HansKristian-Work/vkd3d-proton

Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.

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HansKristian-Work/vkd3d-proton has 3k+ stars and 300+ forks on GitHub, is written in C, and was last pushed on Oct 14, 2026. Data as of . Signed-in members get hourly updates — create a free account.

Summary Information

Updated 2 hours ago
Added to GitGenius on October 11th, 2026
Created on September 19th, 2019
Open Issues & Pull Requests: 321 (+0)
GitHub issues: Enabled
Number of forks: 339
Total Stargazers: 3,006 (+0)
Total Subscribers: 83 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 8.6 hours
Mean response time: 20.6 days
90th percentile: 17.6 days
Tracked items: 566

How this project is maintained

About 9% of issues opened in the past year have never received a reply. 98% of open issues come from outside the core team, so the backlog reflects real-world use rather than internal planning. 32% of tracked open issues have had no activity in three months. Only 50% of issues opened in the past year have been closed. Three people close 56% of everything that gets resolved.

Charts & Analytics

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Issue Activity (beta)

Open issues: 234
New in 7 days: 6
Closed in 7 days: 3
Avg open age: 379 days
Stale 30+ days: 182
Stale 90+ days: 87

Recent activity

Opened in 7 days: 6
Closed in 7 days: 3
Comments in 7 days: 11
Events in 7 days: 19

Top labels

  • needs feedback (42)
  • Nvidia (19)
  • NVIDIA descriptor heaps (17)
  • Intel (ANV) (3)
  • enhancement (3)
  • AMD (RADV) (2)
  • FSR use after free jank (2)
  • AI bullshit (1)

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Detailed Description

vkd3d-proton is a Direct3D 12 to Vulkan translation layer that implements the full Direct3D 12 API on top of Vulkan for use in Proton.

The project addresses the need to run Direct3D 12 games on Linux by translating Direct3D 12 calls to Vulkan at runtime. Rather than pursuing broad compatibility, it prioritizes performance and game compatibility by aggressively leveraging modern Vulkan extensions and features. This approach requires recent driver versions and hardware capabilities but delivers better results for contemporary games than a backwards-compatible implementation would.

Adoption suits developers and users running games on Linux through Proton who have modern GPUs and drivers. The tool requires Vulkan 1.3 with descriptor indexing support, specific device features including samplerMirrorClampToEdge and shaderDrawParameters, and extensions like VK_EXT_robustness2 and VK_KHR_push_descriptor. For AMD, RADV is the recommended driver with Mesa 22.0 as the minimum; NVIDIA requires driver series 535 or later, with beta Vulkan drivers preferred; Intel GPUs have not been tested. The project explicitly does not aim for backwards compatibility with the vkd3d standalone API, making it unsuitable for systems with older hardware or drivers.

Development activity shows active engagement with driver-specific optimization and compatibility work. The project maintains close coordination with driver vendors to identify and work around bugs encountered during game testing. Builds are configured to cross-compile for Windows by default using Mingw-w64, with native compilation available as an option. The codebase depends on multiple submodules that must be pulled during setup, indicating a modular architecture that likely separates concerns across different components.