Personally think it depends on NvAPI to use 64bit atomics in shaders.
Exactly that.
But shouldn't dxvk-nvapi take care of that?
No, the vkd3d-proton shader compiler(s) would have to be aware of it.
At the current stage of the development, is there a possibility of it being a thing near the future?
Not really. We support SM 6.6 as the standard way to use 64-bit atomics.
Hey @DashCruft
I've got a project (with patches ) here for getting the city sample up and running under wine + vkd3d-proton.
https://github.com/ParaLock/UE5OnWine
The only missing pieces are some shader overrides you will need to do. (A couple infinite for loops)
Basically in UE5 dev they have enabled sm 6.6 features which allow the engine to avoid using nvidia extensions
Hey @DashCruft
I've got a project (with patches ) here for getting the city sample up and running under wine + vkd3d-proton.
https://github.com/ParaLock/UE5OnWine
The only missing pieces are some shader overrides you will need to do. (A couple infinite for loops)
Basically in UE5 dev they have enabled sm 6.6 features which allow the engine to avoid using nvidia extensions
Omg...That's amazing. Going to test it right now without a doubt.
@DashCruft,
Hey! Its nmercaldo again (this time from my non-school git account). If you are not using a newer build of the engine you will want to use the sm 6.6 patch from this commit:
I removed those fixes from later versions of the file due to them being present in the dev branch.
Hm there's a bit of confusion I got. How may I use the patch with the current build of the game that I have?
Hey @DashCruft,
Are you compiling the engine from source? If so try applying the patches as described in the repo. Unfortunately if you are not, your kinda out of luck, at least until UE removes vendor extension use on their end.
Thanks. I will re-compile it with the patch as you describe and keep this thread updated.
@DashCruft best of luck! Unfortunately I will be unable to provide additional support but I can definitely say that I was able to run city sample with nvidia hardware. :)
@ParaLock When applying the patch (or even other patches) to the cloned unreal engine repo, I come up with this error:

Something doesn't seem to be applying right.
The only missing pieces are some shader overrides you will need to do. (A couple infinite for loops)
Could you elaborate what this means? Is there a dxil-spirv bug you're trying to work around here?
@nmercaldo Friendly ping
I think you should ping his main account for faster response.
@ParaLock friendly ping
Closing as non-actionable.
proton 2.6x1 2022-09proton experimentalx1 2022-09
When launching Matrix Awakens by using proton, the game is pretty smooth and the character skins and NPC skins load, but when it comes to loading the world textures, car textures and road textures the game fails to do so.
More Information: After a bit of research and inspection, it seems VKD3D-Proton does not support this. The shader model 6.6 code path seems to be broken in the demo. Personally think it depends on NvAPI to use 64bit atomics in shaders.