![]() Mesa is doing so well, but lacking RT support. No, it can't ever do that because you are comparing a completely different driver, with a code base truly varying at all levels of the stack. before we do that this does offer us the opportunity to run the same games on windows as we've already done on Steam OS and to kind of try to calculate the efficiency of the proton compatibility layer." ![]() It was really strange to hear Digital Foundries say at 3:15 in that video: The Mesa drivers are solidly outperforming AMD's own now, due in part to Valve's contributions to the shader compiler ACO (AMD COmpiler). For most recent AMD hardware Linux users have a choice of the AMD drivers (AMDGPU-Pro) and Mesa. Underlying the mistakes around understanding of RT on Steam Deck, and on Linux in general, are misunderstandings of the driver situation. Really, the point is just to clear up some continuing misconceptions of Linux and the Steam Deck.Īnyway, the DF video is below if you wish to see: Even Digital Foundry were technically incorrect in the video. Hopefully that clears it up somewhat as a few other much bigger websites have mentioned things like "RT features cannot be accessed from Linux" ( Eurogamer) and thinking it's Proton itself that cannot "recognize Steam Deck's RDNA 2 cores" ( Ars - which was also wrong on Quake II RTX, it's a Native Linux build and doesn't use or need Proton) and whatever else other websites say. First picture is the default graphics, second is with Ray Tracing turned on Medium:Įventually, once the RADV driver is in good shape for Ray Tracing performance, I do expect it to work okay on the Steam Deck when Valve pull in the needed driver updates into SteamOS since some of it is already clearly there, just hidden behind that launch option above. First is the default OpenGL renderer, second is RTX (click them to enlarge):įor Control, swapping it to Proton Experimental from the default Proton 7 ( guide here) and having the launch option set as: VKD3D_CONFIG=dxr RADV_PERFTEST=rt %command% enables the Ray Tracing options to be enabled on Steam Deck too. Quake II RTX for example runs on the Steam Deck but as you can tell from the screenshot - not well. ![]() DirectX games likely still need VKD3D_CONFIG=dxr / VKD3D_CONFIG=dxr11 launch options depending on what they use, as noted in the VKD3D-Proton release notes linked above. You can even enable it per-game right now, by setting this as a launch option: RADV_PERFTEST=rt %command% but again it won't work well. While there may be some adjustments needed in Proton (which is likely true for NVIDIA too), the key point is the GPU driver on the Steam Deck. It works, but it's slow and improvements on it are being done constantly. ![]() Our friends at Phoronix have covered a lot of the bring-up work involved. The problem is largely the open source AMD GPU driver in Mesa named "RADV", that just isn't ready yet. NVIDIA has supported Native Vulkan Ray Tracing a long time now, and DirectX Ray Tracing (DXR) is getting into shape too with VKD3D-Proton (that translates Direct3D 12 to Vulkan) version 2.5 that was released back in October 2021 mentioning "DXR 1.0 support is more or less feature complete" and "DXR 1.1 is now experimentally exposed".įor the Steam Deck, the issue isn't specifically to do with Proton. Right now, Ray Tracing is supported on Linux both for Native Linux titles and Windows title through Proton. There's been a lot of talk lately about Ray Tracing and the Steam Deck, especially after the recent Digital Foundry video but there's a few things that need to be cleared up.Īs a reminder: the Steam Deck runs Linux, specifically it's SteamOS "Holo" based on Arch Linux.
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