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I'm not a programmer so I'm honestly not sure what part of the software stack is common to both Windows and Linux.
(and I'm sure there will be hardware specific tweaks that focus on the Steam Deck hardware)
That "15%" is going to be highly variable depending on your CPU, GPU, game settings and location in the game.
(It's worth trying DXVX if anybody has FPS drops but if anybody is getting a locked 60FPS or whatever with no stutter obviously there's no point in trying)
SHADER CACHE.
I thought the shader optimizations were meant to optimize to your specific GPU architecture. I don't think you can just copy and paste the files. Perhaps I'm wrong.
You're absolutely right about the shader cache, it can't be shared. Not sure what the solution is there honestly... Except native...
As for DXVK and Proton, I guess for the remake of what is essentially Valve's most important franchise, i sure hope they will land some focus!
The DX9 to Vulkan translation layer is common (that's why they decided to officially use it for L4D2 not too long ago). The full Proton stack isn't supported on Windows though.
Would be nice to have this on the linux port, as right now it is kind of a mess.
I don't understand what this brings to the table? It would bypass Wine on Linux and make performance native like?
Proton uses Wine yeah, but Vulkan as a backend instead of OpenGL. But yeah, a native Vulkan version would be amazing.
Absolute legend for the -oldgameui command!
Thank you so much.
Well, I invented nothing but here you go!
DXVK also had some pretty nice updates since and runs with much less stuttering pre-cache :)
DXVK is an absolute science send.
Also, I was trying to run DXVK but couldn't get the menu up so I thought I had to deal with the absolutely abysmal vanilla performance until I saw OP so thanks so much.
Using DXVK 1.10
I wonder if there is any point trying out the async fork for this as now Black Mesa runs perfectly.
yeah the caching is a bit annoying even though it's less annoying now, but it only happens the first time you play the game and as long as you don't update your GPU drivers.
as for the async branch, I have no idea, be my guest!
Or it depends per game? I admit I'm new to DXVK and try to gather information. Long story short, how does one know the shader cache is ready? is it when the game experience becomes stutter-free? or is there some sort of notification? any tips?
but yeah, its per game, thing is, some games doesn't cache shaders the same way and there is just no stutters. It's only the case with some game engines, like Source (sadly) and CryEngine for example.