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Hi. I can't build vkBasalt with version >= v0.3.0.
I got this error:
`
mkdir -p ../build
c++ effect_fxaa.cpp -o ../build/effect_fxaa.64.o -c -O3 -fPIC -Wall -Wextra -Wno-unused-parameter -std=c…
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To properly compile vkBasalt on solus two additional dependencies need to be installed along with the one mentioned in the README.MD:
- `glslang`: needed for `glslangValidator`
- `spirv-tools`: …
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You could add support for Reshade FX shaders (like nvidia did for Freestyle).
Reshade is open-source too and can be found at https://github.com/crosire/reshade/
With support for Reshade FX shaders…
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I'm working on supporting reshade shaders (see #41) in wip-reshade-fx. Some shaders should now work, so testing would be quite good. Here is a build: ~~[vkBasalt.tar.gz](https://github.com/DadSchoors…
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Hello, I want to contribute for the [Lutris wiki](https://github.com/lutris/lutris/wiki), but I have seen a lot of problems that I can't just create a merge request get over with. The [Installing driv…
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I used to use MangoHud with Lutris with version 0.20, but now with 0.30, the games does not start anymore with MANGOHUD=1 variable, what I have to do? I have a game that uses Origin and other that use…
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The functions `vkBasalt_DestroyDevice` and `vkBasalt_DestroyInstance` do not call the next layer's `vkDestroy{Device,Instance}`functions, which means that the corresponding objects will never get free…
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Just wondering if something like this could be implemented in OGL?
Currently I have several OGL games that only have FXAA as a option and its terrible!
Also wondering if TAA and HQ TAA options …
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# Feature Request
Add vkBasalt to proton.
It makes a huge difference in image quality, demo here: `https://cutt.ly/DegSQDx`
`https://github.com/DadSchoorse/vkBasalt/`
## I confirm:
- [yes…
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Now cas file installs into home dir, but we need option during build to set install prefix.
https://github.com/DadSchoorse/vkBasalt/blob/master/src/basalt.cpp#L34
std::string casFile = std::string…
tim77 updated
4 years ago