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Hi,
I know I'm crazy.. anyway I'm impressed by how many demos your only 6k+ codebase (one file!) can run..
I'm creating this issue to see how as project matures is able to run current PC Vulkan games.
no pressure of course.. just keep it open..
I'm thinking primarily about:
*Doom 2016
*Wolfenstein II
*Dota 2
*Talos principle
*Ashes singularity
I can test all on AMD RX Vega and Intel HD 530 and a Geforce 970 in case we get heap tier 1 support..
The text was updated successfully, but these errors were encountered:
Dota2 requires KHR_maintenance1 extension, not sure about the others. The annoying part here is multiviewport support. For a single viewport it's fine as we can control it by the flip-y variable on SPIRV-Cross. Small adjustments for dynamic states needed. Multiviewport requires geometry shader support and is a bit more tricky, probably need to manually insert/patch a geometry shader doing the necessary flips.
Hi,
I know I'm crazy.. anyway I'm impressed by how many demos your only 6k+ codebase (one file!) can run..
I'm creating this issue to see how as project matures is able to run current PC Vulkan games.
no pressure of course.. just keep it open..
I'm thinking primarily about:
*Doom 2016
*Wolfenstein II
*Dota 2
*Talos principle
*Ashes singularity
I can test all on AMD RX Vega and Intel HD 530 and a Geforce 970 in case we get heap tier 1 support..
The text was updated successfully, but these errors were encountered: