Well for the one millionth time. Wine / Proton is NOT an emulator it is NOT a wrapper.
The DX -> Vulkan stuff is also not really a wrapper in the way people are used to talking about. I mean it is but it also has a massive advantage. DX 11 and 12 to Vulkan doesn't require the wrapper to change the way things work. Its mostly just changing headers ect. The performance hit is there but its not the type of performance killer DX to OpenGL would be. (technically speaking if your machine has lots of CPU horsepower there should be ZERO performance hit) Vulkan supports much the same methods of doing things in terms of shaders, shader caches even. With OpenGL wrappers the issue was getting OpenGL to do things it wasn't designed to do. DXVK and VKD3D are translation layers, not wrappers.
Wine is not emulating anything. It is simply inturperting windows API calls in the EXACT same way windows itself would. Windows software doesn't talk directly to the hardware or something... it has a translation layer that translates the API calls to machine code. Wine translates the "windows" API code in the same way... hooking into the OS systems like networking GPU sound ect. There is no need for Wine to be slower at all.
For anyone that wants proof... go and benchmark actual Vulkan games. A windows game that uses Vulkan runs within a hair (or faster in some cases ) under Linux and wine (and I would assume proton would be at least as good as wine). Wine isn't introducing performance loss when it comes to running windows software. Performance loss has almost always come from wrapping DX to OpenGL. Translating to Vulkan is better.... simply running windows vulkan code is even better to the point where Linux superior sub systems can in some cases actually show better performance vs windows.
This is a YEAR old... Vulkan API + Wine. Its clear Wine isn't the issue with performance. OpenGL wrapping is sure. (in this example it seems just converting from windows opengl implementation to Linux is an issue) The more games that switch to Vulkan the better. If a AAA studio wants to just put out windows software, and just uses Vulkan. Steams proton solution is going to offer = performance on steamos and linux.
The DX -> Vulkan stuff is also not really a wrapper in the way people are used to talking about. I mean it is but it also has a massive advantage. DX 11 and 12 to Vulkan doesn't require the wrapper to change the way things work. Its mostly just changing headers ect. The performance hit is there but its not the type of performance killer DX to OpenGL would be. (technically speaking if your machine has lots of CPU horsepower there should be ZERO performance hit) Vulkan supports much the same methods of doing things in terms of shaders, shader caches even. With OpenGL wrappers the issue was getting OpenGL to do things it wasn't designed to do. DXVK and VKD3D are translation layers, not wrappers.
Wine is not emulating anything. It is simply inturperting windows API calls in the EXACT same way windows itself would. Windows software doesn't talk directly to the hardware or something... it has a translation layer that translates the API calls to machine code. Wine translates the "windows" API code in the same way... hooking into the OS systems like networking GPU sound ect. There is no need for Wine to be slower at all.
For anyone that wants proof... go and benchmark actual Vulkan games. A windows game that uses Vulkan runs within a hair (or faster in some cases ) under Linux and wine (and I would assume proton would be at least as good as wine). Wine isn't introducing performance loss when it comes to running windows software. Performance loss has almost always come from wrapping DX to OpenGL. Translating to Vulkan is better.... simply running windows vulkan code is even better to the point where Linux superior sub systems can in some cases actually show better performance vs windows.
This is a YEAR old... Vulkan API + Wine. Its clear Wine isn't the issue with performance. OpenGL wrapping is sure. (in this example it seems just converting from windows opengl implementation to Linux is an issue) The more games that switch to Vulkan the better. If a AAA studio wants to just put out windows software, and just uses Vulkan. Steams proton solution is going to offer = performance on steamos and linux.
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