I was wondering about the potential support of running WickedEngine applications in WSL2?
I was able to build and start the Editor, but it runs extremely slow. Crasches after a while.
Same with the Samples.
Related question is if WickedEngine has been successfully run headless on any Amazon / Docker environments? Would it be possible to render to texture and generate vide/streams without a Screen attached?
config.ini loaded in 0.89 milliseconds
Created GraphicsDevice_Vulkan (489 ms)
Adapter: llvmpipe (LLVM 15.0.7, 256 bits)
[wi::initializer] Initializing Wicked Engine, please wait...
Version: 0.72.58
Platform: Linux
Compiler: GCC
CPU: AMD Ryzen 9 7900X 12-Core Processor
Features available: SSE; SSE 2; SSE 3; SSE 4.1; SSE 4.2; AVX; FMA3; F16C; AVX 2;
Features used: SSE; SSE 2; SSE 3; SSE 4.1; AVX; FMA3; F16C;
RAM: 22.9 GB
No embedded shaders found, shaders will be compiled at runtime if needed.
Shader source path: /home/andersb/WickedEngine/build/Editor/../../WickedEngine/shaders/
Shader binary path: /home/andersb/WickedEngine/build/Editor/shaders/spirv/
wi::jobsystem Initialized with 24 cores in 21.16 ms
High priority threads: 23
Low priority threads: 22
Streaming threads: 1
wi::input Initialized (0 ms)
wi::TrailRenderer Initialized (3 ms)
wi::physics Initialized [Jolt Physics 5.4.0] (3 ms)
wi::lua Initialized [Lua 5.4.8] (4 ms)
wi::image Initialized (5 ms)
wi::audio Initialized [FAudio 25.1.0] (43 ms)
wi::font Initialized (6 ms)
wi::HairParticleSystem Initialized (599 ms)
wi::GaussianSplatModel Initialized (601 ms)
wi::GPUBVH Initialized (4901 ms)
wi::Ocean Initialized (5593 ms)
wi::gpusortlib Initialized (9778 ms)
wi::texturehelper Initialized (10236 ms)
wi::EmittedParticleSystem Initialized (12983 ms)
wi::renderer Initialized (13576 ms)
[wi::initializer] Wicked Engine Initialized (13598 ms)
Created envprobe depth buffer for request
Resolution = 64 * 64 * 6
Sample Count = 1
Mip Levels = 1
Format = D16_UNORM
Memory = 48.0 KB
[Error] [CopyAllocator::submit] vkWaitForFences resulted in VK_TIMEOUT
Created envprobe render target for request
Resolution = 64 * 64 * 6
Sample Count = 1
Mip Levels = 3
Format = R11G11B10_FLOAT
Memory = 126.0 KB
Created envprobe filtering target for request
Resolution = 64 * 64 * 6
Sample Count = 1
Mip Levels = 3
Format = R11G11B10_FLOAT
Memory = 126.0 KB
BlockCompress created a new raw block texture to fit request: BC6H_UF16 (64, 64)
Format = R32G32B32A32_UINT
Resolution = 64 * 64
Array Size = 6
Memory = 384.0 KB
[Resource check] Started checking resource manager for changes...
[Resource check] All up to date
[Resource check] Started checking resource manager for changes...
[Resource check] All up to date
I was wondering about the potential support of running WickedEngine applications in WSL2?
I was able to build and start the Editor, but it runs extremely slow. Crasches after a while.
Same with the Samples.
Related question is if WickedEngine has been successfully run headless on any Amazon / Docker environments? Would it be possible to render to texture and generate vide/streams without a Screen attached?