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Testing VALHALLA on Mesa 25.1.4 + freedreno resulted in a crash during gameplay (log shows initialization completed, crash occurred post-init: mainloop with OpenGL active). Question : Is Vulkan rendering already implemented in the game? If not, is it actively being developed or planned? Switching to Vulkan could resolve runtime instability on systems with problematic OpenGL drivers and improve performance on modern hardware. If this is already in progress or documented, point me to the relevant resources—I’ll handle the technical details myself. Thanks. Logs: rifu@nihon ~/ド/g/p/main (main)> ./valhalla_unix
Using home directory: /home/rifu/.VALHALLA/v1.0.0-beta.2/
init: sdl
init: net
init: game
init: video
init: gl
Renderer: FD650 (freedreno)
Driver: 4.6 (Core Profile) Mesa 25.1.4
GLSL: 4.60
init: console
init: world
init: sound
Current version: v1.0.0-beta.2
init: cfg
init: render
init: mainloop
CTF_1 - updated by Ardelico // Original Map test_ctf by Nieb
Team Deathmatch: kill the enemy team to score points for your team
Bot added: Giada
Bot added: Andrei
fish: Job 1, './valhalla_unix' terminated by signal SIGSEGV (Address boundary error) |
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Thank you for the detailed report. Vulkan rendering has been considered but no real work has been done yet on implementation, so at the moment we are still mostly using OpenGL. If you're interested in experimenting with a Vulkan implementation yourself, contributions/prototypes would be welcome. |
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Thank you for the detailed report.
Vulkan rendering has been considered but no real work has been done yet on implementation, so at the moment we are still mostly using OpenGL. If you're interested in experimenting with a Vulkan implementation yourself, contributions/prototypes would be welcome.