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On wayland too, many issues could be fixed by the community if only an open source module existed for those cards. |
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Yes, a fully open source driver would make a large class of issues easier to resolve. open-gpu-kernel-modules is hopefully an improvement, but certainly has many limitations (kernel-space only, only Turing and newer, etc). In reality, I think it is unlikely that we'll be able to add support for pre-Turing GPUs to open-gpu-kernel-modules. For driver interaction problems with vulkan, wayland, or anything else, I think it is going to be up to NVIDIA to fix NVIDIA driver problems. I know that isn't ideal. Do you have details on the vulkan mutable descriptors & non-bindless uniform buffers issue? Were you able to resolve it on Turing and later due to the existence of open-gpu-kernel-modules? |
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Not gonna lie: it's sad as a corporation being this much against it's community. Really, making this process easier only can be benefit economically and "morally", because all you manage to do by not helping the community with those problem is to build yourself a bad reputation... Now surely, the Linux community is small, i don't tell, but regardless, it still is sad to see. The choice is yours Nvidia, you made a great move with releasing an open source module for Linux. Some will troll you, others will say "huh, soon enough", but i prefer seeing this as a great step further, towards your community. Don't waste this effort, and help us make your driver the real way it's meant to be played. |
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Issue #19 - Partially raised here.
And yes, I am aware of the original intention of the opening the code around GSP being the original goal but is that then the only roadblock that is preventing the support for Non-Turing/Ampere Architectures?
I suppose the main point of this that I wanted discussed was:
"If there was a need/high-demand for a move like this on something like Pascal then would there be a will from devs at Nvidia to help with efforts to get similar support?"
One example would be because DXVK/VKD3D for Linux that had issues with DX12 over Vulkan that could be solved with a more open-source standard base to work with or just co-ordination with developers from Nvidia due to a solution being used for Windows. A roadblock ended up being hit because of mutable descriptors & non-bindless uniform buffers with Vulkan.
In that scenario, it could have been a simple fix but we'll never know because it instead lead to Pascal & Maxwell getting dropped in a messy grey area of support on Linux whereas both older and newer architectures had strong support either from the FOSS Community or from Nvidia themselves.
For Reference purposes:
https://boilingsteam.com/nvidia-pascal-gpu-dx12-and-vkd3d-slideshow-time/
https://www.reddit.com/r/linux_gaming/comments/q9yt2j/eli5_why_is_dx12_translation_worse_on_nvidia/
HansKristian-Work/vkd3d-proton#465
ValveSoftware/Proton#5156
ValveSoftware/Proton#5613
ValveSoftware/gamescope#492
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