D912pxy Versions Save

DirectX9 to DirectX12 API proxy for Guild Wars 2

v2.4.4.1

2 years ago

Updated gw2 addon deps

v2.4.4

2 years ago

-Reduced memory usage by disabling hw cache by default & vfs precache flags tweaking

In long term latest.pck grows too big making proxy use extra RAM (1-3Gb) when hw cache is enabled and precache flags was too old loading data that is not actually realtime-needed anymore hw cache can be turned back on in config, as well as precache flags (for ones who want zero-lag-zero-pop-in)

-Allow selecting GPU that will be used via config file

see lines in log

0: VRAM: 005980 Mb | FL: FL_12_1 should work 100% (15) | NVIDIA GeForce RTX 2060 1: VRAM: 000128 Mb | FL: FL_12_1 should work 100% (15) | Intel(R) UHD Graphics 630

and select needed gpu by

[dx] force_gpu_index=1

-Now when some critical error occurs - standard windows error popup will be showed. No more log reading to get why something is not working.

-Fix startup/data save problems when pck folder is missing Now latest.pck will be correcly created even if pck folder is missing

-Allow installing d912pxy outside of game folder You can put d912pxy folder somewhere in game folder path, and just move d3d9.dll near game This fixes problems with some games that forbid adding/accesing folders/files to game installation (BnS, Lost Ark, etc)

Short example putting proxy dll to q:/collection/games/awesome_game/bin/d3d9.dll and d912pxy folder in q:/collection/d912pxy will make proxy load config & etc from q:/collection/d912pxy

-Fixed wrong rendering due to wrong StartInstanceLocation & MinVertexIndex usage Affects Lost Ark and maybe BnS

-Somewhat final gw2e support implementation There is still room to improve, but right now it works quite stable and reasonable fast, allowing to utilize various "special" information from game for better postfx

v2.4.3.2

3 years ago

Added a number of crashfixes for Guild Wars 2 06.04.2021 build +small crashfix to properly handle BnS shaders with added changes

v2.4.3

3 years ago

Small update to 2.4.2

-added optional relaxed GPU work submission compat option to config, enable it if you have GPU timeouts

[compat]
relaxed_gpu_submission=1

-updated BnS configs -enabled DXGI fullscreen deadlock workaround, to avoid fullscreen problems -some stuff for gw2enhanced

v2.4.2

3 years ago

Small update to 2.4.1

-added 32bit build selection in installer -updated ready to use configs (see and use them in d912pxy/config folder) -redo reshade compat on new pass detector (for gw2enhanced) -added sleep prevention when in true fullscreen mode to avoid system lock-ups

v2.4.1

3 years ago

Small update to v2.4

-Restored fullscreen support and probably fixed it for good -Support for SelectRender addon, for yours reshading needs =] -Added button to hide overlay in overlay itself

v2.4RC3

3 years ago

Added reshade compat iframe mod -This is WIP feature in general, better to wait for ready to use setups -allows feed reshade with a additional data for various purposes (like UI skip) -for it to work you need a special/latest reshade + reshade_compat as primary iframe mod source (special reshade currently available here ) -all ingame postfx should be disabled for proper work (no AA, no postprocessing, no AO, no depth blur)

Fixed depth read/write barriers: fixes some crashes with 3-rd party overlays, drivers

Use win API instead of shell commands in installer: this should make various antivirus softwares happy

Removed AVX & AVX2 builds from release package: they are proven useless or even reducing performance (can be builded by hand anyway)

Removed different debug binaries from release package: reduce download size

Enable cache save & load by default, but limit precompile size by 10k items: fixes character portraits & some pop-ins

Utilize hw based PSO cache: reduces precompile & compile times

Fixed GPU being not fully utilized in GPU bound scenarios (maybe fixed GPU being underclocked due to that)

Reduced GPU usage on always enabled atest&srgb emulations.

Added some heuristics to select better config values automatically based on VRAM/RAM amounts

Disabled fullscreen mode - it was anyway broken, maybe will be fixed later

Disabled async constructors for low core-count systems, to avoid performance penalty on said systems.

Fixed PSO inconsistency due to hash collisions & unsafe type widening

v2.3.1h2

3 years ago

Small changes: -D3DDevice9::SetTexture optimization -Enabled threaded construction for vstream/texture objects by default -Added config for League of legends -Fixed shader compiler loading on windows 7 -Possible fix for multi-instance runs VFS access error/corruption

Hotfixed dll file version, win7 support, default config values.

v2.3h6

3 years ago

Summary

32-bit builds are now available for manual installation

This allows tool to be used for number of other games that does not have 64-bit builds

Added overlay toggle hotkey tip in overlay that is showed for number of seconds from startup

There was lot of confusion about default hotkey combo. Now you can see it on startup!

Shader profiles are not longer used

Shadows, transparency effects, reflections clipping, will now work out of the box, no extra steps or updates needed

Shader compilation now uses multiple threads

This significantly speeds up initial shader cache build process, especially on multi core systems.

Other small changes

-Fixed overlay being unresponsive on windows 7 -Added MRT support (fixes broken GW2 HoT/PoF cutscenes) -Implemented number of missing DX9/DXBC elements -Introduced base for API stream transformations -Code cleanup&optimizations

Extra notes

  • Old pck files are considered outdated - shader caches from earlier version will not work
  • Initial shader compilation can take more time due to extra variativity being implemented

v2.2.1

3 years ago

Small changes: -Better workaround for broken depth in gw2 character portraits (can broke something, but makes portraits correct) -Fixed on exit hung in gw2