This is issue #5379 in the Mesa issues log (same everything) - more a reference pointer here in case anything pops up that affects this project. Note - I am running everything through Steam with Proton-6.16-GE-1 for simplicity
Please bear in mind that RADV's implementation is still very much in development and known not to work with all games yet. There's a reason why it's locked behind an environment variable and it doesn't make sense to assume vkd3d is at fault unless proven otherwise.
World of Warcraft does not recognize any raytracing hardware is present with both options enabled
That's likely a World of Warcraft problem as well, not ours. Many games seem to lock it behind some arbitrary driver version check or something, this even happens with Doom Eternal, which is a native Vulkan game, on both RADV and AMD's proprietary driver.
Fully understand. For Control, 2 newer commits seem to have fixed the issue. Have not had time to try Ghostrunner (not installed on this rig) and WoW does have a specific Windows 2H20 (from memory) for implementation which I am guessing would require a Wine config change for the Windows 10 environment to satisfy. Anyway, Like I said this was for information mainly in case anyone noticed something that directly impacted this project.
proton 6.16-ge-1x1 2021-09RADV_PERFTEST=rtx1 2021-09VKD3D_CONFIG=dxrx1 2021-09
All games are configured to use dx12. Graphics card is an rx 6700 xt.
Using the latest git clone for VKD3D-PROTON with VKD3D_CONFIG=dxr and oibaf 21.3.0-devel git-f109526 Mesa and RADV_PERFTEST=rt enabled, Ghostrunner demo (either through Steam or Heroic Games Launcher) fails to launch and gives a generic "fatal error". Disabling either option allows the game to run. Using Control with both options enabled, game starts, recognizes raytracing hardware is available but enabling any raytracing option causes an immediate crash when resuming the game. World of Warcraft does not recognize any raytracing hardware is present with both options enabled.