Veprovina.4876 Posted May 1, 2021 Author Share Posted May 1, 2021 1 minute ago, Astyrah.4015 said: i would like to point out that AMDGPU and AMDGPU-Pro are different, the former is the opensource drivers (just like Mesa) and the latter is proprietary (just like the windows drivers) so they may run and you can try, generally speaking they should still work and if stuff breaks you're dead set to re-format anyway. for stuff made for Ubuntu or Debian, anything made for these will generally work the same way on distros based on them (like Pop, Linux Mint, Kubuntu, etc.) but stuff made for Arch or only available on the Arch repositories for example only work on Arch and Arch-based distros like Manjaro, Endeavour. in this case you need to find a different solution based on your distro (and there usually is after you do a bit of googling) I see. Thanks! I'll try it now, see what happens. 😅 Link to comment Share on other sites More sharing options...
Veprovina.4876 Posted May 2, 2021 Author Share Posted May 2, 2021 Ok, of all the dumb problems i had ever, this as got to be the dumbest... So, i installed PopOS, fresh install, updated it, the works. Then i followed Armored's youtube video to set up the OS for the game. Installed the game (just popped a backed up .dat file into the directory - screw downloading 50GB! lol) and of course, couldn't initialize 3D blah blah, as expected... Then i did some digging... Apparently (and i think this was the exact same issue in Ubuntu), Pop was using Radeon drivers instead of AMDGPU driver. I followed a tutorial on how to change that, added some lines to grub, upadted grub and... It just magically worked. I tested Siren's landing, i get 40ish FPS there, very smooth, cities are at 25 fps and WvW is 20-ish at Medium settings lowest character limit. Which was about the same performance i had on WIndows with d912pxy, i wasn't expecting miracles and this is good enough for me! I know my system's limits and that GW2 isn't exactly super optimised. The only thing i need to fix now is input lag. I get input lag in WvW and while it's not in the "unplayable" levels, it's certainly very disorienting. There's a slight delay between me stopping to press a key, and my character actually stopping. Same happens when i change directions, it takes a noticable amount of time for my character to follow what i'm pressing. This gets worse the more people are in the vicinity (even if they're not displayed). I think it also correlates with FPS, the lower the FPS, the more input lag i get. If i can fix the input lag, i'd be set, so... The game works now, idk if i need to mess with DXVK or if Armored's package already has everything set up. I'll leave that for now. But what about input lag? Where's that coming from and can i fix it? All in all, off to a great start, the drivers seem to be working when i switched to AMDGPU, and well, if i can fix the lag, that would be great! Link to comment Share on other sites More sharing options...
Astyrah.4015 Posted May 2, 2021 Share Posted May 2, 2021 (edited) 47 minutes ago, Veprovina.4876 said: Ok, of all the dumb problems i had ever, this as got to be the dumbest... So, i installed PopOS, fresh install, updated it, the works. Then i followed Armored's youtube video to set up the OS for the game. Installed the game (just popped a backed up .dat file into the directory - screw downloading 50GB! lol) and of course, couldn't initialize 3D blah blah, as expected... Then i did some digging... Apparently (and i think this was the exact same issue in Ubuntu), Pop was using Radeon drivers instead of AMDGPU driver. I followed a tutorial on how to change that, added some lines to grub, upadted grub and... It just magically worked. I tested Siren's landing, i get 40ish FPS there, very smooth, cities are at 25 fps and WvW is 20-ish at Medium settings lowest character limit. Which was about the same performance i had on WIndows with d912pxy, i wasn't expecting miracles and this is good enough for me! I know my system's limits and that GW2 isn't exactly super optimised. The only thing i need to fix now is input lag. I get input lag in WvW and while it's not in the "unplayable" levels, it's certainly very disorienting. There's a slight delay between me stopping to press a key, and my character actually stopping. Same happens when i change directions, it takes a noticable amount of time for my character to follow what i'm pressing. This gets worse the more people are in the vicinity (even if they're not displayed). I think it also correlates with FPS, the lower the FPS, the more input lag i get. If i can fix the input lag, i'd be set, so... The game works now, idk if i need to mess with DXVK or if Armored's package already has everything set up. I'll leave that for now. But what about input lag? Where's that coming from and can i fix it? All in all, off to a great start, the drivers seem to be working when i switched to AMDGPU, and well, if i can fix the lag, that would be great! happy to hear you got it working! atleast we did the work earlier in isolating your issue prior issue regarding drivers and helped you make your new install a much smoother experience (after some minor tweaks) as for input lag and delay, these can generally be reduced by turning off your desktop environment's compositor (google it!) and not using vsync when gaming. using performance patches like ESYNC, FSYNC and FSYNC2(FUTEX2) may help as well but these require a newer kernel (a custom one like XanMod that allows for these patches to run) and a wine build that has these patches. wine-staging only comes with ESYNC. im not sure if the wine build armoredvehicle ships with his package includes these patches (ESYNC/FSYNC/FUTEX2) but lutris does ship with esync and fsync at the very least. if you want all the latest performance and game-specific patches you need to look at wine-tkg: https://github.com/Frogging-Family/wine-tkg-git Edited May 2, 2021 by Astyrah.4015 Link to comment Share on other sites More sharing options...
Veprovina.4876 Posted May 2, 2021 Author Share Posted May 2, 2021 1 hour ago, Astyrah.4015 said: happy to hear you got it working! atleast we did the work earlier in isolating your issue prior issue regarding drivers and helped you make your new install a much smoother experience (after some minor tweaks) as for input lag and delay, these can generally be reduced by turning off your desktop environment's compositor (google it!) and not using vsync when gaming. using performance patches like ESYNC, FSYNC and FSYNC2(FUTEX2) may help as well but these require a newer kernel (a custom one like XanMod that allows for these patches to run) and a wine build that has these patches. wine-staging only comes with ESYNC. im not sure if the wine build armoredvehicle ships with his package includes these patches (ESYNC/FSYNC/FUTEX2) but lutris does ship with esync and fsync at the very least. if you want all the latest performance and game-specific patches you need to look at wine-tkg: https://github.com/Frogging-Family/wine-tkg-git I found one thread on reddit where it said to disable keyboard press repeat in system settings. I did that, and it seems to be working, no more input lag! I can't hold bakcspace to clear text anymore now lol, but oh well... Ran into another weird issue though, i booted up the game and it ran at 3 FPS. Restarted it again and it ran fine but now the whenever i pressed the map, there was a huge FPS drop lol... The mouse is a bit finnicky too, idk how to describe it. Well, i'm going to continue testing tomorrow, it's late now. I'll see what else i can do to improve the overall experience. Oh, and BTW, Pop OS is on the 5.11.0-7614-generic kernel, that's the newest one? Link to comment Share on other sites More sharing options...
Astyrah.4015 Posted May 2, 2021 Share Posted May 2, 2021 13 minutes ago, Veprovina.4876 said: Ran into another weird issue though, i booted up the game and it ran at 3 FPS. Restarted it again and it ran fine but now the whenever i pressed the map, there was a huge FPS drop lol... a log output would certainly help to see behind the scenes why this happened. but i would just assume you're building up shader cache (especially if you changed the dxvk version to a newer one) --- but yeah, try to find out what causes this and reproduce it as reliably as you can 14 minutes ago, Veprovina.4876 said: Oh, and BTW, Pop OS is on the 5.11.0-7614-generic kernel, that's the newest one? oh that's good. it's a tad bit outdated (we're at 5.12 for the main build) but still relatively new. main/generic kernels only have ESYNC on them but that alone should be good enough of a performance boost for some games (if you're fine with it and it works, then that's good no need to touch it or change anything). custom kernels offer other experimental performance patches added in and generally tune your hardware with gaming or performance in mind. 19 minutes ago, Veprovina.4876 said: Well, i'm going to continue testing tomorrow, it's late now. I'll see what else i can do to improve the overall experience. good luck! 🙂 1 Link to comment Share on other sites More sharing options...
Veprovina.4876 Posted May 3, 2021 Author Share Posted May 3, 2021 (edited) Ok, so... The game works now, but i have a few questions still. EDIT3: Actually, just tried it. Again giving me 5 fps... Something's not working correctly. How do i produce a log from running GW2? I get this when running the ./play.sh command: vepar@pop-os:~/GW2$ ./play.sh esync: up and running. Wine cannot find the ncurses library (libncurses.so.5). ******************************************************************************* * WARNING: Unknown option RADV_PERFTEST='aco'. ACO is enabled by default now. * ******************************************************************************* WARNING: radv is not a conformant vulkan implementation, testing use only. ATTENTION: default value of option mesa_glthread overridden by environment. ATTENTION: default value of option mesa_glthread overridden by environment. Seems to be some errors still? What do the warnings mean? Also.. Is vulkan using my AMDGPU driver or the llvmpipe? Can i check that? Cause with Lutris i could just enter HUD value to fps, and i'd know if it was using vulkan or not, but idk how to check that in the "manual" way). Additionally... I seem to have Vulkan version 1.2.73 (i did nothing except install the Armored's package). Is this ok? Or should i upgrade to the latest one? If so, how do i upgrade and make GW2 use it? Here's the vulkaninfo --summary (double dash): vepar@pop-os:~/GW2$ vulkaninfo --summary vulkaninfo - Summarize Vulkan information in relation to the current environment. USAGE: vulkaninfo [options] OPTIONS: -h, --help Print this help. --html Produce an html version of vulkaninfo output, saved as "vulkaninfo.html" in the directory in which the command is run. -j, --json Produce a json version of vulkaninfo to standard output of the first gpu in the system conforming to the DevSim schema. --json=<gpu-number> For a multi-gpu system, a single gpu can be targetted by specifying the gpu-number associated with the gpu of interest. This number can be determined by running vulkaninfo without any options specified. --show-formats Display the format properties of each physical device. Note: This option does not affect html or json output; they will always print format properties. I have no idea why it doesn't work so here's the longer vulkaninfo (I'm sorry, --summary doesn't work): vepar@pop-os:~/GW2$ vulkaninfo ERROR: [Loader Message] Code 0 : /usr/lib/i386-linux-gnu/libvulkan_radeon.so: wrong ELF class: ELFCLASS32 ERROR: [Loader Message] Code 0 : /usr/lib/i386-linux-gnu/libvulkan_intel.so: wrong ELF class: ELFCLASS32 ERROR: [Loader Message] Code 0 : /usr/lib/i386-linux-gnu/libvulkan_lvp.so: wrong ELF class: ELFCLASS32 WARNING: radv is not a conformant vulkan implementation, testing use only. WARNING: lavapipe is not a conformant vulkan implementation, testing use only. ========== VULKANINFO ========== Vulkan Instance Version: 1.2.141 Instance Extensions: count = 18 =============================== VK_EXT_acquire_xlib_display : extension revision 1 VK_EXT_debug_report : extension revision 9 VK_EXT_debug_utils : extension revision 2 VK_EXT_direct_mode_display : extension revision 1 VK_EXT_display_surface_counter : extension revision 1 VK_KHR_device_group_creation : extension revision 1 VK_KHR_display : extension revision 23 VK_KHR_external_fence_capabilities : extension revision 1 VK_KHR_external_memory_capabilities : extension revision 1 VK_KHR_external_semaphore_capabilities : extension revision 1 VK_KHR_get_display_properties2 : extension revision 1 VK_KHR_get_physical_device_properties2 : extension revision 1 VK_KHR_get_surface_capabilities2 : extension revision 1 VK_KHR_surface : extension revision 25 VK_KHR_surface_protected_capabilities : extension revision 1 VK_KHR_wayland_surface : extension revision 6 VK_KHR_xcb_surface : extension revision 6 VK_KHR_xlib_surface : extension revision 6 Layers: count = 2 ================= VK_LAYER_MESA_device_select (Linux device selection layer) Vulkan version 1.2.73, layer version 1: Layer Extensions: count = 0 Devices: count = 2 GPU id = 0 (AMD RADV BONAIRE (ACO)) Layer-Device Extensions: count = 0 GPU id = 1 (llvmpipe (LLVM 11.0.0, 128 bits)) Layer-Device Extensions: count = 0 VK_LAYER_MESA_overlay (Mesa Overlay layer) Vulkan version 1.1.73, layer version 1: Layer Extensions: count = 0 Devices: count = 2 GPU id = 0 (AMD RADV BONAIRE (ACO)) Layer-Device Extensions: count = 0 GPU id = 1 (llvmpipe (LLVM 11.0.0, 128 bits)) Layer-Device Extensions: count = 0 Presentable Surfaces: ===================== GPU id : 0 (AMD RADV BONAIRE (ACO)): Surface types: count = 2 VK_KHR_xcb_surface VK_KHR_xlib_surface Formats: count = 2 SurfaceFormat[0]: format = FORMAT_B8G8R8A8_SRGB colorSpace = COLOR_SPACE_SRGB_NONLINEAR_KHR SurfaceFormat[1]: format = FORMAT_B8G8R8A8_UNORM colorSpace = COLOR_SPACE_SRGB_NONLINEAR_KHR Present Modes: count = 4 PRESENT_MODE_IMMEDIATE_KHR PRESENT_MODE_MAILBOX_KHR PRESENT_MODE_FIFO_KHR PRESENT_MODE_FIFO_RELAXED_KHR VkSurfaceCapabilitiesKHR: ------------------------- minImageCount = 3 maxImageCount = 0 currentExtent: width = 256 height = 256 minImageExtent: width = 256 height = 256 maxImageExtent: width = 256 height = 256 maxImageArrayLayers = 1 supportedTransforms: count = 1 SURFACE_TRANSFORM_IDENTITY_BIT_KHR currentTransform = SURFACE_TRANSFORM_IDENTITY_BIT_KHR supportedCompositeAlpha: count = 2 COMPOSITE_ALPHA_OPAQUE_BIT_KHR COMPOSITE_ALPHA_INHERIT_BIT_KHR supportedUsageFlags: count = 5 IMAGE_USAGE_TRANSFER_SRC_BIT IMAGE_USAGE_TRANSFER_DST_BIT IMAGE_USAGE_SAMPLED_BIT IMAGE_USAGE_STORAGE_BIT IMAGE_USAGE_COLOR_ATTACHMENT_BIT VkSurfaceCapabilities2EXT: -------------------------- supportedSurfaceCounters: count = 0 None VkSurfaceProtectedCapabilitiesKHR: ---------------------------------- supportsProtected = false GPU id : 1 (llvmpipe (LLVM 11.0.0, 128 bits)): Surface types: count = 2 VK_KHR_xcb_surface VK_KHR_xlib_surface Formats: count = 2 SurfaceFormat[0]: format = FORMAT_B8G8R8A8_SRGB colorSpace = COLOR_SPACE_SRGB_NONLINEAR_KHR SurfaceFormat[1]: format = FORMAT_B8G8R8A8_UNORM colorSpace = COLOR_SPACE_SRGB_NONLINEAR_KHR Present Modes: count = 4 PRESENT_MODE_IMMEDIATE_KHR PRESENT_MODE_MAILBOX_KHR PRESENT_MODE_FIFO_KHR PRESENT_MODE_FIFO_RELAXED_KHR VkSurfaceCapabilitiesKHR: ------------------------- minImageCount = 3 maxImageCount = 0 currentExtent: width = 256 height = 256 minImageExtent: width = 256 height = 256 maxImageExtent: width = 256 height = 256 maxImageArrayLayers = 1 supportedTransforms: count = 1 SURFACE_TRANSFORM_IDENTITY_BIT_KHR currentTransform = SURFACE_TRANSFORM_IDENTITY_BIT_KHR supportedCompositeAlpha: count = 2 COMPOSITE_ALPHA_OPAQUE_BIT_KHR COMPOSITE_ALPHA_INHERIT_BIT_KHR supportedUsageFlags: count = 5 IMAGE_USAGE_TRANSFER_SRC_BIT IMAGE_USAGE_TRANSFER_DST_BIT IMAGE_USAGE_SAMPLED_BIT IMAGE_USAGE_STORAGE_BIT IMAGE_USAGE_COLOR_ATTACHMENT_BIT VkSurfaceCapabilities2EXT: -------------------------- supportedSurfaceCounters: count = 0 None VkSurfaceProtectedCapabilitiesKHR: ---------------------------------- supportsProtected = false Device Groups: ============== Group 0: Properties: physicalDevices: count = 1 AMD RADV BONAIRE (ACO) (ID: 0) subsetAllocation = 0 Present Capabilities: AMD RADV BONAIRE (ACO) (ID: 0): Can present images from the following devices: count = 1 AMD RADV BONAIRE (ACO) (ID: 0) Present modes: count = 1 DEVICE_GROUP_PRESENT_MODE_LOCAL_BIT_KHR Group 1: Properties: physicalDevices: count = 1 llvmpipe (LLVM 11.0.0, 128 bits) (ID: 0) subsetAllocation = 0 WARNING: lavapipe is not a conformant vulkan implementation, testing use only. Present Capabilities: llvmpipe (LLVM 11.0.0, 128 bits) (ID: 0): Can present images from the following devices: count = 1 llvmpipe (LLVM 11.0.0, 128 bits) (ID: 0) Present modes: count = 1 DEVICE_GROUP_PRESENT_MODE_LOCAL_BIT_KHR Device Properties and Extensions: ================================= GPU0: VkPhysicalDeviceProperties: --------------------------- apiVersion = 4202641 (1.2.145) driverVersion = 88080384 (0x5400000) vendorID = 0x1002 deviceID = 0x6658 deviceType = PHYSICAL_DEVICE_TYPE_DISCRETE_GPU deviceName = AMD RADV BONAIRE (ACO) VkPhysicalDeviceLimits: ----------------------- maxImageDimension1D = 16384 maxImageDimension2D = 16384 maxImageDimension3D = 2048 maxImageDimensionCube = 16384 maxImageArrayLayers = 2048 maxTexelBufferElements = 4294967295 maxUniformBufferRange = 4294967295 maxStorageBufferRange = 4294967295 maxPushConstantsSize = 128 maxMemoryAllocationCount = 4294967295 maxSamplerAllocationCount = 65536 bufferImageGranularity = 0x00000040 sparseAddressSpaceSize = 0xfffffffc maxBoundDescriptorSets = 32 maxPerStageDescriptorSamplers = 8388606 maxPerStageDescriptorUniformBuffers = 8388606 maxPerStageDescriptorStorageBuffers = 8388606 maxPerStageDescriptorSampledImages = 8388606 maxPerStageDescriptorStorageImages = 8388606 maxPerStageDescriptorInputAttachments = 8388606 maxPerStageResources = 8388606 maxDescriptorSetSamplers = 8388606 maxDescriptorSetUniformBuffers = 8388606 maxDescriptorSetUniformBuffersDynamic = 16 maxDescriptorSetStorageBuffers = 8388606 maxDescriptorSetStorageBuffersDynamic = 8 maxDescriptorSetSampledImages = 8388606 maxDescriptorSetStorageImages = 8388606 maxDescriptorSetInputAttachments = 8388606 maxVertexInputAttributes = 32 maxVertexInputBindings = 32 maxVertexInputAttributeOffset = 2047 maxVertexInputBindingStride = 2048 maxVertexOutputComponents = 128 maxTessellationGenerationLevel = 64 maxTessellationPatchSize = 32 maxTessellationControlPerVertexInputComponents = 128 maxTessellationControlPerVertexOutputComponents = 128 maxTessellationControlPerPatchOutputComponents = 120 maxTessellationControlTotalOutputComponents = 4096 maxTessellationEvaluationInputComponents = 128 maxTessellationEvaluationOutputComponents = 128 maxGeometryShaderInvocations = 127 maxGeometryInputComponents = 64 maxGeometryOutputComponents = 128 maxGeometryOutputVertices = 256 maxGeometryTotalOutputComponents = 1024 maxFragmentInputComponents = 128 maxFragmentOutputAttachments = 8 maxFragmentDualSrcAttachments = 1 maxFragmentCombinedOutputResources = 8 maxComputeSharedMemorySize = 32768 maxComputeWorkGroupCount: count = 3 65535 65535 65535 maxComputeWorkGroupInvocations = 1024 maxComputeWorkGroupSize: count = 3 1024 1024 1024 subPixelPrecisionBits = 8 subTexelPrecisionBits = 8 mipmapPrecisionBits = 8 maxDrawIndexedIndexValue = 4294967295 maxDrawIndirectCount = 4294967295 maxSamplerLodBias = 16 maxSamplerAnisotropy = 16 maxViewports = 16 maxViewportDimensions: count = 2 16384 16384 viewportBoundsRange: count = 2 -32768 32767 viewportSubPixelBits = 8 minMemoryMapAlignment = 4096 minTexelBufferOffsetAlignment = 0x00000004 minUniformBufferOffsetAlignment = 0x00000004 minStorageBufferOffsetAlignment = 0x00000004 minTexelOffset = -32 maxTexelOffset = 31 minTexelGatherOffset = -32 maxTexelGatherOffset = 31 minInterpolationOffset = -2 maxInterpolationOffset = 2 subPixelInterpolationOffsetBits = 8 maxFramebufferWidth = 16384 maxFramebufferHeight = 16384 maxFramebufferLayers = 1024 framebufferColorSampleCounts: count = 4 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT framebufferDepthSampleCounts: count = 4 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT framebufferStencilSampleCounts: count = 4 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT framebufferNoAttachmentsSampleCounts: count = 4 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT maxColorAttachments = 8 sampledImageColorSampleCounts: count = 4 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT sampledImageIntegerSampleCounts: count = 4 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT sampledImageDepthSampleCounts: count = 4 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT sampledImageStencilSampleCounts: count = 4 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT storageImageSampleCounts: count = 4 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT maxSampleMaskWords = 1 timestampComputeAndGraphics = true timestampPeriod = 37.037 maxClipDistances = 8 maxCullDistances = 8 maxCombinedClipAndCullDistances = 8 discreteQueuePriorities = 2 pointSizeRange: count = 2 0 8191.88 lineWidthRange: count = 2 0 8191.88 pointSizeGranularity = 0.125 lineWidthGranularity = 0.125 strictLines = false standardSampleLocations = true optimalBufferCopyOffsetAlignment = 0x00000080 optimalBufferCopyRowPitchAlignment = 0x00000080 nonCoherentAtomSize = 0x00000040 VkPhysicalDeviceSparseProperties: --------------------------------- residencyStandard2DBlockShape = false residencyStandard2DMultisampleBlockShape = false residencyStandard3DBlockShape = false residencyAlignedMipSize = false residencyNonResidentStrict = false VkPhysicalDeviceCustomBorderColorPropertiesEXT: ----------------------------------------------- maxCustomBorderColorSamplers = 4096 VkPhysicalDeviceDepthStencilResolveProperties: ---------------------------------------------- supportedDepthResolveModes: count = 4 RESOLVE_MODE_SAMPLE_ZERO_BIT RESOLVE_MODE_AVERAGE_BIT RESOLVE_MODE_MIN_BIT RESOLVE_MODE_MAX_BIT supportedStencilResolveModes: count = 3 RESOLVE_MODE_SAMPLE_ZERO_BIT RESOLVE_MODE_MIN_BIT RESOLVE_MODE_MAX_BIT independentResolveNone = true independentResolve = true VkPhysicalDeviceDescriptorIndexingProperties: --------------------------------------------- maxUpdateAfterBindDescriptorsInAllPools = 67108863 shaderUniformBufferArrayNonUniformIndexingNative = false shaderSampledImageArrayNonUniformIndexingNative = false shaderStorageBufferArrayNonUniformIndexingNative = false shaderStorageImageArrayNonUniformIndexingNative = false shaderInputAttachmentArrayNonUniformIndexingNative = false robustBufferAccessUpdateAfterBind = true quadDivergentImplicitLod = false maxPerStageDescriptorUpdateAfterBindSamplers = 8388606 maxPerStageDescriptorUpdateAfterBindUniformBuffers = 8388606 maxPerStageDescriptorUpdateAfterBindStorageBuffers = 8388606 maxPerStageDescriptorUpdateAfterBindSampledImages = 8388606 maxPerStageDescriptorUpdateAfterBindStorageImages = 8388606 maxPerStageDescriptorUpdateAfterBindInputAttachments = 8388606 maxPerStageUpdateAfterBindResources = 8388606 maxDescriptorSetUpdateAfterBindSamplers = 8388606 maxDescriptorSetUpdateAfterBindUniformBuffers = 8388606 maxDescriptorSetUpdateAfterBindUniformBuffersDynamic = 16 maxDescriptorSetUpdateAfterBindStorageBuffers = 8388606 maxDescriptorSetUpdateAfterBindStorageBuffersDynamic = 8 maxDescriptorSetUpdateAfterBindSampledImages = 8388606 maxDescriptorSetUpdateAfterBindStorageImages = 8388606 maxDescriptorSetUpdateAfterBindInputAttachments = 8388606 VkPhysicalDeviceDiscardRectanglePropertiesEXT: ---------------------------------------------- maxDiscardRectangles = 4 VkPhysicalDeviceDriverProperties: --------------------------------- driverID = DRIVER_ID_MESA_RADV driverName = radv driverInfo = Mesa 21.0.0 (ACO) conformanceVersion = 1.2.3.0 VkPhysicalDeviceExternalMemoryHostPropertiesEXT: ------------------------------------------------ minImportedHostPointerAlignment = 0x00001000 VkPhysicalDeviceFloatControlsProperties: ---------------------------------------- denormBehaviorIndependence = SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL roundingModeIndependence = SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL shaderSignedZeroInfNanPreserveFloat16 = false shaderSignedZeroInfNanPreserveFloat32 = true shaderSignedZeroInfNanPreserveFloat64 = false shaderDenormPreserveFloat16 = false shaderDenormPreserveFloat32 = true shaderDenormPreserveFloat64 = false shaderDenormFlushToZeroFloat16 = false shaderDenormFlushToZeroFloat32 = true shaderDenormFlushToZeroFloat64 = false shaderRoundingModeRTEFloat16 = false shaderRoundingModeRTEFloat32 = true shaderRoundingModeRTEFloat64 = false shaderRoundingModeRTZFloat16 = false shaderRoundingModeRTZFloat32 = true shaderRoundingModeRTZFloat64 = false VkPhysicalDeviceIDProperties: ----------------------------- deviceUUID = 00000000-0100-0000-0000-000000000000 driverUUID = 414d442d-4d45-5341-2d44-525600000000 deviceNodeMask = 0 deviceLUIDValid = false VkPhysicalDeviceInlineUniformBlockPropertiesEXT: ------------------------------------------------ maxInlineUniformBlockSize = 4194304 maxPerStageDescriptorInlineUniformBlocks = 134217728 maxPerStageDescriptorUpdateAfterBindInlineUniformBlocks = 134217728 maxDescriptorSetInlineUniformBlocks = 64 maxDescriptorSetUpdateAfterBindInlineUniformBlocks = 64 VkPhysicalDeviceLineRasterizationPropertiesEXT: ----------------------------------------------- lineSubPixelPrecisionBits = 4 VkPhysicalDeviceMaintenance3Properties: --------------------------------------- maxPerSetDescriptors = 22369621 maxMemoryAllocationSize = 0xfffffffc VkPhysicalDeviceMultiviewProperties: ------------------------------------ maxMultiviewViewCount = 8 maxMultiviewInstanceIndex = 2147483647 VkPhysicalDevicePCIBusInfoPropertiesEXT: ---------------------------------------- pciDomain = 0 pciBus = 1 pciDevice = 0 pciFunction = 0 VkPhysicalDevicePointClippingProperties: ---------------------------------------- pointClippingBehavior = POINT_CLIPPING_BEHAVIOR_ALL_CLIP_PLANES VkPhysicalDeviceProtectedMemoryProperties: ------------------------------------------ protectedNoFault = false VkPhysicalDevicePushDescriptorPropertiesKHR: -------------------------------------------- maxPushDescriptors = 32 VkPhysicalDeviceRobustness2PropertiesEXT: ----------------------------------------- robustStorageBufferAccessSizeAlignment = 0x00000004 robustUniformBufferAccessSizeAlignment = 0x00000004 VkPhysicalDeviceSampleLocationsPropertiesEXT: --------------------------------------------- sampleLocationSampleCounts: count = 3 SAMPLE_COUNT_2_BIT SAMPLE_COUNT_4_BIT SAMPLE_COUNT_8_BIT maxSampleLocationGridSize: width = 2 height = 2 sampleLocationCoordinateRange: count = 2 0 0.9375 sampleLocationSubPixelBits = 4 variableSampleLocations = false VkPhysicalDeviceSamplerFilterMinmaxProperties: ---------------------------------------------- filterMinmaxSingleComponentFormats = true filterMinmaxImageComponentMapping = false VkPhysicalDeviceSubgroupProperties: ----------------------------------- subgroupSize = 64 supportedStages: count = 8 SHADER_STAGE_VERTEX_BIT SHADER_STAGE_TESSELLATION_CONTROL_BIT SHADER_STAGE_TESSELLATION_EVALUATION_BIT SHADER_STAGE_GEOMETRY_BIT SHADER_STAGE_FRAGMENT_BIT SHADER_STAGE_COMPUTE_BIT SHADER_STAGE_ALL_GRAPHICS SHADER_STAGE_ALL supportedOperations: count = 8 SUBGROUP_FEATURE_BASIC_BIT SUBGROUP_FEATURE_VOTE_BIT SUBGROUP_FEATURE_ARITHMETIC_BIT SUBGROUP_FEATURE_BALLOT_BIT SUBGROUP_FEATURE_SHUFFLE_BIT SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT SUBGROUP_FEATURE_CLUSTERED_BIT SUBGROUP_FEATURE_QUAD_BIT quadOperationsInAllStages = true VkPhysicalDeviceSubgroupSizeControlPropertiesEXT: ------------------------------------------------- minSubgroupSize = 64 maxSubgroupSize = 64 maxComputeWorkgroupSubgroups = 4294967295 requiredSubgroupSizeStages: count = 0 None VkPhysicalDeviceTexelBufferAlignmentPropertiesEXT: -------------------------------------------------- storageTexelBufferOffsetAlignmentBytes = 0x00000004 storageTexelBufferOffsetSingleTexelAlignment = true uniformTexelBufferOffsetAlignmentBytes = 0x00000004 uniformTexelBufferOffsetSingleTexelAlignment = true VkPhysicalDeviceTimelineSemaphoreProperties: -------------------------------------------- maxTimelineSemaphoreValueDifference = 18446744073709551615 VkPhysicalDeviceTransformFeedbackPropertiesEXT: ----------------------------------------------- maxTransformFeedbackStreams = 4 maxTransformFeedbackBuffers = 4 maxTransformFeedbackBufferSize = 0xffffffff maxTransformFeedbackStreamDataSize = 512 maxTransformFeedbackBufferDataSize = 512 maxTransformFeedbackBufferDataStride = 512 transformFeedbackQueries = true transformFeedbackStreamsLinesTriangles = true transformFeedbackRasterizationStreamSelect = false transformFeedbackDraw = true VkPhysicalDeviceVertexAttributeDivisorPropertiesEXT: ---------------------------------------------------- maxVertexAttribDivisor = 4294967295 VkPhysicalDeviceVulkan11Properties: ----------------------------------- deviceUUID = 00000000-0100-0000-0000-000000000000 driverUUID = 414d442d-4d45-5341-2d44-525600000000 deviceNodeMask = 0 deviceLUIDValid = false subgroupSize = 64 subgroupSupportedStages: count = 8 SHADER_STAGE_VERTEX_BIT SHADER_STAGE_TESSELLATION_CONTROL_BIT SHADER_STAGE_TESSELLATION_EVALUATION_BIT SHADER_STAGE_GEOMETRY_BIT SHADER_STAGE_FRAGMENT_BIT SHADER_STAGE_COMPUTE_BIT SHADER_STAGE_ALL_GRAPHICS SHADER_STAGE_ALL subgroupSupportedOperations: count = 8 SUBGROUP_FEATURE_BASIC_BIT SUBGROUP_FEATURE_VOTE_BIT SUBGROUP_FEATURE_ARITHMETIC_BIT SUBGROUP_FEATURE_BALLOT_BIT SUBGROUP_FEATURE_SHUFFLE_BIT SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT SUBGROUP_FEATURE_CLUSTERED_BIT SUBGROUP_FEATURE_QUAD_BIT subgroupQuadOperationsInAllStages = true pointClippingBehavior = POINT_CLIPPING_BEHAVIOR_ALL_CLIP_PLANES maxMultiviewViewCount = 8 maxMultiviewInstanceIndex = 2147483647 protectedNoFault = false maxPerSetDescriptors = 22369621 maxMemoryAllocationSize = 0xfffffffc VkPhysicalDeviceVulkan12Properties: ----------------------------------- driverID = DRIVER_ID_MESA_RADV driverName = radv driverInfo = Mesa 21.0.0 (ACO) conformanceVersion = 1.2.3.0 denormBehaviorIndependence = SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL roundingModeIndependence = SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL shaderSignedZeroInfNanPreserveFloat16 = false shaderSignedZeroInfNanPreserveFloat32 = true shaderSignedZeroInfNanPreserveFloat64 = false shaderDenormPreserveFloat16 = false shaderDenormPreserveFloat32 = true shaderDenormPreserveFloat64 = false shaderDenormFlushToZeroFloat16 = false shaderDenormFlushToZeroFloat32 = true shaderDenormFlushToZeroFloat64 = false shaderRoundingModeRTEFloat16 = false shaderRoundingModeRTEFloat32 = true shaderRoundingModeRTEFloat64 = false shaderRoundingModeRTZFloat16 = false shaderRoundingModeRTZFloat32 = true shaderRoundingModeRTZFloat64 = false maxUpdateAfterBindDescriptorsInAllPools = 67108863 shaderUniformBufferArrayNonUniformIndexingNative = false shaderSampledImageArrayNonUniformIndexingNative = false shaderStorageBufferArrayNonUniformIndexingNative = false shaderStorageImageArrayNonUniformIndexingNative = false shaderInputAttachmentArrayNonUniformIndexingNative = false robustBufferAccessUpdateAfterBind = true quadDivergentImplicitLod = false maxPerStageDescriptorUpdateAfterBindSamplers = 8388606 maxPerStageDescriptorUpdateAfterBindUniformBuffers = 8388606 maxPerStageDescriptorUpdateAfterBindStorageBuffers = 8388606 maxPerStageDescriptorUpdateAfterBindSampledImages = 8388606 maxPerStageDescriptorUpdateAfterBindStorageImages = 8388606 maxPerStageDescriptorUpdateAfterBindInputAttachments = 8388606 maxPerStageUpdateAfterBindResources = 8388606 maxDescriptorSetUpdateAfterBindSamplers = 8388606 maxDescriptorSetUpdateAfterBindUniformBuffers = 8388606 maxDescriptorSetUpdateAfterBindUniformBuffersDynamic = 16 maxDescriptorSetUpdateAfterBindStorageBuffers = 8388606 maxDescriptorSetUpdateAfterBindStorageBuffersDynamic = 8 maxDescriptorSetUpdateAfterBindSampledImages = 8388606 maxDescriptorSetUpdateAfterBindStorageImages = 8388606 maxDescriptorSetUpdateAfterBindInputAttachments = 8388606 supportedDepthResolveModes: count = 4 RESOLVE_MODE_SAMPLE_ZERO_BIT RESOLVE_MODE_AVERAGE_BIT RESOLVE_MODE_MIN_BIT RESOLVE_MODE_MAX_BIT supportedStencilResolveModes: count = 3 RESOLVE_MODE_SAMPLE_ZERO_BIT RESOLVE_MODE_MIN_BIT RESOLVE_MODE_MAX_BIT independentResolveNone = true independentResolve = true filterMinmaxSingleComponentFormats = true filterMinmaxImageComponentMapping = false maxTimelineSemaphoreValueDifference = 18446744073709551615 framebufferIntegerColorSampleCounts: count = 1 SAMPLE_COUNT_1_BIT Device Extensions: count = 109 VK_AMD_buffer_marker : extension revision 1 VK_AMD_device_coherent_memory : extension revision 1 VK_AMD_draw_indirect_count : extension revision 2 VK_AMD_gcn_shader : extension revision 1 VK_AMD_memory_overallocation_behavior : extension revision 1 VK_AMD_mixed_attachment_samples : extension revision 1 VK_AMD_shader_ballot : extension revision 1 VK_AMD_shader_core_properties : extension revision 2 VK_AMD_shader_core_properties2 : extension revision 1 VK_AMD_shader_explicit_vertex_parameter : extension revision 1 VK_AMD_shader_fragment_mask : extension revision 1 VK_AMD_shader_image_load_store_lod : extension revision 1 VK_AMD_shader_info : extension revision 1 VK_AMD_shader_trinary_minmax : extension revision 1 VK_AMD_texture_gather_bias_lod : extension revision 1 VK_EXT_4444_formats : extension revision 1 VK_EXT_buffer_device_address : extension revision 2 VK_EXT_calibrated_timestamps : extension revision 1 VK_EXT_conditional_rendering : extension revision 2 VK_EXT_custom_border_color : extension revision 12 VK_EXT_depth_clip_enable : extension revision 1 VK_EXT_depth_range_unrestricted : extension revision 1 VK_EXT_descriptor_indexing : extension revision 2 VK_EXT_discard_rectangles : extension revision 1 VK_EXT_display_control : extension revision 1 VK_EXT_extended_dynamic_state : extension revision 1 VK_EXT_external_memory_dma_buf : extension revision 1 VK_EXT_external_memory_host : extension revision 1 VK_EXT_global_priority : extension revision 2 VK_EXT_host_query_reset : extension revision 1 VK_EXT_image_robustness : extension revision 1 VK_EXT_inline_uniform_block : extension revision 1 VK_EXT_line_rasterization : extension revision 1 VK_EXT_memory_budget : extension revision 1 VK_EXT_memory_priority : extension revision 1 VK_EXT_pci_bus_info : extension revision 2 VK_EXT_pipeline_creation_cache_control : extension revision 3 VK_EXT_pipeline_creation_feedback : extension revision 1 VK_EXT_private_data : extension revision 1 VK_EXT_queue_family_foreign : extension revision 1 VK_EXT_robustness2 : extension revision 1 VK_EXT_sample_locations : extension revision 1 VK_EXT_sampler_filter_minmax : extension revision 2 VK_EXT_scalar_block_layout : extension revision 1 VK_EXT_shader_atomic_float : extension revision 1 VK_EXT_shader_demote_to_helper_invocation : extension revision 1 VK_EXT_shader_image_atomic_int64 : extension revision 1 VK_EXT_shader_stencil_export : extension revision 1 VK_EXT_shader_subgroup_ballot : extension revision 1 VK_EXT_shader_subgroup_vote : extension revision 1 VK_EXT_shader_viewport_index_layer : extension revision 1 VK_EXT_subgroup_size_control : extension revision 2 VK_EXT_texel_buffer_alignment : extension revision 1 VK_EXT_transform_feedback : extension revision 1 VK_EXT_vertex_attribute_divisor : extension revision 3 VK_EXT_ycbcr_image_arrays : extension revision 1 VK_GOOGLE_decorate_string : extension revision 1 VK_GOOGLE_hlsl_functionality1 : extension revision 1 VK_GOOGLE_user_type : extension revision 1 VK_KHR_16bit_storage : extension revision 1 VK_KHR_8bit_storage : extension revision 1 VK_KHR_bind_memory2 : extension revision 1 VK_KHR_buffer_device_address : extension revision 1 VK_KHR_copy_commands2 : extension revision 1 VK_KHR_create_renderpass2 : extension revision 1 VK_KHR_dedicated_allocation : extension revision 3 VK_KHR_depth_stencil_resolve : extension revision 1 VK_KHR_descriptor_update_template : extension revision 1 VK_KHR_device_group : extension revision 4 VK_KHR_draw_indirect_count : extension revision 1 VK_KHR_driver_properties : extension revision 1 VK_KHR_external_fence : extension revision 1 VK_KHR_external_fence_fd : extension revision 1 VK_KHR_external_memory : extension revision 1 VK_KHR_external_memory_fd : extension revision 1 VK_KHR_external_semaphore : extension revision 1 VK_KHR_external_semaphore_fd : extension revision 1 VK_KHR_get_memory_requirements2 : extension revision 1 VK_KHR_image_format_list : extension revision 1 VK_KHR_imageless_framebuffer : extension revision 1 VK_KHR_incremental_present : extension revision 1 VK_KHR_maintenance1 : extension revision 2 VK_KHR_maintenance2 : extension revision 1 VK_KHR_maintenance3 : extension revision 1 VK_KHR_multiview : extension revision 1 VK_KHR_pipeline_executable_properties : extension revision 1 VK_KHR_push_descriptor : extension revision 2 VK_KHR_relaxed_block_layout : extension revision 1 VK_KHR_sampler_mirror_clamp_to_edge : extension revision 3 VK_KHR_sampler_ycbcr_conversion : extension revision 14 VK_KHR_separate_depth_stencil_layouts : extension revision 1 VK_KHR_shader_atomic_int64 : extension revision 1 VK_KHR_shader_clock : extension revision 1 VK_KHR_shader_draw_parameters : extension revision 1 VK_KHR_shader_float16_int8 : extension revision 1 VK_KHR_shader_float_controls : extension revision 4 VK_KHR_shader_non_semantic_info : extension revision 1 VK_KHR_shader_subgroup_extended_types : extension revision 1 VK_KHR_shader_terminate_invocation : extension revision 1 VK_KHR_spirv_1_4 : extension revision 1 VK_KHR_storage_buffer_storage_class : extension revision 1 VK_KHR_swapchain : extension revision 70 VK_KHR_swapchain_mutable_format : extension revision 1 VK_KHR_timeline_semaphore : extension revision 2 VK_KHR_uniform_buffer_standard_layout : extension revision 1 VK_KHR_variable_pointers : extension revision 1 VK_KHR_vulkan_memory_model : extension revision 3 VK_NV_compute_shader_derivatives : extension revision 1 VK_VALVE_mutable_descriptor_type : extension revision 1 VkQueueFamilyProperties: ======================== queueProperties[0]: ------------------- minImageTransferGranularity = (1,1,1) queueCount = 1 queueFlags = QUEUE_GRAPHICS | QUEUE_COMPUTE | QUEUE_TRANSFER | QUEUE_SPARSE_BINDING timestampValidBits = 64 present support = true queueProperties[1]: ------------------- minImageTransferGranularity = (1,1,1) queueCount = 4 queueFlags = QUEUE_COMPUTE | QUEUE_TRANSFER | QUEUE_SPARSE_BINDING timestampValidBits = 64 present support = true VkPhysicalDeviceMemoryProperties: ================================= memoryHeaps: count = 3 memoryHeaps[0]: size = 805306368 (0x30000000) (768.00 MiB) budget = 15314944 (0x00e9b000) (14.61 MiB) usage = 0 (0x00000000) (0.00 B) flags: count = 1 MEMORY_HEAP_DEVICE_LOCAL_BIT memoryHeaps[1]: size = 3221225472 (0xc0000000) (3.00 GiB) budget = 3024375808 (0xb4445000) (2.82 GiB) usage = 0 (0x00000000) (0.00 B) flags: count = 0 None memoryHeaps[2]: size = 268435456 (0x10000000) (256.00 MiB) budget = 177426432 (0x0a935000) (169.21 MiB) usage = 0 (0x00000000) (0.00 B) flags: count = 1 MEMORY_HEAP_DEVICE_LOCAL_BIT memoryTypes: count = 4 memoryTypes[0]: heapIndex = 0 propertyFlags = 0x0001: count = 1 MEMORY_PROPERTY_DEVICE_LOCAL_BIT usable for: IMAGE_TILING_OPTIMAL: color images FORMAT_D16_UNORM FORMAT_D32_SFLOAT FORMAT_S8_UINT FORMAT_D16_UNORM_S8_UINT FORMAT_D32_SFLOAT_S8_UINT (non-sparse) IMAGE_TILING_LINEAR: color images (non-sparse) memoryTypes[1]: heapIndex = 1 propertyFlags = 0x0006: count = 2 MEMORY_PROPERTY_HOST_VISIBLE_BIT MEMORY_PROPERTY_HOST_COHERENT_BIT usable for: IMAGE_TILING_OPTIMAL: color images FORMAT_D16_UNORM FORMAT_D32_SFLOAT FORMAT_S8_UINT FORMAT_D16_UNORM_S8_UINT FORMAT_D32_SFLOAT_S8_UINT (non-sparse) IMAGE_TILING_LINEAR: color images (non-sparse) memoryTypes[2]: heapIndex = 2 propertyFlags = 0x0007: count = 3 MEMORY_PROPERTY_DEVICE_LOCAL_BIT MEMORY_PROPERTY_HOST_VISIBLE_BIT MEMORY_PROPERTY_HOST_COHERENT_BIT usable for: IMAGE_TILING_OPTIMAL: color images FORMAT_D16_UNORM FORMAT_D32_SFLOAT FORMAT_S8_UINT FORMAT_D16_UNORM_S8_UINT FORMAT_D32_SFLOAT_S8_UINT (non-sparse) IMAGE_TILING_LINEAR: color images (non-sparse) memoryTypes[3]: heapIndex = 1 propertyFlags = 0x000e: count = 3 MEMORY_PROPERTY_HOST_VISIBLE_BIT MEMORY_PROPERTY_HOST_COHERENT_BIT MEMORY_PROPERTY_HOST_CACHED_BIT usable for: IMAGE_TILING_OPTIMAL: color images FORMAT_D16_UNORM FORMAT_D32_SFLOAT FORMAT_S8_UINT FORMAT_D16_UNORM_S8_UINT FORMAT_D32_SFLOAT_S8_UINT (non-sparse) IMAGE_TILING_LINEAR: color images (non-sparse) VkPhysicalDeviceFeatures: ========================= robustBufferAccess = true fullDrawIndexUint32 = true imageCubeArray = true independentBlend = true geometryShader = true tessellationShader = true sampleRateShading = true dualSrcBlend = true logicOp = true multiDrawIndirect = true drawIndirectFirstInstance = true depthClamp = true depthBiasClamp = true fillModeNonSolid = true depthBounds = true wideLines = true largePoints = true alphaToOne = false multiViewport = true samplerAnisotropy = true textureCompressionETC2 = false textureCompressionASTC_LDR = false textureCompressionBC = true occlusionQueryPrecise = true pipelineStatisticsQuery = true vertexPipelineStoresAndAtomics = true fragmentStoresAndAtomics = true shaderTessellationAndGeometryPointSize = true shaderImageGatherExtended = true shaderStorageImageExtendedFormats = true shaderStorageImageMultisample = true shaderStorageImageReadWithoutFormat = true shaderStorageImageWriteWithoutFormat = true shaderUniformBufferArrayDynamicIndexing = true shaderSampledImageArrayDynamicIndexing = true shaderStorageBufferArrayDynamicIndexing = true shaderStorageImageArrayDynamicIndexing = true shaderClipDistance = true shaderCullDistance = true shaderFloat64 = true shaderInt64 = true shaderInt16 = true shaderResourceResidency = true shaderResourceMinLod = true sparseBinding = true sparseResidencyBuffer = false sparseResidencyImage2D = false sparseResidencyImage3D = false sparseResidency2Samples = false sparseResidency4Samples = false sparseResidency8Samples = false sparseResidency16Samples = false sparseResidencyAliased = false variableMultisampleRate = true inheritedQueries = true VkPhysicalDevice16BitStorageFeatures: ------------------------------------- storageBuffer16BitAccess = true uniformAndStorageBuffer16BitAccess = true storagePushConstant16 = true storageInputOutput16 = false VkPhysicalDevice8BitStorageFeatures: ------------------------------------ storageBuffer8BitAccess = true uniformAndStorageBuffer8BitAccess = true storagePushConstant8 = true VkPhysicalDeviceBufferDeviceAddressFeatures: -------------------------------------------- bufferDeviceAddress = true bufferDeviceAddressCaptureReplay = false bufferDeviceAddressMultiDevice = false VkPhysicalDeviceBufferDeviceAddressFeaturesEXT: ----------------------------------------------- bufferDeviceAddress = true bufferDeviceAddressCaptureReplay = false bufferDeviceAddressMultiDevice = false VkPhysicalDeviceConditionalRenderingFeaturesEXT: ------------------------------------------------ conditionalRendering = true inheritedConditionalRendering = false VkPhysicalDeviceCustomBorderColorFeaturesEXT: --------------------------------------------- customBorderColors = true customBorderColorWithoutFormat = true VkPhysicalDeviceDepthClipEnableFeaturesEXT: ------------------------------------------- depthClipEnable = true VkPhysicalDeviceDescriptorIndexingFeatures: ------------------------------------------- shaderInputAttachmentArrayDynamicIndexing = true shaderUniformTexelBufferArrayDynamicIndexing = true shaderStorageTexelBufferArrayDynamicIndexing = true shaderUniformBufferArrayNonUniformIndexing = true shaderSampledImageArrayNonUniformIndexing = true shaderStorageBufferArrayNonUniformIndexing = true shaderStorageImageArrayNonUniformIndexing = true shaderInputAttachmentArrayNonUniformIndexing = true shaderUniformTexelBufferArrayNonUniformIndexing = true shaderStorageTexelBufferArrayNonUniformIndexing = true descriptorBindingUniformBufferUpdateAfterBind = true descriptorBindingSampledImageUpdateAfterBind = true descriptorBindingStorageImageUpdateAfterBind = true descriptorBindingStorageBufferUpdateAfterBind = true descriptorBindingUniformTexelBufferUpdateAfterBind = true descriptorBindingStorageTexelBufferUpdateAfterBind = true descriptorBindingUpdateUnusedWhilePending = true descriptorBindingPartiallyBound = true descriptorBindingVariableDescriptorCount = true runtimeDescriptorArray = true VkPhysicalDeviceHostQueryResetFeatures: --------------------------------------- hostQueryReset = true VkPhysicalDeviceImagelessFramebufferFeatures: --------------------------------------------- imagelessFramebuffer = true VkPhysicalDeviceInlineUniformBlockFeaturesEXT: ---------------------------------------------- inlineUniformBlock = true descriptorBindingInlineUniformBlockUpdateAfterBind = true VkPhysicalDeviceLineRasterizationFeaturesEXT: --------------------------------------------- rectangularLines = false bresenhamLines = true smoothLines = false stippledRectangularLines = false stippledBresenhamLines = true stippledSmoothLines = false VkPhysicalDeviceMemoryPriorityFeaturesEXT: ------------------------------------------ memoryPriority = true VkPhysicalDeviceMultiviewFeatures: ---------------------------------- multiview = true multiviewGeometryShader = true multiviewTessellationShader = true VkPhysicalDevicePipelineCreationCacheControlFeaturesEXT: -------------------------------------------------------- pipelineCreationCacheControl = true VkPhysicalDevicePipelineExecutablePropertiesFeaturesKHR: -------------------------------------------------------- pipelineExecutableInfo = true VkPhysicalDeviceProtectedMemoryFeatures: ---------------------------------------- protectedMemory = false VkPhysicalDeviceRobustness2FeaturesEXT: --------------------------------------- robustBufferAccess2 = true robustImageAccess2 = true nullDescriptor = true VkPhysicalDeviceSamplerYcbcrConversionFeatures: ----------------------------------------------- samplerYcbcrConversion = true VkPhysicalDeviceScalarBlockLayoutFeatures: ------------------------------------------ scalarBlockLayout = true VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures: ---------------------------------------------------- separateDepthStencilLayouts = true VkPhysicalDeviceShaderAtomicInt64Features: ------------------------------------------ shaderBufferInt64Atomics = true shaderSharedInt64Atomics = true VkPhysicalDeviceShaderClockFeaturesKHR: --------------------------------------- shaderSubgroupClock = true shaderDeviceClock = false VkPhysicalDeviceShaderDemoteToHelperInvocationFeaturesEXT: ---------------------------------------------------------- shaderDemoteToHelperInvocation = true VkPhysicalDeviceShaderDrawParametersFeatures: --------------------------------------------- shaderDrawParameters = true VkPhysicalDeviceShaderFloat16Int8Features: ------------------------------------------ shaderFloat16 = false shaderInt8 = true VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures: ---------------------------------------------------- shaderSubgroupExtendedTypes = true VkPhysicalDeviceSubgroupSizeControlFeaturesEXT: ----------------------------------------------- subgroupSizeControl = true computeFullSubgroups = true VkPhysicalDeviceTexelBufferAlignmentFeaturesEXT: ------------------------------------------------ texelBufferAlignment = true VkPhysicalDeviceTimelineSemaphoreFeatures: ------------------------------------------ timelineSemaphore = true VkPhysicalDeviceTransformFeedbackFeaturesEXT: --------------------------------------------- transformFeedback = true geometryStreams = true VkPhysicalDeviceUniformBufferStandardLayoutFeatures: ---------------------------------------------------- uniformBufferStandardLayout = true VkPhysicalDeviceVariablePointersFeatures: ----------------------------------------- variablePointersStorageBuffer = true variablePointers = true VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT: -------------------------------------------------- vertexAttributeInstanceRateDivisor = true vertexAttributeInstanceRateZeroDivisor = true VkPhysicalDeviceVulkan11Features: --------------------------------- storageBuffer16BitAccess = true uniformAndStorageBuffer16BitAccess = true storagePushConstant16 = true storageInputOutput16 = false multiview = true multiviewGeometryShader = true multiviewTessellationShader = true variablePointersStorageBuffer = true variablePointers = true protectedMemory = false samplerYcbcrConversion = true shaderDrawParameters = true VkPhysicalDeviceVulkan12Features: --------------------------------- samplerMirrorClampToEdge = true drawIndirectCount = true storageBuffer8BitAccess = true uniformAndStorageBuffer8BitAccess = true storagePushConstant8 = true shaderBufferInt64Atomics = true shaderSharedInt64Atomics = true shaderFloat16 = false shaderInt8 = true descriptorIndexing = true shaderInputAttachmentArrayDynamicIndexing = true shaderUniformTexelBufferArrayDynamicIndexing = true shaderStorageTexelBufferArrayDynamicIndexing = true shaderUniformBufferArrayNonUniformIndexing = true shaderSampledImageArrayNonUniformIndexing = true shaderStorageBufferArrayNonUniformIndexing = true shaderStorageImageArrayNonUniformIndexing = true shaderInputAttachmentArrayNonUniformIndexing = true shaderUniformTexelBufferArrayNonUniformIndexing = true shaderStorageTexelBufferArrayNonUniformIndexing = true descriptorBindingUniformBufferUpdateAfterBind = true descriptorBindingSampledImageUpdateAfterBind = true descriptorBindingStorageImageUpdateAfterBind = true descriptorBindingStorageBufferUpdateAfterBind = true descriptorBindingUniformTexelBufferUpdateAfterBind = true descriptorBindingStorageTexelBufferUpdateAfterBind = true descriptorBindingUpdateUnusedWhilePending = true descriptorBindingPartiallyBound = true descriptorBindingVariableDescriptorCount = true runtimeDescriptorArray = true samplerFilterMinmax = true scalarBlockLayout = true imagelessFramebuffer = true uniformBufferStandardLayout = true shaderSubgroupExtendedTypes = true separateDepthStencilLayouts = true hostQueryReset = true timelineSemaphore = true bufferDeviceAddress = true bufferDeviceAddressCaptureReplay = false bufferDeviceAddressMultiDevice = false vulkanMemoryModel = true vulkanMemoryModelDeviceScope = true vulkanMemoryModelAvailabilityVisibilityChains = false shaderOutputViewportIndex = true shaderOutputLayer = true subgroupBroadcastDynamicId = true VkPhysicalDeviceVulkanMemoryModelFeatures: ------------------------------------------ vulkanMemoryModel = true vulkanMemoryModelDeviceScope = true vulkanMemoryModelAvailabilityVisibilityChains = false VkPhysicalDeviceYcbcrImageArraysFeaturesEXT: -------------------------------------------- ycbcrImageArrays = true GPU1: VkPhysicalDeviceProperties: --------------------------- apiVersion = 4194306 (1.0.2) driverVersion = 1 (0x0001) vendorID = 0x10005 deviceID = 0x0000 deviceType = PHYSICAL_DEVICE_TYPE_CPU deviceName = llvmpipe (LLVM 11.0.0, 128 bits) VkPhysicalDeviceLimits: ----------------------- maxImageDimension1D = 16384 maxImageDimension2D = 16384 maxImageDimension3D = 4096 maxImageDimensionCube = 32768 maxImageArrayLayers = 2048 maxTexelBufferElements = 134217728 maxUniformBufferRange = 65536 maxStorageBufferRange = 134217728 maxPushConstantsSize = 128 maxMemoryAllocationCount = 4096 maxSamplerAllocationCount = 32768 bufferImageGranularity = 0x00000040 sparseAddressSpaceSize = 0x00000000 maxBoundDescriptorSets = 8 maxPerStageDescriptorSamplers = 32 maxPerStageDescriptorUniformBuffers = 16 maxPerStageDescriptorStorageBuffers = 16 maxPerStageDescriptorSampledImages = 128 maxPerStageDescriptorStorageImages = 128 maxPerStageDescriptorInputAttachments = 8 maxPerStageResources = 128 maxDescriptorSetSamplers = 32768 maxDescriptorSetUniformBuffers = 256 maxDescriptorSetUniformBuffersDynamic = 256 maxDescriptorSetStorageBuffers = 256 maxDescriptorSetStorageBuffersDynamic = 256 maxDescriptorSetSampledImages = 256 maxDescriptorSetStorageImages = 256 maxDescriptorSetInputAttachments = 256 maxVertexInputAttributes = 32 maxVertexInputBindings = 32 maxVertexInputAttributeOffset = 2047 maxVertexInputBindingStride = 2048 maxVertexOutputComponents = 128 maxTessellationGenerationLevel = 64 maxTessellationPatchSize = 32 maxTessellationControlPerVertexInputComponents = 128 maxTessellationControlPerVertexOutputComponents = 128 maxTessellationControlPerPatchOutputComponents = 128 maxTessellationControlTotalOutputComponents = 4096 maxTessellationEvaluationInputComponents = 128 maxTessellationEvaluationOutputComponents = 128 maxGeometryShaderInvocations = 32 maxGeometryInputComponents = 64 maxGeometryOutputComponents = 128 maxGeometryOutputVertices = 1024 maxGeometryTotalOutputComponents = 1024 maxFragmentInputComponents = 128 maxFragmentOutputAttachments = 8 maxFragmentDualSrcAttachments = 2 maxFragmentCombinedOutputResources = 8 maxComputeSharedMemorySize = 32768 maxComputeWorkGroupCount: count = 3 65535 65535 65535 maxComputeWorkGroupInvocations = 1024 maxComputeWorkGroupSize: count = 3 1024 1024 1024 subPixelPrecisionBits = 8 subTexelPrecisionBits = 8 mipmapPrecisionBits = 8 maxDrawIndexedIndexValue = 4294967295 maxDrawIndirectCount = 4294967295 maxSamplerLodBias = 16 maxSamplerAnisotropy = 16 maxViewports = 16 maxViewportDimensions: count = 2 16384 16384 viewportBoundsRange: count = 2 -32768 32768 viewportSubPixelBits = 0 minMemoryMapAlignment = 4096 minTexelBufferOffsetAlignment = 0x00000010 minUniformBufferOffsetAlignment = 0x00000010 minStorageBufferOffsetAlignment = 0x00000010 minTexelOffset = -32 maxTexelOffset = 31 minTexelGatherOffset = -32 maxTexelGatherOffset = 31 minInterpolationOffset = -2 maxInterpolationOffset = 2 subPixelInterpolationOffsetBits = 8 maxFramebufferWidth = 16384 maxFramebufferHeight = 16384 maxFramebufferLayers = 2048 framebufferColorSampleCounts: count = 2 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_4_BIT framebufferDepthSampleCounts: count = 2 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_4_BIT framebufferStencilSampleCounts: count = 2 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_4_BIT framebufferNoAttachmentsSampleCounts: count = 2 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_4_BIT maxColorAttachments = 8 sampledImageColorSampleCounts: count = 2 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_4_BIT sampledImageIntegerSampleCounts: count = 2 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_4_BIT sampledImageDepthSampleCounts: count = 2 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_4_BIT sampledImageStencilSampleCounts: count = 2 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_4_BIT storageImageSampleCounts: count = 2 SAMPLE_COUNT_1_BIT SAMPLE_COUNT_4_BIT maxSampleMaskWords = 1 timestampComputeAndGraphics = true timestampPeriod = 1 maxClipDistances = 8 maxCullDistances = 8 maxCombinedClipAndCullDistances = 8 discreteQueuePriorities = 2 pointSizeRange: count = 2 0 255 lineWidthRange: count = 2 1 1 pointSizeGranularity = 0.125 lineWidthGranularity = 0 strictLines = false standardSampleLocations = true optimalBufferCopyOffsetAlignment = 0x00000080 optimalBufferCopyRowPitchAlignment = 0x00000080 nonCoherentAtomSize = 0x00000040 VkPhysicalDeviceSparseProperties: --------------------------------- residencyStandard2DBlockShape = false residencyStandard2DMultisampleBlockShape = false residencyStandard3DBlockShape = false residencyAlignedMipSize = false residencyNonResidentStrict = false VkPhysicalDeviceDriverPropertiesKHR: ------------------------------------ driverID = DRIVER_ID_MESA_LLVMPIPE driverName = llvmpipe driverInfo = Mesa 21.0.0 (LLVM 11.0.0) conformanceVersion = 1.0.0.0 VkPhysicalDeviceIDPropertiesKHR: -------------------------------- deviceUUID = 00000000-0000-0000-0000-000000000000 driverUUID = 00000000-0000-0000-0000-000000000000 deviceNodeMask = 0 deviceLUIDValid = false VkPhysicalDevicePushDescriptorPropertiesKHR: -------------------------------------------- maxPushDescriptors = 32 VkPhysicalDeviceTransformFeedbackPropertiesEXT: ----------------------------------------------- maxTransformFeedbackStreams = 4 maxTransformFeedbackBuffers = 4 maxTransformFeedbackBufferSize = 0xffffffff maxTransformFeedbackStreamDataSize = 512 maxTransformFeedbackBufferDataSize = 512 maxTransformFeedbackBufferDataStride = 512 transformFeedbackQueries = true transformFeedbackStreamsLinesTriangles = false transformFeedbackRasterizationStreamSelect = false transformFeedbackDraw = true VkPhysicalDeviceVertexAttributeDivisorPropertiesEXT: ---------------------------------------------------- maxVertexAttribDivisor = 4294967295 Device Extensions: count = 23 ----------------------------- VK_EXT_external_memory_dma_buf : extension revision 1 VK_EXT_index_type_uint8 : extension revision 1 VK_EXT_post_depth_coverage : extension revision 1 VK_EXT_private_data : extension revision 1 VK_EXT_shader_stencil_export : extension revision 1 VK_EXT_transform_feedback : extension revision 1 VK_EXT_vertex_attribute_divisor : extension revision 3 VK_GOOGLE_decorate_string : extension revision 1 VK_GOOGLE_hlsl_functionality1 : extension revision 1 VK_KHR_bind_memory2 : extension revision 1 VK_KHR_dedicated_allocation : extension revision 1 VK_KHR_descriptor_update_template : extension revision 1 VK_KHR_device_group : extension revision 1 VK_KHR_draw_indirect_count : extension revision 1 VK_KHR_driver_properties : extension revision 1 VK_KHR_get_memory_requirements2 : extension revision 1 VK_KHR_incremental_present : extension revision 1 VK_KHR_maintenance1 : extension revision 1 VK_KHR_push_descriptor : extension revision 1 VK_KHR_relaxed_block_layout : extension revision 1 VK_KHR_sampler_mirror_clamp_to_edge : extension revision 1 VK_KHR_storage_buffer_storage_class : extension revision 1 VK_KHR_swapchain : extension revision 68 VkQueueFamilyProperties: ======================== queueProperties[0]: ------------------- minImageTransferGranularity = (1,1,1) queueCount = 1 queueFlags = QUEUE_GRAPHICS | QUEUE_COMPUTE | QUEUE_TRANSFER timestampValidBits = 64 present support = true VkPhysicalDeviceMemoryProperties: ================================= memoryHeaps: count = 1 memoryHeaps[0]: size = 2147483648 (0x80000000) (2.00 GiB) budget = 0 (0x00000000) (0.00 B) usage = 0 (0x00000000) (0.00 B) flags: count = 1 MEMORY_HEAP_DEVICE_LOCAL_BIT memoryTypes: count = 1 memoryTypes[0]: heapIndex = 0 propertyFlags = 0x000f: count = 4 MEMORY_PROPERTY_DEVICE_LOCAL_BIT MEMORY_PROPERTY_HOST_VISIBLE_BIT MEMORY_PROPERTY_HOST_COHERENT_BIT MEMORY_PROPERTY_HOST_CACHED_BIT usable for: IMAGE_TILING_OPTIMAL: color images FORMAT_D16_UNORM FORMAT_X8_D24_UNORM_PACK32 FORMAT_D32_SFLOAT FORMAT_S8_UINT FORMAT_D24_UNORM_S8_UINT FORMAT_D32_SFLOAT_S8_UINT (non-sparse) IMAGE_TILING_LINEAR: color images (non-sparse) VkPhysicalDeviceFeatures: ========================= robustBufferAccess = true fullDrawIndexUint32 = true imageCubeArray = true independentBlend = true geometryShader = true tessellationShader = true sampleRateShading = true dualSrcBlend = true logicOp = true multiDrawIndirect = true drawIndirectFirstInstance = true depthClamp = true depthBiasClamp = true fillModeNonSolid = true depthBounds = false wideLines = false largePoints = true alphaToOne = true multiViewport = true samplerAnisotropy = false textureCompressionETC2 = false textureCompressionASTC_LDR = false textureCompressionBC = true occlusionQueryPrecise = true pipelineStatisticsQuery = true vertexPipelineStoresAndAtomics = true fragmentStoresAndAtomics = true shaderTessellationAndGeometryPointSize = true shaderImageGatherExtended = true shaderStorageImageExtendedFormats = false shaderStorageImageMultisample = true shaderStorageImageReadWithoutFormat = false shaderStorageImageWriteWithoutFormat = true shaderUniformBufferArrayDynamicIndexing = false shaderSampledImageArrayDynamicIndexing = false shaderStorageBufferArrayDynamicIndexing = false shaderStorageImageArrayDynamicIndexing = false shaderClipDistance = true shaderCullDistance = true shaderFloat64 = true shaderInt64 = true shaderInt16 = true shaderResourceResidency = false shaderResourceMinLod = false sparseBinding = false sparseResidencyBuffer = false sparseResidencyImage2D = false sparseResidencyImage3D = false sparseResidency2Samples = false sparseResidency4Samples = false sparseResidency8Samples = false sparseResidency16Samples = false sparseResidencyAliased = false variableMultisampleRate = false inheritedQueries = false VkPhysicalDeviceIndexTypeUint8FeaturesEXT: ------------------------------------------ indexTypeUint8 = true VkPhysicalDeviceTransformFeedbackFeaturesEXT: --------------------------------------------- transformFeedback = true geometryStreams = true VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT: -------------------------------------------------- vertexAttributeInstanceRateDivisor = true vertexAttributeInstanceRateZeroDivisor = false Lastly... Since GW2 doesn't apparently like repeat key press, can i disable it with a script (maybe edit play.sh) to disable it when running and re-enable it when exiting? That would be a huge help! It kinda sucks having it off, but also constantly disabling/enabling. And yes, after what i've been through, i'm paranoid. 😛 I just wanna make sure the game is using everything it can. EDIT: vkcube runs and spins but slowly? Last time i tried in Ubuntu it spinned really fast. What's the deal with that? EDIT2: Actually, i need to test if DXVK is working, not only vulkan... Edited May 3, 2021 by Veprovina.4876 Link to comment Share on other sites More sharing options...
Astyrah.4015 Posted May 3, 2021 Share Posted May 3, 2021 i took a look at the github for the package you are using (AV's/liberodark). in your GW2 folder where the play.sh is, go to the bin folder and open the file called user_run (yes it has no extension) with your text editor. inside that file is the actual script the author uses to launch gw2 with their custom wine build. add the following lines after the mesa stuff and before the "# Launch Command" (in-between basically) export DXVK_FILTER_DEVICE_NAME=BONAIRE export DXVK_LOG_LEVEL=info export DXVK_STATE_CACHE=1 export DXVK_STATE_CACHE_PATH="$PWD/shader_cache" the dxvk state cache path isnt really needed but it can be convenient to have all your cache files in one place so you can just purge anytime you wish. at this point you can also add DXVK_HUD there and set it up how you wish. adding these lines will allow you to enable DXVK's information log and show you what version DXVK is running at and what GPU it will use on the terminal. we also added a filter env var for dxvk for force it to specifically select your R7 GPU -- this info is based on the vulkan output you provided: Device Groups: ============== Group 0: Properties: physicalDevices: count = 1 AMD RADV BONAIRE (ACO) (ID: 0) subsetAllocation = 0 Present Capabilities: AMD RADV BONAIRE (ACO) (ID: 0): Can present images from the following devices: count = 1 AMD RADV BONAIRE (ACO) (ID: 0) Present modes: count = 1 DEVICE_GROUP_PRESENT_MODE_LOCAL_BIT_KHR Group 1: Properties: physicalDevices: count = 1 llvmpipe (LLVM 11.0.0, 128 bits) (ID: 0) subsetAllocation = 0 WARNING: lavapipe is not a conformant vulkan implementation, testing use only. Present Capabilities: llvmpipe (LLVM 11.0.0, 128 bits) (ID: 0): Can present images from the following devices: count = 1 llvmpipe (LLVM 11.0.0, 128 bits) (ID: 0) Present modes: count = 1 DEVICE_GROUP_PRESENT_MODE_LOCAL_BIT_KHR anyway try the above and see if you still get 5fps (after we force dxvk to look-for/use your GPU) BTW: looking at the script itself im not sure if "LD_LIBRARY_PATH" is even needed because the file it points to, libpng16.so.16 should already be included in your distro (and up to date as well) and since you're not running MESA drivers im not really sure if the mesa env vars in the script are required as well -- but well, just leave them there i guess :) 1 Link to comment Share on other sites More sharing options...
VAHNeunzehnsechundsiebzig. Posted May 3, 2021 Share Posted May 3, 2021 also you can run debug.sh thing is, during priming the shader cache, fps can be very choppy. Turning around on the spot and then waiting a bit usually helps. Also, check if your cpu&gpu are a) in performance mode (radeon-monitor is your friend) and b) not running hot. 1 Link to comment Share on other sites More sharing options...
Veprovina.4876 Posted May 3, 2021 Author Share Posted May 3, 2021 Thank you @Astyrah.4015 and @VAHNeunzehnsechundsiebzig. for the help but i'm downloading Windows again... I finally made it work kinda with Lutris again, used DXVK 1.7.2 instead of the newest one because the newest one didn't work. And it worked fine for exactly 1 session. After that, all audio became distorted only in GW2, i could play GW2 and run youtube - GW2 was distorted, youtube wasn't. I tried restarting puleaudio, it wasn't helping. Not to mention there was still slight input lag. I also tried running it with Proton from Steam, i found a way how to do that with Lutris, but that also didn't work. I did set up everything correctly, but esync wasn't working then and eh... Even if it did work, i mean, it would still use wine and DXVK to run, and i don't think my hardware is up to the task to be honest. After a week of trying to make this game work on Linux, i'm giving up, i don't want to try anymore, i'm done. I think i gave it a fair shot far beyond what any sane person would do, it just doesn't work. Maybe one day when i get a $5.000 computer i can try again cause apparently my configuration isn't all that supported by Linux, and isn't really capable of running all the translation layers necessary to run the game. It's a shame, but i kinda expected it to be honest. I mean, not only is the system running the game, it's also running all the emulation at the same time so, the audio thing was probably just my CPU throttling. Oh well. When i inevitably upgrade my PC, i'll try again. Til then, Windows will have to do and i'll have to give Microsoft all my data. 📂 Link to comment Share on other sites More sharing options...
Astyrah.4015 Posted May 3, 2021 Share Posted May 3, 2021 1 hour ago, Veprovina.4876 said: Thank you @Astyrah.4015 and @VAHNeunzehnsechundsiebzig. for the help but i'm downloading Windows again... I finally made it work kinda with Lutris again, used DXVK 1.7.2 instead of the newest one because the newest one didn't work. And it worked fine for exactly 1 session. After that, all audio became distorted only in GW2, i could play GW2 and run youtube - GW2 was distorted, youtube wasn't. I tried restarting puleaudio, it wasn't helping. Not to mention there was still slight input lag. I also tried running it with Proton from Steam, i found a way how to do that with Lutris, but that also didn't work. I did set up everything correctly, but esync wasn't working then and eh... Even if it did work, i mean, it would still use wine and DXVK to run, and i don't think my hardware is up to the task to be honest. After a week of trying to make this game work on Linux, i'm giving up, i don't want to try anymore, i'm done. I think i gave it a fair shot far beyond what any sane person would do, it just doesn't work. Maybe one day when i get a $5.000 computer i can try again cause apparently my configuration isn't all that supported by Linux, and isn't really capable of running all the translation layers necessary to run the game. It's a shame, but i kinda expected it to be honest. I mean, not only is the system running the game, it's also running all the emulation at the same time so, the audio thing was probably just my CPU throttling. Oh well. When i inevitably upgrade my PC, i'll try again. Til then, Windows will have to do and i'll have to give Microsoft all my data. 📂 honestly, that's fine. like i said a few posts back, it's one of the options you can consider -- that while linux is great, it's not perfect just like windows and macos. i do hope your journey in linux though short and with frustrations, was at least worth it and that there was some (or a lot) of learning that was had on your end. maybe you can try again when you have better hardware 🙂 1 Link to comment Share on other sites More sharing options...
Veprovina.4876 Posted May 3, 2021 Author Share Posted May 3, 2021 3 minutes ago, Astyrah.4015 said: honestly, that's fine. like i said a few posts back, it's one of the options you can consider -- that while linux is great, it's not perfect just like windows and macos. i do hope your journey in linux though short and with frustrations, was at least worth it and that there was some (or a lot) of learning that was had on your end. maybe you can try again when you have better hardware 🙂 Yeah, it was definitely a learning experience! This is not my first foray into linux, i was trying it way back to when openSUSE was in its infancy lol. So i do know the basics, but a lot has also changed in the meantime. So i did learn a lot of new things while googling for problems haha! So it wasn't a complete waste of time, i'm more familiar with it all and i found a really cool new distro, the Pop OS that i think i'll use next time from the get go! I really like it! I went on and off trying different distros mainly settling on Ubuntu most of the time, but never until recently have i felt like i could fully switch to linux for all my needs. Gaming isn't all i do on a computer and linux has gotten so good at emulating windows stuff, and there's so much new helper programs that it's really easy to make things work. That's why it's so disappointing. Cause i thought i'd really be able to do it this time. But i'm not giving up on linux, it's just, for the time being, Windows is the better option because of my hardware. And it's not like Windows sucks or anything, i don't hate it i just have a few problems with it that i think Linux does way better overall... But indeed, Linux is not perfect either, and that's ok. There's something for everyone! So, with a tail between my legs, i go back defeated to Windows. The battle is lost, but not the war! 😅 I'll be back! 🦾 1 Link to comment Share on other sites More sharing options...
Minux.2416 Posted May 3, 2021 Share Posted May 3, 2021 9 minutes ago, Veprovina.4876 said: Yeah, it was definitely a learning experience! This is not my first foray into linux, i was trying it way back to when openSUSE was in its infancy lol. So i do know the basics, but a lot has also changed in the meantime. So i did learn a lot of new things while googling for problems haha! So it wasn't a complete waste of time, i'm more familiar with it all and i found a really cool new distro, the Pop OS that i think i'll use next time from the get go! I really like it! I went on and off trying different distros mainly settling on Ubuntu most of the time, but never until recently have i felt like i could fully switch to linux for all my needs. Gaming isn't all i do on a computer and linux has gotten so good at emulating windows stuff, and there's so much new helper programs that it's really easy to make things work. That's why it's so disappointing. Cause i thought i'd really be able to do it this time. But i'm not giving up on linux, it's just, for the time being, Windows is the better option because of my hardware. And it's not like Windows sucks or anything, i don't hate it i just have a few problems with it that i think Linux does way better overall... But indeed, Linux is not perfect either, and that's ok. There's something for everyone! So, with a tail between my legs, i go back defeated to Windows. The battle is lost, but not the war! 😅 I'll be back! 🦾 Unfortunately, that's the bad part on Linux. You can feel proud about all the things you could do. I'm glad you loved Pop OS. Don't feel sad because sometimes you have to retreat in order to fight back, we will support you while you're recovering. The really good and huge thing, Linux used to be really abandoned in terms of gaming long time ago. Right now, the improvements are getting bigger and better. I think it won't be a long time till you can come back. The Linux gaming community is stronger than ever, soon or later we will have if not full, some freedom to play. Valve is becoming one of the huge efforts machine. Here you have some numbers in case you're interested: https://store.steampowered.com/hwsurvey?platform=combined We're still not the Windows percentage, but it's getting better every day (there was I time I thought that would be impossible because everything looked much easier on Windows). The other issue right now is the lack of support on Linux for EAC (a.k.a Easy Anti Cheat). There are some rumours right now but nothing confirmed. I wish you luck on your next try and may the Tux be with you 😛 1 Link to comment Share on other sites More sharing options...
Veprovina.4876 Posted May 3, 2021 Author Share Posted May 3, 2021 5 minutes ago, Minux.2416 said: Unfortunately, that's the bad part on Linux. You can feel proud about all the things you could do. I'm glad you loved Pop OS. Don't feel sad because sometimes you have to retreat in order to fight back, we will support you while you're recovering. Thank you! 😃 Hopefully, the next time i attempt to switch, things will "just work" and i won't have so much problems. And i really did all i could this time, it's just one thing fixed, the other breaks. And i'm not blaming Linux here at all, it's a great system, it's just that my hardware really needs an upgrade and i have to do that before attempting anything further. Due to the nature of things in Linux, and what it can all do now, it requires a bit of a beefier system than a Windows one for the same applications so here's to me upgrading one day lol. 5 minutes ago, Minux.2416 said: The really good and huge thing, Linux used to be really abandoned in terms of gaming long time ago. Right now, the improvements are getting bigger and better. I actually remember those days lol. Even the now most popular distros were so rudimentary at one point that i struggled to even get them to run, let alone use them for something useful. They used to have way too much problems, and most of them weren't even their fault it's just that no one was taking Linux seriously and there were no drivers, and way less public opensource support than it is now. I'm glad it bounced back though, Linux has so much potential, and we're seeing that more and more every day! 5 minutes ago, Minux.2416 said: I think it won't be a long time till you can come back. The Linux gaming community is stronger than ever, soon or later we will have if not full, some freedom to play. Valve is becoming one of the huge efforts machine. Here you have some numbers in case you're interested: https://store.steampowered.com/hwsurvey?platform=combined We're still not the Windows percentage, but it's getting better every day (there was I time I thought that would be impossible because everything looked much easier on Windows). The other issue right now is the lack of support on Linux for EAC (a.k.a Easy Anti Cheat). There are some rumours right now but nothing confirmed. Yes, it's impressive how far Linux has come, not only in gaming but also actually some native support from certain software developers! Especially the drivers! I remember, even more or less "recently", getting a driver to "kinda work" was a huge undertaking, and not long before that, there were not even native proprietary drivers for a lot of the GPUs. AMD and Steam are the real MVPs here with all their support, and i'm glad i get to see Linux grow! 5 minutes ago, Minux.2416 said: I wish you luck on your next try and may the Tux be with you 😛 🦾 1 Link to comment Share on other sites More sharing options...
VAHNeunzehnsechundsiebzig. Posted May 3, 2021 Share Posted May 3, 2021 maybe try opensuse next time. Ubuntu is always doing strange things and not all distros pulling from it clean up the mess. Or if you are REALLY feel like deep diving there is always slackware. But if you use that the willingness to learn and get dirty is mandatory. 1 Link to comment Share on other sites More sharing options...
Veprovina.4876 Posted May 4, 2021 Author Share Posted May 4, 2021 10 minutes ago, VAHNeunzehnsechundsiebzig. said: maybe try opensuse next time. Ubuntu is always doing strange things and not all distros pulling from it clean up the mess. Or if you are REALLY feel like deep diving there is always slackware. But if you use that the willingness to learn and get dirty is mandatory. I'll try it, but next time. If i insall openSUSE now i think the result will be more or less the same, my hardware is just not good enough to run through the emulation. Link to comment Share on other sites More sharing options...
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