Zed for Windows: What's Taking So Long?

59 janjones 34 8/20/2025, 5:56:27 PM zed.dev ↗

Comments (34)

mxhwll · 1h ago
This is why you don’t make your own cross platform toolkit.
WD-42 · 49m ago
You'd rather see another crappy, slow editor packaging an entire browser? Because that seems like what people are using for "cross platform toolkits" these days. I'm glad Zed is being ambitious, it's truly a joy to use because it feels native. And to be honest, it's Windows, who cares. If you are a developer you should have switched to Linux years ago anyway.
perching_aix · 6m ago
> If you are a developer you should have switched to Linux years ago anyway.

This is so often repeated, but I genuinely don't understand why. Could you try selling me on it? I ended up going the sysadmin/devops route instead after college, but the more I learn about Linux, the less I understand why anyone would choose it for personal, actively manual use.

I can understand server deployments, it works well enough. It's available at no cost, Windows Server is way out in the far other end in terms of current desired behavior, and whatever pains it has you get paid to make up for. None of which applies on a personal device level.

The most common selling points I see are more performance and less "spying". I find neither of these very persuasive, and I'm not interested in ideological rationales either (supporting free software). If you have anything else, I'm all ears.

pjmlp · 42m ago
I use computers since 1986, UNIX variants since 1992, and yet Windows is where I spend most of my time.

I find hilarious this FOSS concept that developers only use Linux, I wonder who writes software for all other operating systems in the world.

steve_adams_86 · 46m ago
No, there are good reasons developers are on Windows. Industrial and embedded systems are very often Windows-based, for better or worse. Heaps of games are developed on Windows. Windows-based software itself is developed on Windows.
com2kid · 40m ago
Being ~2 weeks into migrating from Windows to Linux for my dev machine, there are a lot of good reasons why people use Windows, and I keep learning more each and every day!

From a lock screen that appears ~3 seconds after my desktop does (during which time I can interact with my desktop...) to getting Nvidia GPU passthrough working in Docker being harder running on Linux natively than what it was making it work on WLS (...) to absurd amount of time it takes my machine to come out of sleep.

Oh also the popping and clicking over my BT headset every time someone speaks in a meeting. That was wonderful.

Despite using an older model MB, I needed to install some kernel extensions to get system temperatures working.

Also if I want to develop desktop software, I'm going to be writing against Windows anyway because at least that is somewhat documented, vs the ever changing landscape of Linux desktop software development. (Windows used to be the OS for desktop software, but Microsoft shot themselves in that foot, then removed the entire leg, long ago, by constantly changing and deprecating frameworks, ugh, 20+ years of API stability down the drain...)

saghm · 5m ago
> to Nvidia GPU passthrough working in Docker being harder running on Linux natively than what it was making it work on WLS

To be fair, assuming you're using WSL2, you're running docker on a VM, so it doesn't sound that crazy that it might be more work without the abstraction around the hardware that defines. If there were a built-in VM for your Linux distro, it might end up being easier to expose the GPU through that to things running on it than directly too. I can't say I've ever had any need to access a GPU from a container running on a VM then, so this is just conjecture.

inetknght · 23m ago
> Industrial and embedded systems are very often Windows-based

I find Windows to be the outlier against a sea of embedded Linux devices.

> Heaps of games are developed on Windows

Inertia.

> Windows-based software itself is developed on Windows.

Plenty of Windows-based software is developed on Linux with Wine.

delta_p_delta_x · 2m ago
[delayed]
steve_adams_86 · 10m ago
> I find Windows to be the outlier against a sea of embedded Linux devices.

I think you're thinking of consumer devices, not industrial.

> Inertia.

I think that's a tough case to make. Windows offers legitimate technical advantages for gaming and game development. Integration with large vendors' tooling like NVIDIA and AMD is pretty huge. There are real workflow benefits.

> Windows-based software itself is developed on Windows.

You know more about this than I do. That sounds kind of wild to me, like it could be a pretty awful work flow at times for no good reason. It looks like you don't have access to native debugging tools and Wine itself introduces potential compatibility risks. I would rather just develop on target, personally

pjmlp · 45m ago
Or why you don't insist in using Khronos stuff on Windows, when most OEMs only care about the native API, DirectX.

Lets recap that this lesson has been learned by Godot developers, regarding their backends as well.

The ICD mechanism is a kind of escape hatch leftover due to backwards compatibility, and even user mode drivers build on top of DirectX runtime infrastructure.

andsoitis · 1h ago
while I would agree in general, there could theoretically be SOME applications where the range of UI controls (and systems) is small enough where it could pay off. But things tend to expand in surface area...

So with that, this presents a HUGE opportunity for someone to build something akin to Zed, but not with the baggage that their technical strategy brings.

cosmic_cheese · 47m ago
> So with that, this presents a HUGE opportunity for someone to build something akin to Zed, but not with the baggage that their technical strategy brings.

Not sure it’s so clean-cut. More than avoiding baggage, you’re just shifting it elsewhere. The question is if you want to own (and can handle) the baggage and benefit from the control that brings.

Mountain_Skies · 46m ago
The FOSS community has become full of ideological landmines, with projects now including clauses in their requirements, often vague and ill defined, about how those who build upon their projects must act and believe. As a result, some are now finding it less risky to roll their own base dependencies instead of using someone else's project that could at any time become problematic for non-technical reasons.

While I doubt this had anything to do with the decision by the Zed team to make their own toolkit, it is something becoming more common. Hopefully it doesn't start happening in the encryption space.

wwfn · 28m ago
I can see "ill defined" causing problems. But isn't an explicit code of conduct more defined than none? (Assuming I'm reading that correctly from your comment.)

There aren't too many epithets floating around that offend me specifically. And I haven't heard anyone say I shouldn't/don't exist. So it's hard for me personally to feel the need for CoC and the like. But I'm all for policy that protects everyone against that kind of abuse -- which seems to be on the rise. Are there better alternatives?

dang · 34m ago
Related ongoing threads:

Zedless: Zed fork focused on privacy and being local-first - https://news.ycombinator.com/item?id=44964916

Sequoia backs Zed - https://news.ycombinator.com/item?id=44961172

RattlesnakeJake · 1h ago
Entirely unrelated, but the sections, toolbars, and controls in that RenderDoc app are so cleanly separated compared to modern dev tools. I wish more apps still looked like this.
jbverschoor · 1h ago
I have my macOS set up that all buttons have borders etc

If I switch no vanilla macOS, it’s basically unusable

Clean, but unusable

munchler · 33m ago
I’m sure this is a dumb question, but why does a code editor need to render on the GPU like a video game? Is it just for niceties like smooth scrolling?
delta_p_delta_x · 22m ago
> but why does a code editor need to render on the GPU like a video game?

It isn't just text editors—nowadays, everything renders on your GPU, even your desktop and terminal (unless you're on a tty). For example, at the bottom of Chromium, Electron, and Avalonia's graphics stack is Skia, which is a cross-platform GPU-accelerated windowing and 2D graphics library.

GPU compositing is what allows transparency, glass effects, shadowing, and it makes actually writing these programs much easier, as everything is the same interface and uses the same rendering pipeline as everything else.

A window in front of another, or a window partially outside the display? No big deal, just set the z-coordinate correctly for each window, and the GPU will do hidden-surface removal and edge clipping automatically and for free, no need for any sorting. Want a 'preview' of the live contents of each window in a task bar or during Alt-Tab, like on Windows 7? No problem, render each window to a texture and sample it in the taskbar panels' smaller viewports. Want to scale or otherwise squeeze/manipulate the contents of each window during minimise/maximise, like macOS does? Easy, write a shader.

This was a big deal in the early 2000s when GPUs finally had enough raw compute to always run everything, and basically every single OS and compositor switched to GPU rendering roughly in the same timeline—Quartz Extreme on Mac OS X, DWM.exe on Windows, and Linux's variety of compositors, including KWin, Compiz, and more.

There's a reason early 2000s OSs had so many glassy, funky effects—this was primarily to show off just how advanced their GPU-powered compositors were, and this was also a big reason why Windows Vista fell so hard on its face—its compositor was especially hard on the scrawny integrated GPUs of the time, enough that two themes—Aero Basic, and Aero Glass—had to be released for different GPUs.

Thaxll · 1h ago
Why dx11 and not 12? No one should care about win7 in 2025.
pjmlp · 41m ago
If you aren't trying to write a games engine, DX 11 is good enough, and won't be going away any time soon.
zamadatix · 1h ago
DX12 isn't just "newer DX11" though, so it really comes down to what makes the most sense for building Zed with.
delta_p_delta_x · 1h ago
I've written a response below, but the summary is that mapping from Vulkan 1.3 with dynamic rendering to D3D11 is easier than targeting the lower-level D3D12. The latter does have some form of dynamic rendering too, but I suspect the authors woud've had to re-think their CPU code much more than what has currently been done. Getting Windows Vista and 7 support is a freebie.
shortrounddev2 · 43m ago
Dx11 is a far more ergonomic API than dx12. Dx12 is what you use when you need maximum control over memory allocation and such
Analemma_ · 1h ago
Think about the customer base: the sorts of users who want a high-performance text editor are exactly the kind of people who will run Windows 7 until it's pried from their cold, dead fingers, and who will flood the support forums with complaints if you limit support to operating systems released in the last 15 years. Because of their target market, Zed probably has implicit support requirements which wouldn't apply to e.g. the last first-person shooter.
delta_p_delta_x · 1h ago
> Zed probably has implicit support requirements which wouldn't apply to e.g. the last first-person shooter.

This is incongruous given Zed uses modern frameworks (which is why they moved to D3D11 from Vulkan in the first place).

If Zed really wanted to target 'old Windows' then they might have used Win32 and GDI+, not D3D11. In fact they could've stuck to D2D (which was released with Windows 7 and back-ported to Vista), and not used their own rendering at all, since D2D is already a GPU-accelerated text-rendering API, and then used Win32 windowing primitives for everything else.

Someone · 1h ago
Similarly, the Mac version is for MacOS 10.15 (from 2019) or later, and has an x64 version.
zamadatix · 24m ago
Zed had already targeted macOS when 10.15 still had over a year of support left https://github.com/zed-industries/zed/commit/b400449a58507cc... and some variant of x86-64 macOS will still be supported through 2028. Neither of these were adding support for really old things, one is current for many years to come and just there hasn't been a reason to break 10.15 support yet so why bother.

Meanwhile Windows 7 is already over 2 years past the end of extra-extended support at the time this new code was written with Windows 7 support still in mind. Which is nice, but a very different scenario.

delta_p_delta_x · 1h ago
As a Windows dev...

> but we got reports from users that Zed didn't run on their machines due to the Vulkan dependency

This single sentence is abstracting a lot of detail. Vulkan runs on Windows, and quite well. Looking at the bug reports, especially the last one[1]...

> Rejected for device extension "VK_KHR_dynamic_rendering" not supported

Aha, ambitious devs >:) The dynamic rendering extension is pretty new, released with Vulkan 1.3. I suspect targeting Vulkan 1.1 or 1.2 might've been a little more straightforward than... rewriting everything to target DX11. Large games with custom engines (RDR2, Doom, Doom Eternal) were shipped before this was main-lined into Vulkan.

But thinking about it a little more, I suspect switching out the back-end to a dynamic rendering-esque one (which is why D3D11 rather than D3D12) was easier than reverting their Rust code to pre-dynamic rendering Vulkan CPU calls; the Rust code changes are comparatively light and the biggest change is the shader.

That being said, it's a bit annoying to manually write render-passes and subpasses, but it's not the worst thing, and more importantly extremely high performance is less critical here, as Zed is rendering text, not shading billions of triangles. The singular shader is also not necessarily the most complex[2]; a lot of it is window-clipping which Windows does for free.

> we had two implementations of our GPU shaders: one MSL implementation for macOS, and one WGSL implementation for Vulkan. To use DirectX 11, we had to create a third implementation in HLSL.

I wonder why HLSL wasn't adopted from the outset, given roughly 99.999% of shaders—which are mostly shipped with video games, which mostly target Windows—are written in HLSL, and then use dxc to target SPIR-V? HLSL is widely considered the best-specified, most feature-complete, and most documented shader language. I'm writing a Vulkan engine on Windows and Linux, and I only use HLSL. Additionally Vulkan runs on macOS with MoltenVK (and now 'KosmicKrisp'), but I suppose the Zed spirit is 'platform-native and nothing else'.

> symbolicating stack traces requires a .pdb file that is too large to ship to users as part of the installer.

Perhaps publishing a symbol server[3] is a good idea here, rather than users shipping dump files which may contain personally-identifiable information; users can then use WinDbg or Visual Studio to debug the release-mode Zed at their leisure.

[1]: https://github.com/zed-industries/zed/issues/35205

[2]: https://github.com/zed-industries/zed/blob/c995dd2016a3d9f8b...

[3]: https://randomascii.wordpress.com/2020/03/14/creating-a-publ...

maxbrunsfeld · 1h ago
The Zed spirit is definitely to prefer a platform native solution.

You're right that we may be able to get rid of our WGSL implementation, and instead use the HLSL one via SPIR-V. But also, at some point we plan to port Zed to run in a web browser, and will likely build on WebGPU, where WGSL is the native shading language. Honestly, we don't change our graphics primitives that frequently, so the cost of having the three implementations going forward isn't that terrible. We definitely would not use MoltenVK on macOS, vs just using Metal directly.

Good point that we should publish a symbol server.

jamienicol · 55m ago
Did you consider using wgpu instead of writing a new dx11 renderer? It has metal, vulkan and dx12 backends so could have been used for a single renderer for macOS windows and Linux. (And webgpu in the future)
andrewmcwatters · 1h ago
Yeah, I maintain a Vulkan backend, and this immediately triggered my internal "what?" alarm.

Modern Direct3D is almost indistinguishable from Vulkan, on the other hand. So it shouldn't be difficult for them to add.

I also agree with your HLSL comment. It sounds like these guys don’t have much prior graphics or game development experience.

delta_p_delta_x · 1h ago
I'd been thinking about it, and I added another paragraph above. I get a feeling they've been targeting Vulkan 1.3 with dynamic rendering from the beginning, so porting to D3D12 would be roughly as complex as rewriting to target older Vulkan.