TheRealCherokeee3 wrote: »Artemiisia wrote: »I read it as Vulcan first
was like damnn thats pushing it abit, if you wanted the npcs to start talking in Vulcan
lol!! that's exactly what I thought from the title! guess were the only two non tech people here
ESO does not use the Hero engine.As far as I am aware, Hero Engine (which is what Elder Scrolls Online utilizes) does not support Vulkan, it strictly supports DirectX and requires the DirectX SDK as part of its development toolchain. It's not just as easy as having a "native vulkan eso".
Your best bet for running it under Linux is using the standalone w/ DXVK version via Lutris, which will convert DirectX calls to Vulkan and enable you to play it as natively as is actually feasible. I've tested it in the past and get fairly similar performance to running it natively, bare in mind this was last April and performance is always subject to change on a patch-by-patch basis, not to mention depending on the DXVK version utilized.
ESO does not use the Hero engine.As far as I am aware, Hero Engine (which is what Elder Scrolls Online utilizes) does not support Vulkan, it strictly supports DirectX and requires the DirectX SDK as part of its development toolchain. It's not just as easy as having a "native vulkan eso".
Your best bet for running it under Linux is using the standalone w/ DXVK version via Lutris, which will convert DirectX calls to Vulkan and enable you to play it as natively as is actually feasible. I've tested it in the past and get fairly similar performance to running it natively, bare in mind this was last April and performance is always subject to change on a patch-by-patch basis, not to mention depending on the DXVK version utilized.
And this is no excuse, since many games like No Man's Sky's engine also didn't support Vulkan, but still they added support to it. Also note that the game i mentioned was made by a very small team.
Lady_Linux wrote: »please please oh please and please some more @ZOS_GinaBruno may we please have a native vulkan eso please please and please some more?
ESO does not use the Hero engine.As far as I am aware, Hero Engine (which is what Elder Scrolls Online utilizes) does not support Vulkan, it strictly supports DirectX and requires the DirectX SDK as part of its development toolchain. It's not just as easy as having a "native vulkan eso".
Your best bet for running it under Linux is using the standalone w/ DXVK version via Lutris, which will convert DirectX calls to Vulkan and enable you to play it as natively as is actually feasible. I've tested it in the past and get fairly similar performance to running it natively, bare in mind this was last April and performance is always subject to change on a patch-by-patch basis, not to mention depending on the DXVK version utilized.
And this is no excuse, since many games like No Man's Sky's engine also didn't support Vulkan, but still they added support to it. Also note that the game i mentioned was made by a very small team.
There's a splash screen because they used the engine to prototype the game, but the engine the game runs on isn't even based on the hero engine, let alone a modified version of it.ManwithBeard9 wrote: »ESO does not use the Hero engine.As far as I am aware, Hero Engine (which is what Elder Scrolls Online utilizes) does not support Vulkan, it strictly supports DirectX and requires the DirectX SDK as part of its development toolchain. It's not just as easy as having a "native vulkan eso".
Your best bet for running it under Linux is using the standalone w/ DXVK version via Lutris, which will convert DirectX calls to Vulkan and enable you to play it as natively as is actually feasible. I've tested it in the past and get fairly similar performance to running it natively, bare in mind this was last April and performance is always subject to change on a patch-by-patch basis, not to mention depending on the DXVK version utilized.
And this is no excuse, since many games like No Man's Sky's engine also didn't support Vulkan, but still they added support to it. Also note that the game i mentioned was made by a very small team.
ESO uses a modified Hero Engine. That's why after a fresh install, you get a Hero splash screen.
The game is smaller, but so is the team behind it.nafensoriel wrote: »ESO does not use the Hero engine.As far as I am aware, Hero Engine (which is what Elder Scrolls Online utilizes) does not support Vulkan, it strictly supports DirectX and requires the DirectX SDK as part of its development toolchain. It's not just as easy as having a "native vulkan eso".
Your best bet for running it under Linux is using the standalone w/ DXVK version via Lutris, which will convert DirectX calls to Vulkan and enable you to play it as natively as is actually feasible. I've tested it in the past and get fairly similar performance to running it natively, bare in mind this was last April and performance is always subject to change on a patch-by-patch basis, not to mention depending on the DXVK version utilized.
And this is no excuse, since many games like No Man's Sky's engine also didn't support Vulkan, but still they added support to it. Also note that the game i mentioned was made by a very small team.
Please don't compare an indie title like NMS against a major release like ESO.
NMS's engine is actually far smaller than you'd think it would be as well since most of it is actually just for procedural generation.
It's easier to add something like Vulkan when your total number of linkages are so few. I highly doubt ESO is so simple under the hood. Team size compared to game complexity is a very important factor. 30 people with a simple title? Lots of flexibility and agility... 150+ people with a complex huge codebase? Yeah... not in the same league.
Also, ESO is pretty much hero 2.0. Yes, at this point none of the original code remains because that's just how things work but it sure as heck started out very Hero like and has all the lovely little hallmarks to highlight that.
The game is smaller, but so is the team behind it.nafensoriel wrote: »ESO does not use the Hero engine.As far as I am aware, Hero Engine (which is what Elder Scrolls Online utilizes) does not support Vulkan, it strictly supports DirectX and requires the DirectX SDK as part of its development toolchain. It's not just as easy as having a "native vulkan eso".
Your best bet for running it under Linux is using the standalone w/ DXVK version via Lutris, which will convert DirectX calls to Vulkan and enable you to play it as natively as is actually feasible. I've tested it in the past and get fairly similar performance to running it natively, bare in mind this was last April and performance is always subject to change on a patch-by-patch basis, not to mention depending on the DXVK version utilized.
And this is no excuse, since many games like No Man's Sky's engine also didn't support Vulkan, but still they added support to it. Also note that the game i mentioned was made by a very small team.
Please don't compare an indie title like NMS against a major release like ESO.
NMS's engine is actually far smaller than you'd think it would be as well since most of it is actually just for procedural generation.
It's easier to add something like Vulkan when your total number of linkages are so few. I highly doubt ESO is so simple under the hood. Team size compared to game complexity is a very important factor. 30 people with a simple title? Lots of flexibility and agility... 150+ people with a complex huge codebase? Yeah... not in the same league.
Also, ESO is pretty much hero 2.0. Yes, at this point none of the original code remains because that's just how things work but it sure as heck started out very Hero like and has all the lovely little hallmarks to highlight that.
Hello games only has 25 employees, how many does Zenimax Online have?