Open TechieAndroid opened 3 years ago
I'd like to add them, but the main problem is that the RT64 renderer is written in D3D12 only at the moment.
This can be solved as soon as a Vulkan backend is implemented. You can find the issue for that here. However, it's probably better to think of making such a backend once the renderer has matured enough to consider doing both versions (since it needs a lot of heavy organization work such as making an abstraction layer for both backends).
Also, AMD is already supported in Windows! It's just the denoiser won't work (which will probably be solved by using a denoiser that doesn't use a CUDA-only library).
Oh okay, sorry for creating the issue. I appreciate the response. I don't have a lot of programming experience, but I would like to at least try to help a project like this since it's interesting to me.
And if you want you can close this.
That's alright, I'll leave it open for anyone curious to check out the reasons why Linux is not supported at the moment.
I'd love Vulkan/ Linux support in the future I'd bet It will give better Performance than D3D12 for some Setups!
That would be sick, if you need someone for tests, i'd love to help!
just use a library, or just use vulkan
but if thats too difficult, use DXVK-Native to convert D3D to Vulkan on runtime (not much work required for you, but runs worse)
afaik RT64 runs with Dx12 so we'd need VKD3D instead...
Using vulkan from the beginning would have been a better way to bring SM64 rt to multiple platforms...
oh yea, youre right! i dont know if it has a native version, but i think you can connect it to DXVK, which may or may not work, but this on more platforms than just windows would be cool!
The current plan is to just have DX12/Vulkan backends in the future RT64 version that will end up replacing the PC renderer on sm64rt (as well as be a standalone plugin emulator).
I’ll stay close to sm64rt then. 😄
IDK if that can help but i can confirm we can launch the RT64 demo using VKD3D and wine (see screenshot) even if it's glitchy as hell, it works, and glitches are probably related to mesa 23.1 not supporting Ray tracing officially.
Please, if someone could help me build the game on a native linux environment it would be much appreciated.
There is some improvement, but it's still not there...
The game launches at least.
The RT64 rewrite already has Vulkan support so I'll likely just port sm64rt to that later.
The RT64 rewrite already has Vulkan support so I'll likely just port sm64rt to that later.
Fancy ! is there a way to test this new RT64 build with the demo you provided ?
Not yet, still got a lot of work to do and rewriting sm64rt to use it will take even longer as well.
Alternatively, if we don't want to rewrite a lot, we could use the RHI that I made for RT64 to make a quick port. It's very similar to D3D12 so it'd be pretty easy to do it.
I think quick port should be fine for now, I will be testing on steam deck if you make that.
Atm i'm trying to build sm64rt (the windows binaries) on Linux (archlinux).
Technically, msys2 uses archlinux, so i can make this work but i have a ton of tweaks to do in the Makefile to make things work. @DarioSamo I might do a PR once that's done, but atm nothing's set in the stone.
https://github.com/HansKristian-Work/vkd3d-proton/releases/tag/v2.11.1 new version
Imma test this out later on
UPDATE: Same issue occuring.
Everything that relies on RT64 (everything but the UI) remains pitch black.
I might suggest updating the repo to clarify the erroneous "RT64 is only supported on Windows"
with "AMD Ray-Tracing is only supported on Windows" as well as update the Linux build instructions to note the caveat.
I'd like to know what your opinion is on these two features and if you could give me a few tips on where I can start to try to add these and do a PR later on.