Running an ARC 770 Gpu on my linux workstation. After Nvidia messed up wayland support so badly, the switch is easy. Fully open source drivers. Everything is smooth as butter and event Pytorch, Blender etc are (experimentally) supported. Pretty great if you ask me.
Depending on the game, Intel will switch between their native driver for DX9 and using DXVK to run DX9 stuff via modern Vulcan instead. The driver will decide.
badass. way to cut loose an old anchor. i love this trend: build well for the new thing, use open-source compatibility layers to make the old not-good microsoft apis work.<p>that said, intel arc has been slow as dirt for old games. they seem to have, through hard work, turned the corner. im curious how much of that improvement has gotten upstream to the public, to others. versus how much intel has done only for themselves, after putting all their eggs in this open source community project.
Can anyone explain to me the performance difference between having a native OpenGL or DX9/10/11 userspace driver vs having a Vulkan/DX12 userspace driver and using Zink or DXVK to implement the older APIs?<p>From my understanding, Vulkan/DX12 are APIs that are supposedly very low-level and allow fine-grain control over things like memory access, synchronization, and hardware-level optimizations (usually through the use of extensions). For OpenGL and DX9/10/11, these are basically higher-level abstractions that can be implemented on top of the lower-level APIs.<p>Assuming the above is accurate, what advantage do you get by having "native" OpenGL or DX9/10/11 implementations on your GPU? Is there anything Intel is missing out on by using DXVK as opposed to implementing their own implementations?<p>And how does Gallium3D (from the Mesa project) fit in all of this for Linux? Is that a lower-level abstraction than Vulkan?
does this include a miniport driver for regular gdi acceleration? I recently switched from a low end radeon to an arc770 and older software like beyondcompare and vs2015 became noticeably choppy