本帖最後由 1597532468000 於 2021-4-13 15:34 編輯

用開vm打機
如果用web去launch exe果d online game唔知Wine on MacOS/Linux又做唔做到

edit: 已經唔成問題 用自己方法解決左

TOP

本帖最後由 Okt04175 於 2021-4-24 20:52 編輯

早幾日VKD3D-Proton更新出咗2.3版,效能方面進步咗好多,功能上已經接近食晒DX12嘅功能,下一步就係要等開發組執好光影追蹤部份(DX12 DXR轉Vulkan VKRT)之後得閒再搞掂埋DirectML部份咁就可以發揮埋N卡DLSS功能。Linux系統之後可以靠佢行新出DX11+12 / DX12嘅Game放心開Ray Tracing功能體驗下。
https://github.com/HansKristian- ... n/releases/tag/v2.3
7-Zip-zstd可以解壓縮.zst壓縮檔。
https://github.com/mcmilk/7-Zip-zstd/releases
Features
Early DXR 1.0 support
VK_KHR_raytracing is used to enable cross-vendor ray-tracing support.
The implementation is WIP, but it is good enough to run some real content.

As of writing, only the NVIDIA driver works correctly.
It is expected AMD RDNA2 GPUs will work when working drivers are available
(amdgpu-pro 21.10 is known to not work).

Games which are expected to work include:

-Control (appears to be fully working)
-Ghostrunner (seems to work, not exhaustively tested)
To enable DXR support, VKD3D_CONFIG=dxr %command% should be used when launching game.
Certain games may be unstable if DXR is enabled by default.

Conservative rasterization
Full support (tier 3) for conservative rasterization was added.

Variable rate shading
Full support (tier 2) for variable rate shading was added.

Command list bundles
Allows Kingdom Hearts remaster to get past the errors, unsure if game fully works yet.

Write Watch and APITrace
Support for D3D12_HEAP_FLAG_ALLOW_WRITE_WATCH has been added.
This means APITraces of titles can now be captured.

Performance
-Improve GPU bound performance in RE2 by up to 20% on NVIDIA.
-Enable async compute queues. Greatly improves GPU performance and frame pacing in many titles.
Horizon Zero Dawn and Death Stranding see exceptional gains with this fix,
due to how the engines work. GPU utilization should now reach ~100%.
For best results, AMD Navi+ GPUs are recommended, but Polaris and earlier still
see great results. It is possible to disable this path, if for whatever reason
multiple queues are causing issues. See README.
-Optimize bindless constant buffer GPU-bound performance on NVIDIA if certain API code paths are used.
-Optimize sparse binding CPU overhead.
-TRACE logging calls are disabled by default on release builds.

Fixes and workarounds
-Fix various DXIL bugs.
-Be more robust against broken pipeline creation API calls.
-Avoids driver crashes in Forza Horizon 4.
-Workaround some buggy shaders in F1 2020.
-Fix bugs if depth bounds test is used in certain ways.
-Fix a read out-of-bounds in UpdateTileMappings.
-Fix SV_ClipDistance and SV_CullDistance in Hull Shaders.

TOP

本帖最後由 chue 於 2021-4-27 02:03 編輯

學野.不過我二手三叔係 A 牌仲要好似壞
https://www.youtube.com/redirect ... 80Z-VSQQJg9J4AaABAg

TOP

本帖最後由 Okt04175 於 2021-6-17 16:09 編輯

DXVK喺早兩日更新到1.9版,終於整D3D11影片播放部份、支援ROV(類似做法,可以啟用返Nvidia ShadowLibs)、減低延遲 同埋 加咗FPS限制功能,仲有整埋Vulkan軟體加速部份,仲有效能改善同修復BUG。

詳情:
https://github.com/doitsujin/dxvk/releases/tag/v1.9

TOP

DXVK 1.9.1版,修復問題為主,部份Game效能會有明顯改善。

Bug fixes and Improvements
-Fixed a number of performance and stability issues introduced with the D3D9 locking rewrite in 1.9 (#2142, #2149, #2150, #2164, #2168).
-Rewrote the way staging textures are handled in D3D11. This can reduce memory usage and the number of image copies necessary to move data between the CPU and GPU, and fixes severe performance issues in Roblox on Nvidia GPUs.
-Removed some workarounds for very old Mesa versions (19.0 and older).
Reimplemented locking primitives based on Windows SRW locks. This may be more efficient compared to the winpthreads implementation in mingw builds.
-Earth Defense Force 5: Work around performance issues caused by the game frequently turning vertical synchronization on and off between frames (#2127)
-Far Cry 1: Spoof Nvidia GPU in order to enable higher-quality water rendering.
-Far Cry 5 and other Dunia Engine games: Fixed various issues due to uninitialized memory (PR #2137).
-GTA IV: Fixed broken app profile that would break the game on Nvidia GPUs.
Risen 3: Fixed crash on Nvidia GPUs (#2154).
-World of Final Fantasy: Forcibly disable MSAA to work around game bugs. Note that this should not impact visual quality since the game only uses MSAA for full-screen passes where it has no effect (#1216, #2136).


下載:
https://github.com/doitsujin/dxvk/releases/tag/v1.9.1

TOP

本帖最後由 Okt04175 於 2021-9-12 17:55 編輯

前日Wine更新到6.17版,主要改善高DPI支援同程式嘅UI顯示方式。目前Wine盡力改善Wow64模式同GDI部份。之前6.11版仲執埋主題部份,6.12版整埋Blue主題。

The Wine development release 6.17 is now available.
What's new in this release (see below for details):
  - WineCfg program converted to PE.
  - Better high-DPI support in builtin applications.
  - More preparation work for the GDI syscall interface.
  - Improved debugger support in Wow64 mode.
  - Various bug fixes.

https://www.winehq.org/announce/6.17

The Wine development release 6.16 is now available.
What's new in this release (see below for details):
  - Initial version of a HID-based joystick backend.
  - Improved high-DPI theming support.
  - More preparation work for the GDI syscall interface.
  - Better CodeView support in WineDump.
  - Various bug fixes.

https://www.winehq.org/announce/6.16

The Wine development release 6.15 is now available.
What's new in this release (see below for details):
  - WinSock (WS2_32) library converted to PE.
  - Support for performance data in the registry.
  - More 32->64-bit thunks for NTDLL calls.
  - Improved floating point status handling in the C runtime.
  - More preparation work for the GDI syscall interface.
  - Various bug fixes.

https://www.winehq.org/announce/6.15

The Wine development release 6.14 is now available.
What's new in this release (see below for details):
  - Mono engine updated to version 6.3.0, with upstream updates.
  - 32->64-bit thunks implemented in WOW64 dll.
  - More preparation work for the GDI syscall interface.
  - Various bug fixes.

https://www.winehq.org/announce/6.14

The Wine development release 6.13 is now available.
What's new in this release (see below for details):
  - Proper scrollbar theming.
  - More work towards WinSock PE conversion.
  - Preparation work for the GDI syscall interface.
  - Some progress on the IPHLPAPI PE conversion.
  - Various bug fixes.

https://www.winehq.org/announce/6.13

The Wine development release 6.12 is now available.
What's new in this release (see below for details):
  - Builtin "Blue" and "Classic Blue" themes.
  - More work towards WinSock PE conversion.
  - Beginnings of the NSI (Network Store Interface) implementation.
  - Support for 32/64-bit registry views in reg.exe.
  - Various bug fixes.

https://www.winehq.org/announce/6.12

The Wine development release 6.11 is now available.
What's new in this release (see below for details):
  - Theming support in all builtin programs.
  - All remaining CRT math functions imported from Musl.
  - MP3 support requires libmpg123 also on macOS.
  - Support for codepage 720 (Arabic).
  - Various bug fixes.

https://www.winehq.org/announce/6.11

TOP

早幾日VKD3D-Proton更新出咗2.3版,效能方面進步咗好多,功能上已經接近食晒DX12嘅功能,下一步就係要等開 ...
Okt04175 發表於 2021-4-24 20:49

VKD3D-Proton 2.3.1版係小修補版本,改善相容性。
Fixes
- Improved support for older Wine and Vulkan Loader versions.
- Fix blocky shadows in Horizon Zero Dawn.
- Fix the install script failing on Wine installs not built with upstream vkd3d.
- Fix minor dxil translation issues.

TOP

Wine 6.18同6.19版改善咗對第三方廠手掣同其他打機用輸入裝置嘅支援程度。

https://www.winehq.org/announce/6.19
The Wine development release 6.19 is now available.

What's new in this release (see below for details):
  - IPHlpApi, NsiProxy, WineDbg and a few other modules converted to PE.
  - More HID joystick work.
  - Kernel parts of GDI moved to Win32u.
  - More work towards Dwarf 3/4 debug support.
  - Various bug fixes.


https://www.winehq.org/announce/6.18
The Wine development release 6.18 is now available.

What's new in this release (see below for details):
  - Shell32 and WineBus libraries converted to PE.
  - Unicode data updated to Unicode version 14.
  - Mono engine updated to version 6.4.0, with COM improvements.
  - More work towards Dwarf 3/4 debug support.
  - HID joystick enabled by default.
  - Various bug fixes.

TOP

如果唔係經常用電腦打機咁Linux Mint的確係更加好用,介面排版同操作上比較接近Windows。Ubuntu/elementary OS喺介面排版同操作上就比較接近MacOS。

但係會經常打機就建議用Ubuntu,咁係因為Steam OS都係用Debian做基礎去改,Ubuntu同SteamOS都係Debian系嘅,Game廠就Steam Deck嗰Steam OS去為啲Game嘅Linux版本做最佳化嘅同時Ubuntu都可以受惠到。

其實早幾年就已經係大部份Linux GPU Driver開發人員都會用Ubuntu去做開發測試,同埋好多Linux程式都有Build定Debian/Ubuntu用安裝檔。

TOP

本帖最後由 1597532468000 於 2021-11-20 16:37 編輯
如果唔係經常用電腦打機咁Linux Mint的確係更加好用,介面排版同操作上比較接近Windows。Ubuntu/elementary ...
Okt04175 發表於 2021-11-20 15:00


ubuntu個gnome太大舊 堅用唔慣
都係中意裝番xfce/xubuntu desktop
個panel任你搬 d icon又任你排位
又有得resize同整quick launch 個panel夠長 擺好多隻launcher icon落去都得
整到似windows task bar 咁
用法似xp 個menu一目了然
但又有win7咁慳位 開住既apps可以只show icon

TOP