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Shipping Vulkan in production on Linux is a challenge. Chrome was dealing with it for a while. Recently, with Zed ported to Vulkan, we saw the variety of half-broken platforms and user configurations.

I'd recommend Blended to not close the door on OpenGL and instead keeping it as a compatibility fallback.



> Recently, with Zed ported to Vulkan, we saw the variety of half-broken platforms and user configurations.

Thank you for sharing this! It'll be good to prevent others from following down the same path (my team included).

How is life at Zed? Have y'all raised capital in line with Windsurf / Cursor? Are you bootstrapping instead?

It's phenomenal that y'all are working natively in Rust rather than building on kludgy web tech.


I'm not employed by Zed, so I can't answer these questions. But the product itself is great!


Another option might be to write a D3D render backend for Blender and run that on top of DXVK on Linux (which is probably the most robust and most tested 3D rendering path on Linux thanks to Proton - with the assumption that DXVK contains tons of workarounds for various Vulkan driver problems that had been encountered in the wild by Proton).


on Linux it seems the direction is to drop the OpenGL drivers and run a compatibility layer on top of Vulkan.


Sure. Maybe that's the forcing function for them to nail down all the kinks. Example: https://github.com/kvark/blade/issues/205




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