Golden Blue
goldenxblue.bsky.social
Golden Blue
@goldenxblue.bsky.social
technical artist, video game rendering
Why they never talk with me again if I stop imitate the conversation?
November 13, 2025 at 5:50 PM
The avocado egg salad sandwich I made gave me food poison. The symptom was not serious so ER doctor let me go home. I don’t like cook now.
November 13, 2025 at 5:45 PM
Everyone is smarter than me in the office.
November 13, 2025 at 5:40 PM
The 2L almond milk tasted awful.
November 13, 2025 at 5:38 PM
The dumplings in my fridge already passed the expiration date, I noticed it when the water was boiling.
November 13, 2025 at 5:36 PM
I sold a second hand electric kettle. The buyer’s wife didn’t approve this purchase. So I had to get the kettle back and return the money…
November 13, 2025 at 5:34 PM
In case anyone find this, here is my working experience in game industry. (3/3)
July 11, 2025 at 4:17 AM
In case anyone find this, here is my working experience in game industry. (2/3)
July 11, 2025 at 4:17 AM
Finally, we can play Windows games on Linux! Yeah!
December 6, 2024 at 3:21 PM
But there's the light at the end of the tunnel.
Nobody would have thought Microsoft open-sourced DirectX's shader copmiler in 2017!

Then DXVK was born, a Vulkan-based translation layer, and Valve sponsored the developers too, to increase the compatibility for Steam's Linux version.
December 6, 2024 at 3:21 PM
Vulkan had more hardware support and came with an intermediate shader code representation: SPIR-V. Translating DXBC to SPIR-V was much easier. Yeah! We can play...

HOWEVER, DirectX 12 was released in 2015 too! It came with DXIL, a new intermediate shader code representation!

It just never end...
December 6, 2024 at 3:21 PM
Wine parsed DXBC, translated the result to glsl code, and then compiled the translation to machine code.

Yikes. Not to mention OpenGL's less support and development. The result was not good at all. So playing game on Linux was not ideal for a long time.

HOWEVER, Vulkan was release in 2015!
December 6, 2024 at 3:21 PM
To simplify the explanation, the compilation went like this:

DirectX: high level shader -> DXBC -> machine code
OpenGL: high level shader -> machine code

You see what is missing?
December 6, 2024 at 3:21 PM
For example, the hand-written or node-connected shader you created in Unity or Unreal are in the high level shader code. GPU drivers need to compile them to GPU-specific machine code first.
In addition, DirectX has a step that OpenGL doesn't: DXBC, an intermediate shader code representation.
December 6, 2024 at 3:21 PM