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d3d12 please #354
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updating 3dmigoto to directx12 with proper support would likely take several maintainers and a few years of investment. Don't hold your breath on it :3 |
Dave has been working on geo-12, not sure what state it's currently at. |
What.... is geo-12? is it a branch/fork of 3dm? |
Yes. geo-11 is a fork of 3DMigoto that replaces our dependency on nvidia 3D Vision, geo-12 is a work in progress DX12 port of that. |
Isn't Geo-12 is a ReShade plugin, which is used to add Geometric based Stereo 3D shaders, I was under the impression it was a spiritual successor, and was not aiming for feature parity. As of today, it does seem to be that way. |
No, unless something has changed recently that I'm not aware of geo-12 is still a work in progress port of geo-11, though I don't see much recent activity on the geo-12 branch. @davegl1234 would be the best person to answer the current status, if he is allowed to say. You might be thinking of Geo3D, which is a separate project by Flugan that does use ReShade. |
Ah, I am. Thank you for the clarification. I had trouble tracking the Geo-12 project, and was only able to find things related to Geo-11. As Flugan's Geo3D is working for dx12 (I believe) I had assumed that must be it. I can understand not wanting to opensource Geo12 too early. I believe there will be a lot of challenges as dx11 and dx12 are functionally quite different even though the APIs are very similar at a surface level. I wish Dave the best if he is still working on it, I can't find any place where he posts any activity about it. In your opinion, based on dx11 having a lot more abstraction, kind of just letting 3dm sit on top, and dx12 having a lot more bare-metal instructions, what are some of the major differences a 3dm12 or Geo12 would need to be wary of? When we've discussed the possibility in our community, we usually discuss how it would probably be easier to start from scratch, to avoid any hang-ups on these differences. I even worry that resource hashing would be very difficult for a dx12 equivalent. |
Regarding the open source nature of geo-11 & geo-12 - there is a commercial entity involved that expressed some concerns over their competitors being able to use these projects without the same level of time/money investment as them (they didn't create geo-11 - @davegl1234 did prior to their involvement, but my understanding is that they have since contracted him to continue working on it). Now, in the case of geo-11 that source code really needs to be released since it is derived from 3DMigoto and is therefore subject to the terms of the GPLv3 and has already had a binary release and is therefore required to make the source code available to anyone who received a copy of that binary, and since it was a public release that is everyone (and even if we ignore the community release, their commercial software bundles it so everyone who has purchased or otherwise received one of their products/software that includes it would be entitled to a copy of the geo-11 source code). The last communication we had on this subject they had agreed that the source for geo-11 would be released GPLv3, however our main contact at that company who was driving the project no longer works there and I'm not entirely sure who we should be talking to at the moment. We (@bo3b and myself) do have access to the source code and if necessary can release it ourselves, but I'm also reluctant to burn any bridges if they aren't expecting us to do that. We should probably put some pressure on them to make this happen - I personally haven't released anything using geo-11 in part because that would put me in an awkward position as long as the repository is private, and other modders who have released anything with geo-11 are already in an awkward position since they don't have the source code they are technically required to provide. Initially it was uncertain whether geo-12 would be based on 3DMigoto or a new project written from scratch, however since I have access to that branch I can see that it has indeed been derived from the 3DMigoto/geo-11 code base, and therefore is subject to the same GPLv3 license as 3DMigoto/geo-11. However, since there has not yet been a release of geo-12 in any form (that I'm aware of), they are not required to provide source code for it yet (my preference for all of this would be that development for both projects happens in a public github repository like 3DMigoto regardless). Edit: I've been made aware that geo-12 might have actually been released now. However, note that even though geo-12 is based on geo-11, some functionality might be different or entirely missing when it does launch. Their initial priority is getting stereo 3D rendering working, I wouldn't expect much priority being given to the command list. |
Currently 3dmigoto does not support UE5 games, it uses d3d12.dll. In the near future, games like Grand Theft Auto VI will be released. I implore you to continue updating 3dmigoto to support UE5 games.
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