.com/directx/dire...</a> <a class="hashtag" href="https://bsky.app/search?q=%23gamedev" rel="nofollow noopener noreferrer" target="_blank">#gamedev</a> <a class="hashtag" href="https://bsky.app/search?q=%23directx" rel="nofollow noopener noreferrer" target="_blank">#directx</a> <a class="hashtag" href="https://bsky.app/search?q=%23gdc" rel="nofollow noopener noreferrer" target="_blank">#gdc</a> <a class="hashtag" href="https://bsky.app/search?q=%23gdc2025" rel="nofollow noopener noreferrer" target="_blank">#gdc2025</a> <a class="hashtag" href="https://bsky.app/search?q=%23microsoft" rel="nofollow noopener noreferrer" target="_blank">#microsoft</a><br><br><a href="https://devblogs.microsoft.com/directx/directx-at-gdc-2025/" rel="nofollow noopener noreferrer" target="_blank">DirectX at GDC 2025 - DirectX ...</a></p>
Alvin Ashcraft 🐿️<p>DirectX at GDC 2025.</p><p><a href="https://devblogs.microsoft.com/directx/directx-at-gdc-2025/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">devblogs.microsoft.com/directx</span><span class="invisible">/directx-at-gdc-2025/</span></a> </p><p><a href="https://hachyderm.io/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://hachyderm.io/tags/directx" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>directx</span></a> <a href="https://hachyderm.io/tags/gdc" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gdc</span></a> <a href="https://hachyderm.io/tags/gdc2025" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gdc2025</span></a> <a href="https://hachyderm.io/tags/microsoft" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>microsoft</span></a></p>
GPUOpen<p>🧐 AMD Radeon GPU Analyzer (RGA) is our performance analysis tool for <a href="https://mastodon.gamedev.place/tags/DirectX" class="mention hashtag" rel="tag">#<span>DirectX</span></a>, <a href="https://mastodon.gamedev.place/tags/Vulkan" class="mention hashtag" rel="tag">#<span>Vulkan</span></a>, SPIR-V, <a href="https://mastodon.gamedev.place/tags/OpenGL" class="mention hashtag" rel="tag">#<span>OpenGL</span></a>, &amp; <a href="https://mastodon.gamedev.place/tags/OpenCL" class="mention hashtag" rel="tag">#<span>OpenCL</span></a>.<br /> <br />✨As well as updates for AMD RDNA 4, there&#39;s enhancements to the ISA view UI, using the same updated UI as RGP ✨</p><p>More detail: <a href="https://gpuopen.com/learn/rdna-cdna-architecture-disassembly-radeon-gpu-analyzer-2-12/?utm_source=mastodon&amp;utm_medium=social&amp;utm_campaign=rdts" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="ellipsis">gpuopen.com/learn/rdna-cdna-ar</span><span class="invisible">chitecture-disassembly-radeon-gpu-analyzer-2-12/?utm_source=mastodon&amp;utm_medium=social&amp;utm_campaign=rdts</span></a><br />(🧵5/7)</p>
Paul Giulan<p><a href="https://federate.social/tags/Free95" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Free95</span></a> is a new <a href="https://federate.social/tags/OpenSource" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>OpenSource</span></a> <a href="https://federate.social/tags/Windows" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Windows</span></a> compatible <a href="https://federate.social/tags/OperatingSystem" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>OperatingSystem</span></a> available on <a href="https://federate.social/tags/GitHub" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GitHub</span></a>. In its current form, it can run very basic Win32 <a href="https://federate.social/tags/GUI" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GUI</span></a> and console applications, but its <a href="https://federate.social/tags/developer" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>developer</span></a> says <a href="https://federate.social/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a> might be added and even game compatibility.</p><p><a href="https://www.reddit.com/r/osdev/comments/1j3y9p7/i_built_an_os_to_be_compatible_with_windows/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">reddit.com/r/osdev/comments/1j</span><span class="invisible">3y9p7/i_built_an_os_to_be_compatible_with_windows/</span></a></p><p><a href="https://federate.social/tags/OS" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>OS</span></a> <a href="https://federate.social/tags/Reddit" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Reddit</span></a> <a href="https://federate.social/tags/gaming" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gaming</span></a> <a href="https://federate.social/tags/console" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>console</span></a> <a href="https://federate.social/tags/software" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>software</span></a></p>
Retrópolis<p>Retrohitz 266 – Um…dois…três…QUATRO jogos de X68000</p><p><a href="https://retropolis.com.br/2025/03/05/retrohitz-266/" rel="nofollow noopener noreferrer" target="_blank"><span class="invisible">https://</span><span class="ellipsis">retropolis.com.br/2025/03/05/r</span><span class="invisible">etrohitz-266/</span></a></p><p><a href="https://bitbang.social/tags/Retrohitz" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Retrohitz</span></a> <a href="https://bitbang.social/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a> <a href="https://bitbang.social/tags/IlluminationLaser" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IlluminationLaser</span></a> <a href="https://bitbang.social/tags/Jogos" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Jogos</span></a> <a href="https://bitbang.social/tags/Konami" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Konami</span></a> <a href="https://bitbang.social/tags/Namachuukei68" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Namachuukei68</span></a> <a href="https://bitbang.social/tags/SharpX68000" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>SharpX68000</span></a> <a href="https://bitbang.social/tags/Slimyer" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Slimyer</span></a> <a href="https://bitbang.social/tags/X68000" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>X68000</span></a></p>
GPUOpen<p>🎇 We’re excited to announce that we are now supporting new <a href="https://mastodon.gamedev.place/tags/Microsoft" class="mention hashtag" rel="tag">#<span>Microsoft</span></a> <a href="https://mastodon.gamedev.place/tags/DirectX" class="mention hashtag" rel="tag">#<span>DirectX</span></a> and video encoding features, with the latest release of the <a href="https://mastodon.gamedev.place/tags/AgilitySDK" class="mention hashtag" rel="tag">#<span>AgilitySDK</span></a> Preview Release 1.716.0 🎇</p><p>Read the new Microsoft blog: <a href="https://devblogs.microsoft.com/directx/agilitysdk-1-716-0-preview-and-1-615-retail" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="ellipsis">devblogs.microsoft.com/directx</span><span class="invisible">/agilitysdk-1-716-0-preview-and-1-615-retail</span></a></p><p><a href="https://mastodon.gamedev.place/tags/AMD" class="mention hashtag" rel="tag">#<span>AMD</span></a> release notes: <a href="https://www.amd.com/en/resources/support-articles/release-notes/RN-RAD-MS-AGILITY-SDK-24-20-53-01.html" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">amd.com/en/resources/support-a</span><span class="invisible">rticles/release-notes/RN-RAD-MS-AGILITY-SDK-24-20-53-01.html</span></a></p>
GNU/Trinukso ۞<p>Un cimiento muy importante del <a href="https://masto.ai/tags/gaming" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gaming</span></a> en <a href="https://masto.ai/tags/GNU" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GNU</span></a> con <a href="https://masto.ai/tags/Linux" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Linux</span></a> acaba de sacar una versión muy importante: <a href="https://masto.ai/tags/SDL" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>SDL</span></a> 3. Esta librería es ampliamente usada para traducir llamadas en <a href="https://masto.ai/tags/Proton" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Proton</span></a>, por ejemplo. Es como nuestro <a href="https://masto.ai/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a>. El Direct3D propiamente es <a href="https://masto.ai/tags/Vulkan" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Vulkan</span></a>.</p><p><a href="https://github.com/libsdl-org/SDL/releases/tag/release-3.2.0" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/libsdl-org/SDL/rele</span><span class="invisible">ases/tag/release-3.2.0</span></a></p>
Nicholas<p><span class="h-card" translate="no"><a href="https://fosstodon.org/@bloodaxe" class="u-url mention" rel="nofollow noopener noreferrer" target="_blank">@<span>bloodaxe</span></a></span> I think it would speed it up because although <a href="https://mastos.online/tags/Vulkan" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Vulkan</span></a> is what it actually runs on, it is still translated from <a href="https://mastos.online/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a></p>
Fell<p>mfw DirectX doesn't have proper line rendering <br>no glLineWidth()<br>no GL_LINES_SMOOTH<br>just ugly lines<br>this explains a lot</p><p><a href="https://ma.fellr.net/tags/Graphics" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Graphics</span></a> <a href="https://ma.fellr.net/tags/GraphicsProgramming" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GraphicsProgramming</span></a> <a href="https://ma.fellr.net/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a> <a href="https://ma.fellr.net/tags/OpenGL" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>OpenGL</span></a> <a href="https://ma.fellr.net/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://ma.fellr.net/tags/GameDevelopment" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDevelopment</span></a></p>
Nicholas<p><a href="https://mastos.online/tags/X4Foundations" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>X4Foundations</span></a> runs on <a href="https://mastos.online/tags/SteamOS" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>SteamOS</span></a> <a href="https://mastos.online/tags/SteamDeck" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>SteamDeck</span></a> and <a href="https://mastos.online/tags/Linux" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Linux</span></a> quite well. </p><p>I would say that the best way to play this and many other games is on <a href="https://mastos.online/tags/Linux" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Linux</span></a> </p><p>The reason is because the Linux software stack uses far less resources than <a href="https://mastos.online/tags/Windows" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Windows</span></a></p><p><a href="https://mastos.online/tags/Proton" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Proton</span></a> does not use emulation. The API calls the games make are executed in <a href="https://mastos.online/tags/Vulkan" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Vulkan</span></a>. On <a href="https://mastos.online/tags/Windows11" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Windows11</span></a> something similar happens. The game API calls use <a href="https://mastos.online/tags/DirectX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DirectX</span></a> 11</p>
🅴🆁🆄🅰 🇷🇺Чтобы запускать игры на #<a class="" href="https://hub.hubzilla.de/search?tag=linux" rel="nofollow noopener noreferrer" target="_blank">linux</a> через #<a class="" href="https://hub.hubzilla.de/search?tag=wine" rel="nofollow noopener noreferrer" target="_blank">wine</a> не достаточно поставить в систему #<a class="" href="https://hub.hubzilla.de/search?tag=DXVK" rel="nofollow noopener noreferrer" target="_blank">DXVK</a>, в почти 100% надо ещё и <a href="https://github.com/doitsujin/dxvk?tab=readme-ov-file#how-to-use" rel="nofollow noopener noreferrer" target="_blank">подменять dll-ки в «префиксе»</a><br>Либо через копирование:<pre><code>export WINEPREFIX=/path/to/wineprefix<br>cp x64/*.dll $WINEPREFIX/drive_c/windows/system32<br>cp x32/*.dll $WINEPREFIX/drive_c/windows/syswow64<br>winecfg</code></pre>Или же делая symlink'и. Например, в каком-нибудь `/home/username/Games/` создать что-то типа `dxvk-2.5.1/` и делать из `$WINEPREFIX/drive_c/windows/system32` симлинки туда, например, вместо файлов d3d11.dll и dxdi.dll (если написана под 11-й #<a class="" href="https://hub.hubzilla.de/search?tag=DirectX" rel="nofollow noopener noreferrer" target="_blank">DirectX</a> ).<br><br>А потом: «open winecfg and manually add native DLL overrides for d3d8, d3d9, d3d10core, d3d11 and dxgi under the Libraries tab». В зависимости от локализации ОС этот пункт зовётся противоречиво:<br>• «native (Windows)»;<br>• «сторонняя (Windows)».<br><br>Точно так же поступает #<a class="" href="https://hub.hubzilla.de/search?tag=lutris" rel="nofollow noopener noreferrer" target="_blank">lutris</a> — делая именно симлинки, убедиться можно через:<br><pre><code>export WINEPREFIX=/path/to/wineprefix<br>#: ls -l $WINEPREFIX/drive_c/windows/system32/d3d*<br>.../prefix/drive_c/windows/system32/d3d12.dll -&gt; /home/username/.local/share/lutris/runtime/vkd3d/v2.13/x64/d3d12.dll<br>.../prefix/drive_c/windows/system32/d3d11.dll -&gt; /home/username/.local/share/lutris/runtime/dxvk/v2.4.1/x64/d3d11.dll</code></pre>Ничего не мешает завести там же `v2.5.1/` вместо `v2.4.1/`, положив там <a href="https://github.com/doitsujin/dxvk?tab=readme-ov-file#how-to-use" rel="nofollow noopener noreferrer" target="_blank">подменяемые dll-ки</a> и в том же Lutris появится возможность из выпадающего списка указывать «v2.5.1».<br><br>Из плюсов Lutris умеет делать за пределами префикса `sandbox-for-wine-folders` — там сохранения игрушки и конфиги в чистом виде отдельно от файлов эмуляции windows-системы:<br><pre><code>#: ls -l sandbox-for-wine-folders/<br>Desktop&nbsp;&nbsp;Documents&nbsp;&nbsp;Music&nbsp;&nbsp;Pictures&nbsp;&nbsp;Videos</code></pre><br>Да, убедиться что подмена на DXVK прошла успешно можно через вывод в левом верхнем углу FPS + дополнительной информации через объявление:<br><pre><code>export DXVK_HUD=devinfo,fps<br>или же<br>export DXVK_HUD=fps</code></pre>Если игра запускается через скрипт/bash-файл, то и переменную прописывать прямо в нём.<br><br>#<a class="" href="https://hub.hubzilla.de/search?tag=games" rel="nofollow noopener noreferrer" target="_blank">games</a> #<a class="" href="https://hub.hubzilla.de/search?tag=lang_ru" rel="nofollow noopener noreferrer" target="_blank">lang_ru</a>