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?
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.
nafensoriel wrote: »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?
Normally I would say something mildly snarky and then reply. This time I am going to just reply.
Vulkan cannot be retrofit. It must be used from step one. Vulkan has very few tools and the API itself really doesn't hold your hand much. This means it can be extremely powerful if you have the talent, time, and money to use it. You will need more of all three compared to a DirectX project of the same size.
No one in their right mind(as a programmer) would ever remotely consider retrofitting a piece of software as old and as large as ESO with Vulkan. You might as well light yourself on fire because it would be an endless hell you would never escape from.
nafensoriel wrote: »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?
Normally I would say something mildly snarky and then reply. This time I am going to just reply.
Vulkan cannot be retrofit. It must be used from step one. Vulkan has very few tools and the API itself really doesn't hold your hand much. This means it can be extremely powerful if you have the talent, time, and money to use it. You will need more of all three compared to a DirectX project of the same size.
No one in their right mind(as a programmer) would ever remotely consider retrofitting a piece of software as old and as large as ESO with Vulkan. You might as well light yourself on fire because it would be an endless hell you would never escape from.
Lady_Linux wrote: »nafensoriel wrote: »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?
Normally I would say something mildly snarky and then reply. This time I am going to just reply.
Vulkan cannot be retrofit. It must be used from step one. Vulkan has very few tools and the API itself really doesn't hold your hand much. This means it can be extremely powerful if you have the talent, time, and money to use it. You will need more of all three compared to a DirectX project of the same size.
No one in their right mind(as a programmer) would ever remotely consider retrofitting a piece of software as old and as large as ESO with Vulkan. You might as well light yourself on fire because it would be an endless hell you would never escape from.
so programmers are naturally in their right minds? i thought they would be in their left minds???
nafensoriel wrote: »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?
Normally I would say something mildly snarky and then reply. This time I am going to just reply.
Vulkan cannot be retrofit. It must be used from step one. Vulkan has very few tools and the API itself really doesn't hold your hand much. This means it can be extremely powerful if you have the talent, time, and money to use it. You will need more of all three compared to a DirectX project of the same size.
No one in their right mind(as a programmer) would ever remotely consider retrofitting a piece of software as old and as large as ESO with Vulkan. You might as well light yourself on fire because it would be an endless hell you would never escape from.
I went from using the Steam for my main account, had to buy the stand alone launcher for $7-$10 and it's saved my sanity especially after switching to Linux [Somehow I broke windows, for some setups is not hard, Sorry Windows!] and since have been playing using Lutris with some settings tweaked, I even have PTS working with same settings!
Hope that helps
Edit: reason I'm using 1.5 and not 1.5.1 is my ground was black with 1.5.1
curtisnewton wrote: »ESO does not use the HeroEngine.
It uses an inhouse engine:
http://www.gameinformer.com/b/features/archive/2012/05/25/why-the-elder-scrolls-online-isn-39-t-using-heroengine.aspx
SET GraphicsDriver.7 "Vulkan"
Varjovalkea wrote: »Well, it was probably a lot of work but the reality is that Vulkan renderer for ESO already exists. How do I know? Because I play ESO on a Mac as well. Current Macs don't support DX or OpenGL. Care to hazard a guess what's inside UserSettings.txt on Mac?SET GraphicsDriver.7 "Vulkan"
Yup, that's right. I wish it was available on Windows version as well. Might run better on Wine.
Lady_Linux wrote: »
So it does exist, they just wont let us use it?
Lady_Linux wrote: »
So it does exist, they just wont let us use it?
That isn't how that works
Lady_Linux wrote: »
well then how does it work?
nafensoriel wrote: »
Even if they have tried to do some work in the background it doesn't mean its working or complete.
Often you will find lines like that in cfg files that are just for internal testing or simply to define something so you can avoid using it.
Varjovalkea wrote: »nafensoriel wrote: »
Even if they have tried to do some work in the background it doesn't mean its working or complete.
Often you will find lines like that in cfg files that are just for internal testing or simply to define something so you can avoid using it.
That is the line that defines the graphics driver to be used. That's how you used to switch between DirectX and Opengl on windows and that's where it used to say Opengl on mac builds. Opengl has been deprecated on Macos and Zenimax removed DX9 and Opengl support on windows to reduce the need to support many backends. There are quite strong incentives to find something that works on all platforms... and that would be Vulkan. Yes, the only thing that Macs support is Metal but there's MoltenVK that enables Macs to run Vulkan applications. Lo and behold, on Mac ESO ships with MoltenVK -framework. I think they've done quite a bit more than just tried to do some work.
Lady_Linux wrote: »what is metal?
We have switched the Mac renderer from OpenGL to MoltenVK (Metal) to support the upcoming release of the upcoming MacOS Mojave. Upon first launching the game, you will notice longer load times and frequent hitching as the shaders are rebuilt for MoltenVK
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.
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
Varjovalkea wrote: »Lady_Linux wrote: »what is metal?
It's Apple's own graphics API. It's a low level API like Vulkan. Of course Apple can't be content with what everyone else is using so they had to do their own and that's the only graphics API they're supporting at the moment.
Valve bought and open-sourced a compatibility layer called MoltenVK which allows Vulkan applications to run on Metal.
Varjovalkea wrote: »nafensoriel wrote: »
Even if they have tried to do some work in the background it doesn't mean its working or complete.
Often you will find lines like that in cfg files that are just for internal testing or simply to define something so you can avoid using it.
That is the line that defines the graphics driver to be used. That's how you used to switch between DirectX and Opengl on windows and that's where it used to say Opengl on mac builds. Opengl has been deprecated on Macos and Zenimax removed DX9 and Opengl support on windows to reduce the need to support many backends. There are quite strong incentives to find something that works on all platforms... and that would be Vulkan. Yes, the only thing that Macs support is Metal but there's MoltenVK that enables Macs to run Vulkan applications. Lo and behold, on Mac ESO ships with MoltenVK -framework. I think they've done quite a bit more than just tried to do some work.
I agree that all this still doesn't mean it's complete but these are pretty clear signs of what's happening.