30 open-source projects similar to doitsujin/dxvk, ranked by how many features they have in common. Compare stars, activity and what each one does to find the best Dxvk alternative.
DiligentEngine is a cross-platform graphics abstraction layer and physically-based rendering engine. It provides a unified interface for executing 3D graphics commands across multiple low-level rendering backends from a single codebase, including a dedicated system for importing 3D assets via the GLTF 2.0 format. The engine features an HLSL shader cross-compiler that allows a single set of shaders to run across different graphics APIs and operating systems. It supports advanced rendering capabilities such as ray-tracing, mesh shaders, variable rate shading, and bindless resources. The framew
This project is a cross-platform graphics and compute framework that provides a unified, hardware-agnostic abstraction layer for rendering and parallel processing. It enables developers to build high-performance applications that execute consistently across diverse operating systems and hardware backends, including Vulkan, Metal, and DirectX. By mapping high-level graphics commands to native APIs, it serves as a portable foundation for both real-time 3D rendering and general-purpose GPU computing. The framework distinguishes itself through a robust architecture that supports both native deskt
Whisky is a compatibility layer and virtual environment manager designed to run Windows applications and games on macOS. It functions by creating isolated containers that house separate filesystems and registry hives, ensuring that software dependencies remain independent of the host operating system. By translating Windows system calls into native equivalents, the tool enables the execution of non-native binaries within a managed environment. The project distinguishes itself through a comprehensive suite of configuration and optimization tools that allow users to tune graphics rendering, inp
Bottles is a Wine compatibility manager and prefix manager that provides a graphical interface for running Windows applications on Linux. It functions as a Windows application sandbox and dependency manager, organizing isolated environments to prevent dependency conflicts and protect the host operating system. The project acts as a Wine runner orchestrator, allowing users to download, install, and switch between different compatibility layers and graphics renderers. It distinguishes itself by using community-driven scripts for automated software installation and dependency management, alongsi
gfx is a hardware-agnostic graphics API abstraction that translates a unified set of graphics and compute commands into native instructions for multiple GPU drivers. It provides a common interface for cross-platform rendering and general-purpose GPU compute programming. The project features an intermediate-representation shader translation system that converts source code and SPIR-V into target-specific languages. It employs a data-driven reference test framework to verify that graphics output remains consistent across different hardware platforms. Capabilities include parallel command buffe
bgfx is a cross-platform, graphics rendering abstraction layer designed for high-performance applications. It provides a unified interface that maps high-level rendering commands to native graphics APIs, allowing developers to maintain a single codebase that executes consistently across diverse operating systems and hardware architectures. The library distinguishes itself through a multi-threaded command submission model that decouples rendering logic from the main application thread, effectively minimizing CPU bottlenecks. It utilizes a backend-agnostic command buffer and a deferred resource
OptiScaler is a DirectX graphics middleware and temporal upscaler wrapper designed to intercept graphics API calls. It functions as a system for replacing native temporal anti-aliasing and upscaling technologies with alternative scaling methods and frame generation interop to improve resolution and performance. The project distinguishes itself by enabling modern high-resolution upscaling and frame generation in games built for legacy rendering standards. It includes a framework for importing low-latency graphics plugins and utilizes an interception layer to replace existing frame interpolatio
Sokol is a C hardware abstraction layer and cross-platform graphics library designed for managing windowing, input, and audio across different operating systems. It functions as a GPU resource manager and multimedia application framework, providing a unified API for rendering 2D and 3D graphics across WebGL, Metal, Direct3D, and OpenGL. The project is distinguished by its single-header implementation, which simplifies integration and portability. It utilizes a stateless render pass definition and a one-update-per-frame model to synchronize CPU data to GPU memory and manage resource lifecycles
This project is a cross-platform graphics wrapper and translation layer that implements the OpenGL ES and EGL specifications. It functions as a graphics API bridge, mapping OpenGL ES calls and WebGL content to platform-specific hardware APIs such as Vulkan and Metal to ensure consistent rendering across different operating systems. The system features a shader translation service that validates shading language code and transpiles it into multiple target languages, including HLSL, SPIR-V, and Metal SL. It employs a pluggable backend architecture to select the appropriate hardware rendering AP
Shipwright is a native execution engine designed to run decompiled legacy game code on modern hardware. It functions as a game engine execution layer that provides a high-performance environment for legacy logic while ensuring compatibility with current systems. The project features a pluggable graphics API wrapper that allows for switching between different rendering backends to ensure visual stability across various operating systems. It also includes a custom asset loader that imports external archive files to modify game content and add custom assets. Additional capabilities include an i
Dusklight is a suite of specialized toolkits designed for legacy game porting and engine reimplementation. It provides a framework for recreating legacy game environments through reverse engineering to ensure behavioral accuracy and stability on modern hardware. The project features a cross-platform graphics renderer that uses modern graphics APIs to display 2D and 3D content across different operating systems. It includes an application configuration toolkit that allows for the modification of software appearance and behavior through custom theming and experience customization. The system i
The Forge is a low-level toolkit for building high-performance graphics engines and applications across desktop, mobile, and console platforms. It provides a cross-platform engine framework and a dedicated shader compiler that translates a single source into target-specific languages for various graphics APIs and hardware. The project includes a GPU memory and resource manager that utilizes unified root signatures for resource binding, alongside a ray tracing rendering pipeline that implements hardware-accelerated ray and path tracing queries. State management is handled through a high-perfor
Ruffle is an Adobe Flash Player emulator built to execute legacy animation and interactive content within modern web browsers and desktop environments. By utilizing a high-performance WebAssembly engine, it interprets legacy bytecode and scripting languages to render content without requiring original plugins or outdated software. The project functions as a cross-platform media player that preserves access to archived digital assets by simulating the original runtime environment. The emulator distinguishes itself through its ability to automatically detect and replace obsolete media objects o
MoltenVK is a Vulkan implementation for macOS that acts as a cross-API graphics wrapper. It serves as a translation layer that maps Vulkan graphics and compute API calls to corresponding Metal commands for execution on Apple hardware. The project enables the translation of Vulkan rendering pipelines to the native Metal framework, allowing cross-platform graphics and compute applications to run on Apple operating systems. This facilitates the porting of games and applications developed for other platforms to macOS. The implementation includes capabilities for advanced graphics feature impleme
This project is a cross-platform game engine and development toolkit designed for creating high-performance 2D and 3D games. It serves as a 3D graphics rendering engine and a web-based game framework that allows applications to be deployed across mobile, desktop, and web environments from a single codebase. The engine features a configurable render pipeline that supports both forward and deferred rendering paths. It utilizes a cross-platform graphics abstraction layer and universal shader translation to ensure consistent visual output across different hardware and platforms. The toolkit incl
This repository is a collection of reference implementations and programming examples for the CUDA Toolkit. It serves as a GPGPU implementation guide and a parallel computing reference, providing code for using graphics hardware to perform general-purpose calculations and high-performance parallel processing. The project provides specific samples for GPU kernel development and resource management. These include demonstrations of multi-GPU communication, peer-to-peer memory access, and system hardware inspection to coordinate distributed GPU resources. The codebase covers a wide range of capa
Stable Diffusion WebUI Forge is a web-based interface and inference engine designed for the generation of AI media. It functions as a platform for executing diffusion-based models, providing a centralized environment to manage image preprocessors, custom generation logic, and hardware-accelerated sampling. The project distinguishes itself through a neural network patching framework that allows for the modification of model layers and the application of spatial conditioning during inference. By injecting custom logic and adapters directly into the network, users can influence output behaviors
This project is a collection of reference implementations and technical guides for building high-performance 3D applications and graphics experiments on Windows. It provides a library of samples covering the implementation of GPU compute frameworks, raytracing reference models, and shader optimization techniques. The repository includes specific demonstrations for modeling physical light behavior to create reflections and lighting effects, as well as tools for analyzing memory dumps and tracking real-time execution metrics on graphics hardware. It further provides guidance on managing shader
Proton GE Custom is a compatibility layer designed to execute Windows games on Linux by translating binary instructions and API calls. It focuses on improving game stability and performance through a Wine-based translation system. The project utilizes custom patches and per-game configuration overrides to resolve specific application crashes and glitches. It implements specialized media foundation patching to ensure stable playback of proprietary cinematic formats and adds support for High Dynamic Range output. The software covers a range of gaming optimizations, including raw input latency
photoshopCClinux is an automated software deployer and Linux compatibility wrapper designed to install and configure Adobe Photoshop CC on GNU/Linux systems. It functions as a specialized installer that utilizes the Wine compatibility layer to execute Windows-based imaging software. The project automates the setup of the necessary Wine environment, including the configuration of environment variables and prefix-isolated environments. This process ensures that the software and its registry settings remain separate from other Windows applications. The toolset covers the automated deployment of
umu-launcher is a suite of tools designed to launch Windows game binaries on Linux systems. It serves as a runtime orchestrator and compatibility layer launcher that enables cross-platform software execution. The project manages game compatibility through a fix manager that retrieves and applies specific patches and configurations based on unique store identifiers. It also functions as a data isolation tool, allowing for the specification of custom directory paths to keep game configurations and save data separate from the host system. The system automates the deployment of runtime environme
ReactOS is an open-source operating system designed to be binary compatible with Windows applications and drivers. It consists of a low-level system kernel that manages hardware resources and a binary compatibility layer that enables the execution of software designed for the Windows binary interface. The project implements a cross-platform build system and toolchain for compiling and deploying bootable operating system images across different hardware architectures. This includes the use of cross-compilation toolchains and a hardware-abstraction layer to support various processor and motherb
Yabridge is a compatibility bridge that allows Windows audio plugins to run within Linux digital audio workstations. It utilizes a Wine-based wrapper to translate audio processing and plugin calls from Windows plugins to Linux hosts, supporting both VST2 and VST3 standards. The system manages the execution of both 32-bit and 64-bit Windows plugins on Linux. It includes specialized mechanisms to handle window scaling, input focus, and the transfer of data through cross-environment drag-and-drop between native Linux applications and Windows plugins. The project provides tools for environment i
deepin-wine is a software distribution and translation environment that provides optimized wrappers to run Windows applications on Linux-based operating systems. It functions as a compatibility layer that translates Windows API calls to Linux, specifically targeting Debian and Ubuntu distributions. The project operates as a dedicated compatibility repository, offering pre-configured packages and scripts to install and manage high-demand Windows desktop software. It utilizes specialized wrappers to integrate Windows communication tools natively within the Linux desktop environment. The system
This project is a compatibility layer and installation wrapper that enables Windows applications to run on Ubuntu and Debian systems. It functions as a Windows app runner by simulating a native Windows environment on Linux to execute external binaries. The system utilizes a container manager to isolate application dependencies and configurations into separate directories, preventing conflicts between different software installations. It includes automated deployment tools that install the necessary system architecture support and dependencies required for the compatibility layer to function.
Bazzite is an immutable, atomic-image-based operating system designed for gaming performance and handheld hardware. It utilizes a read-only root filesystem and versioned images to provide atomic updates and instant system rollbacks, ensuring a stable core environment. The system is distinguished by its deep optimization for portable gaming devices, featuring dedicated handheld hardware management for CPU undervolting, fan control, and display refresh rate overclocking. It includes a specialized gaming mode that boots directly into a console-like interface with integrated input mapping and a t
Heroic Games Launcher is a multi-store games launcher and cross-platform game library that provides a unified interface for installing and launching titles from GOG, Epic Games, and Amazon Games stores. It functions as a cloud-synced game manager and a wrapper for compatibility layers to execute Windows games on Linux and macOS. The project distinguishes itself by combining unified store integration with community game compatibility tracking, allowing users to verify if a title is compatible with their specific hardware and operating system. It also features a visual theme engine for interfac
Lutris is an open source game launcher and library manager that provides a unified dashboard for organizing and executing video games. It functions as a game installation automator and a wrapper for compatibility layers, allowing software designed for different platforms to run on Linux and macOS. The project distinguishes itself through a runner-based execution model that manages specific software environments and emulators. It utilizes community-driven scripts to automate the downloading and setup process for games and synchronizes libraries across multiple digital storefronts and third-par
Box64 is a cross-architecture runtime and user-mode emulation layer that allows Linux and Windows software to run on non-native hardware. It functions as an x86-64 instruction emulator and binary translator, executing 64-bit binaries on different CPU architectures by translating machine code into native instructions. The project utilizes dynamic recompilation to accelerate execution and maps guest system calls to native host libraries to increase speed and hardware compatibility. It can simulate a 32-bit execution environment to support legacy software and integrates with the operating system
Mobox is an x86 emulation environment and compatibility layer designed to run Windows software on ARM-based Android devices. It utilizes a shell-based system that translates x86 instructions and manages memory to execute desktop applications on mobile hardware. The project distinguishes itself through a combination of a Windows compatibility layer and an emulator to bridge platform differences. It features specialized tools for managing software containers, tuning hardware acceleration to resolve visual flickering in 3D applications, and mapping mobile touch screen gestures to virtual mouse a