Mac轉ARM64架構都仍然可以用Wine DXVK VKD3D照玩到Windows版Game。
Crossover即係收費版Wine有提供支援服 ...
Okt04175 發表於 2022-3-26 20:55


個License唔平喔,59.95先12個月更新,要499.95先永久更新,俾得499.95不如另外買台PS5仲好。

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本帖最後由 Okt04175 於 2022-3-29 21:49 編輯
個License唔平喔,59.95先12個月更新,要499.95先永久更新,俾得499.95不如另外買台PS5仲好。 ...
竹皮 發表於 2022-3-27 18:11

Crossover主要唔係面向打機領域,商業程式係佢哋主要嗰範,佢哋搞掂咗Office 365程式同一啲專業程式,因為相容度高咁就Run Game都OK,License係貴啲不過有支援服務同埋幫到Wine團隊係對Linux發展同擺脫Windows有實際幫助。
我喺Linux用緊Wine,日後用Mac Studio嘅話打算買埋Crossover,我就係想擺脫對Windows嘅依賴。

我需要電腦嚟打機之餘仲要用嚟做嘢,加上PS5本身都貴到唔合理「近排仲可以炒到上$8500港紙」又發熱勁但係好多原生PS5版Game都上唔到120FPS連全程60FPS都有困難,所以唔會考慮PS5。

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尋日DXVK又更新做1.10.1版,主要實現咗Linux度DX9同DX11兩個API資源共用解決暗恥一啲DX11 Game播動畫問題,再為戰神之類嘅新Game改善相容度同執行效率。

https://github.com/doitsujin/dxvk/releases/tag/v1.10.1

Features
•Implemented initial support for shared resources (PR #2516). This fixes video playback in a number of Koei Tecmo games (Atelier series, Nioh 2), as well as the D3D11-based UI in the Windows version of Black Mesa. The required wine patches are currently only available in Proton Experimental. This feature will not be supported on Windows systems.

This feature is still experimental and has not been thoroughly tested on all graphics drivers, so issues are to be expected. Currently, only basic 2D texture sharing between D3D9 and D3D11 is supported when using DXVK for both APIs. API features that are currently not supported include:

IDXGIKeyedMutex. Documentation is very poor and it's not clear how an implementation is supposed to behave.
Resource sharing with D3D12 applications under vkd3d-proton. This may be added in the future.
Resource sharing with Vulkan applications.
Note: The Black Mesa UI flickers heavily when the game is not GPU-bound. This also happens on Windows to some degree and is a game bug.

Bug fixes and Improvements
•Added an environment variable DXVK_ENABLE_NVAPI to bypass the vendor ID override. Setting it to 1 behaves exactly the same as setting dxvk.nvapiHack = False in the config file, but may allow for better integration into Lutris or the Proton launch script. (#2544)
•Improved shader code generation when local arrays are used. This may improve performance on Nvidia drivers in some D3D11 games.
•Fixed shader code generation when switch-case fallthrough is used in Shader Model 4.0 (#2556). •Current FXC versions no longer generate such code.
•Potentially improved performance when rendering to DXGI_FORMAT_R11G11B10_FLOAT images that can also be used with unordered access views.
•Fixed various D3D9 issues related to texture uploads (#2559, #2541, #2535).
•Assassin's Creed 3, Black Flag: Enabled d3d11.cachedDynamicResources = a to work around severe performance issues.
•Frostpunk: Enabled d3d11.cachedDynamicResources = c to work around low CPU-bound performance.
•God of War: Fixed some issues that started with game patch 1.0.9:
Extremely inconsistent frame pacing when the game detects an AMD GPU, dxgi.maxFrameLatency = 1 is now set by default to work around this issue.
Heavy flickering of some lights. Apparently this was also fixed in the game in patch 1.0.11.
•GTA: San Andreas: Fixed UI rendering issues (#2560)
•Rayman Origins: Fixed rendering issues (#2545)

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Crossover主要唔係面向打機領域,商業程式係佢哋主要嗰範,佢哋搞掂咗Office 365程式同一啲專業程式,因為 ...
Okt04175 發表於 2022-3-27 20:02


MAC都有365喔,咁點解仲要用wine行365?

Parallels desktop 用 Coherence Mode 唔係仲方便過wine去行365?

就咁睇,除左真係為打機,好似睇唔到有咩理由非要去買Crossover

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MAC都有365喔,咁點解仲要用wine行365?

Parallels desktop 用 Coherence Mode 唔係仲方便過wine去行365 ...
竹皮 發表於 2022-3-28 16:36

因為Windows版多幾個軟體,沒有macOS版。

另外,虛擬機內Windows需要license。

via HKEPC Reader for Android

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本帖最後由 Okt04175 於 2022-3-29 21:52 編輯
有native就一定native優先架啦,依家就算Mac唔係ARM native都要諗下用唔用,以免浪費電力資源
      ...
l0001 發表於 2022-3-28 20:08

唔一定,A卡喺Windows因為Driver寫唔好反而係浪費資源,MacOS同Linux嘅Driver寫得好行起上嚟FPS更高Frame Time 更低,係NVIDIA喺Vulkan最佳化方面唔及AMD加上Hea寫Windows以外平台嘅N卡Driver先令人覺得Windows更高效。(只不過係N卡銷量高,但係N卡同A卡喺唔同平台上面嘅表現係各還各唔係相等,喺Windows以外平台RX6800XT好多時可以同RTX3090打到咁上下)


Wine可以針對一啲整得衰嘅PC版Game去Patch改變做法唔係完全照抄Windows啲做法,好似Elden Ring咁喺Windows會不時Lag下(經常Frame Drop)喺Linux用Wine就唔會咁樣。大把Game喺Proton[Steam嘅打機用改良版Wine]度行都有Patch去改善Hea移植Game嘅PC平台0最佳化問題。(有啲位Wine係可以用比起Windows更簡單有效嘅方式做同樣嘅事)

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本帖最後由 Okt04175 於 2022-3-29 17:52 編輯
睇完片唔覺有快10幾%甘誇張wor,況且linux個邊GPU基本上全負載(見紅)而Windows都係7x-8x%負載,仲有 ...
l0001 發表於 2022-3-29 14:42

喺Windows嗰邊GPU時脈同使用率去唔盡另一個原因解釋可以係Driver根本冇完全發揮到張卡。
「同平時玩超頻差唔多,就算將CPU/GPU超多10%時脈都唔代表所有野會Run快咗10%,時脈同實際執行效率唔係相等。今時今日啲顯示卡近乎預設狀態已經係榨盡發揮空間,剩低嗰少少空間嘅就要Driver做最佳化榨埋,超頻嘅意義已經冇以前咁大多數只係數字上好睇啲。」

Steam Deck嗰OS都係Linux嚟,Linux就係要經Wine/Proton/Crossover去Run啲Windows版,隻Game要攞Steam Deck相容認證咪要配合Proton運作執好隻Game先拎到認證,Game工作室同Game廠係可以不作為不過咁樣就拎唔到認證。班Steam Deck機主正常都會優先考慮有Steam Deck相容認證嘅Game。

Valve作為Steam嘅母公司又出Steam Deck佢咪夠牙力說服Game工作室同Game廠為Wine/Proton/Crossover做最佳化。


Elden Ring就同其他日廠一樣PC版唔做最佳化就直接出街,而且From Software喺冇DX12開發經驗嘅情況下拎舊引擎格硬改嚟做純DX12 PC版Game搞到出現PC劣化問題,而家咪又係From Software自己未解決到經常Frame Drop問題就先畀Proton條Team整到Patch喺Linux/MacOS度解決咗先。


諷刺嘅係Game廠嘅蘇州屎要由Wine/Proton/Crossover條Team去幫佢哋執手尾,而家新一代啲遊戲開發人員好似越嚟越唔識做PC最佳化,成日旨意Windows玩家同埋Wine/Proton/Crossover條Team自己去搵辦法解決/迴避問題,就係咁先畀咗機會班PlayStation/XBox狂熱Fans拎嚟話咩「唔想打機仲要幫Game廠Debug就應該玩遊戲機版唔好玩PC版」之類嚟貶低電腦平台。「雖然遊戲機平台長期鎖30/60FPS都係逃避緊最佳化未做好嘅問題。」

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